Recalculating normals in bmesh
When working with mesh geometry through the bmesh object, we can “recalculate” the normals – rotate the normals in the opposite direction, starting from the direction of the normals of neighboring polygons.
Splitting the sequence of vertices into chunks to create polygons
To build polygons using the existing list of vertices, we need to split this list into chunks of the required length. One chunk for each polygon. For a good mesh topology, square polygons are usually built, so the list of vertices is best divided into blocks of 4 vertices.
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Creating procedural Mars rock and sand material
Creating procedural Mars rock and sand material in Blender by Ryan King Art.
A bit of reverse engineering
One of the popular directions in the neural networks development currently is the creation of a 3D objects from images. Using a Suzanne’s mesh and its rendered image, we can check how this really works.
Setting the sampling pattern parameter for the Cycles render engine
Starting from Blender 3.5, the switcher for changing adaptive sampling modes was removed from the Cycles render engine panel. However, the parameter itself has not gone away, and its value is left at the default “Tabulated Sobol”.
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Creating procedural obsidian material
Creating procedural animated obsidian material in Blender by Ryan King Art.