The single object visualization most often is performed on a clear white background. It is difficult to achieve this through the common configuring the scene – increasing the illumination of the scene “lights up” the object, decreasing – the background becomes gray instead of white. If the object itself can be simply rendered on a transparent background and then imposed on white, but what about its reflections?
Let’s consider the way how we can render the object and its reflection on a white background.
State switches so-called “radio buttons” are used in the case to limit the choice by one value from several available ones. There are a lot of such buttons in the Blender interface, for example, switching between RGB and BW rendering modes or setting the texture mapping mode. Such buttons can be created in the Blender add-ons interface too.
Every 3D-artist knows that the workplace is always less. The larger monitor, the larger available workspace on it – the work is more convenient and faster. Blender allows winning some extra space on the screen, hiding the window title, which is still not useful.
The key combination:
alt + F11
allows to hide the Blender window title and expand the work area to the entire monitor. Pressing this key combination again returns Blender to its original state.
During the image rendering in Blender, it is impossible to do anything else, the computer is strong “brakes”. Blender takes all available computing power without leaving almost nothing to other applications.
In order to run render in Blender with a low priority, so that it does not fill the entire computer and is guaranteed not to slow down the other programs work, you need:
/LOW – means that Blender will be launched with the lowest priority, computing power will be allocated to it after the all other programs.
/MIN – the window will be minimized in the taskbar.
/B – no separate window for launching Blender.
/D _path_to_blender_directory_ – here you need to specify the path to the directory where Blender is installed. Since usually all programs are installed in the “Program Files” or “Program Files (x86)” directories (there are spaces in the directory name), you need to enclose it in quotation marks.
_full_path_to_blender_ – specify here the full path to the blender.exe file. Enclose it in quotation marks by the same rules.
-b – Blender background launch (no graphical interface is created).
_path_to_blend_file_ – the full path to the project you need to render. If there are spaces in the path, it must also be enclosed in quotation marks.
-f X – instead of X, you need to specify the number of the frame you need to render.
-t X1 – instead of X1 you need to specify the number of processor cores that would be allocated for rendering. It is worth to allocate the half of the available cores.
Previews autogeneration for procedural materials added. After a while, if the user has not uploaded his own material preview, it will be generated automatically.
The generated preview looks like this:
The update only applies to the server side of the add-on. You do not need to reinstall or update the installed add-on in Blender.
For the correct preview autogeneration, the saved node group must be fully procedural (without using textures, textures are not stored on the server) and have an output named “Shader” or “BSDF” for shader node groups or “Color” or “Factor” for color node groups. The “Displacement” output, if it is in the node group, is also used. To have proper texture coordinates on the preview, the node group must have a “Vector” input.
Single add-on or script can contain several different operators, and not all of them may be registered in the API by the register() function. To verify that the required operator is registered in the Blender API, run the following command:
It is convenient to use the following system for debugging developing multi-file Blender add-ons. But it has one drawback: modules imported in __init__.py file becomes available only after the file running (after the execution of the register() function). This means that any access to the imported modules before they are registered will cause an error. This is not critical in most cases, but it will cause a problem if, for example, in one imported module is used inheritance from the class, described in the other imported module, because the classes descriptions are processed before the add-on registration.
To get more freedom working with imported modules, we can use another way to debug the add-on – do not run the add-on directly from the development directory, but install it in Blender and check its “live” work. However, manual add-on reinstallation requires a set of routine actions, which complicates such sort of debugging. This issue can be solved by reinstalling the add-on in automatic mode.
In order to achieve the desired texture mapping on the object surface, we need a convenient tool for manipulating the texture coordinates. Especially for procedural textures mapped to the object without using UV-s.
The “Mapping” node combines tools for texture moving, rotating and scaling is suitable for most of the texturing tasks. But sometimes its power is not enough. Its major drawback is that it allows setting adjustment values only in certain fields within the node body. These fields have no inputs and cannot be connected to the other nodes.
However, we can implement the required functionality devoid of the “Mapping” node lack with the help of some other nodes. Let’s consider how to build a node tree to rotate the texture around the Z-axis of the object by a random value.
One of the distinguishing Blender features is that many things can be performed in various ways, choosing the most convenient and fastest for your taste. For example, a screw can be created not only by drawing the profile of its teeth. Let’s try an alternative way:
Creating a node tree in the compositing window, sometimes it is necessary to see the intermediate result given by some parts of the node tree. For fast viewing click left mouse button on the desired node with the “ctrl” and “shift” keys pressed. Blender adds a new View node (or uses one of the existing) and connects the output of the selected node to it. The result is displayed on the backdrop (if the corresponding checkbox checked) or in the UV/Image Editor window in “Viewer Node” mode.
If the clicked node has several outputs, each subsequent click on that node switches the view to its next output.