How to Render High-quality Images in Blender
Blender render farm
In this article, the best CPU & GPU cloud render farm service provider, Fox Render**farm, will tell you how to render high-quality images in blender.With the development of computer technology, Blender has been widely used in the field of graphic design, so that ordinary people also have the opportunity to come into contact with Computer Graphics technology referred to as "CG technology". Computer Graphic Image is also computer 3D animation technology, referred to as "CGI". Whether it is "Toy Story", "The Lion King" or "1917", the success of these world-class blockbusters can not be separated from the establishment of models in 3D software, and then to visual effects, post-production software composition, Editing, and more.!how to render high-quality images in blender - 1Image via blendercn.org As a new star in 3D software, blender integrates modeling, sculpting, binding, particles, animation, etc., and is a software that supports commercial creation for free forever. So how do we use blender to output high-quality images?Blender has 2 renderers that can convert a 3D scene into a 2D image.- Eevee is a physics-based real-time renderer.- Cycles is a physically-based ray-tracing renderer.Use plugins to add more third-party rendering engines. Each renderer has its own rendering settings to control rendering quality and performance. And the rendering effect is determined by the camera, lighting,and materials, which also determine the quality of the output images.!how to render high-quality images in blenderImage via blendercn.orgHere is the Cycles renderer that comes with Blender as an example. As a GPU-based rendering engine, rendering effects have become more and more mature, and its speed is much faster than the CPU renderer. So where does it affect the output image quality? SamplingThe sampling method determines how the light is calculated. The light is emitted from the camera into the scene and bounces back and forth until they find a light source, such as a light object, a glowing object, or the ambient background light. Number of light path traces for a single pixel in the final render. The more samples there are, the less noise there will be in the result and the more accurate it will be. Path trackingThe rendering attribute is the amount of light emitted from the camera to each pixel. The view attribute is used for scene rendering in the view. A value of 32 means that each pixel will be tracked by 32 rays.) NoiseNoise in the image will greatly affect the image quality because 32 beams of light per pixel are not enough to produce a high-quality image (To reduce the noise by 50%, double the number of lights, so the rendering time will also double, depending on the computer configuration to set the value, at least 1024 if you want a better effect. Rendering propertiesThe rendering properties greatly affect the rendering quality, try to adjust to the maximum value that the view can reach, and adjust the view back to 32 to maximize the quality. Optical Path Length It refers to the value of the number of bounces to track the path of each beam. The difference between 0 and the maximum will be very large. Camera PropertiesCamera size: It needs a proper ratio and size, and the focal length needs to be adjusted according to the content of the image. The appropriate size can display the details of the Depth of field.Depth of field: The choice of lens will affect the depth of field details. The depth of field determines how far away the object will be displayed clearly.Aperture radius: determines how far the object in the radius is clear, and it will become blurredFocus: Focus needs to be adjusted. Set important objects in the image as axes and adjust the appropriate aperture radius to show the correct object to the viewer.If you want to improve the quality of the images, you can try some of the suggestions above. Improving the quality of images is not something that can be improved by reading an article. Continuous learning and practice is the best way.Cycles is undoubtedly a young renderer. Blender is also constantly improving some of the features of Cycles, and it has a lot of room for development in the future. As a TPN-accredited render* farm, Fox Render**farm supports most mainstream 3D software, renderers, and plugins, including Blender, 3ds Max, Maya, Cinema 4D, Clarisse, and more. So if you want to use a renderer other than cycles, you can also consider Fox Render**farm, which is undoubtedly a powerful, fast and safe render farm. It can easily help you render high-quality images in Blender. Recently Fox Render**farm has initiated a program called Evergreen Program especially for new users. Accomplish your first top-up and you could get a free render coupon and even a Gold Membership for three months. The more you recharge, the more you save.!Two Important Things Zync Render** Users Need to Know 9New User: User registered in 2022 who is ready to accomplish the first top-up.Plus the $25 free trial for new users, it is really worth trying to see if Fox Render**farm** is the right choice for you.
How to Use Blender's EEVEE Engine - Tutorial of 2022
Maya render farm
As the leading cloud rendering service provider, Fox Renderfarm, brings to you a tutorial about how to use Blender's Eevee engine. Blender is a great 3D software with a real-time rendering engine - Eevee. Similar to unity3d and unreal, this engine can create, adjust, and represent 3D objects and materials by using PBR workflows. How to Use the EEVEE Engine: EEVVEE uses the PBR workflow, which is the same as unity and unreal, and has both Metallic and Specular workflows. As shown below, you can choose the nodes you need: There are four textures required for the Metallic process:1. Base Color 2. Metallic 3. Roughness 4. Normal There are four textures required for the Specular process:1. Base Color 2. Specular 3. Roughness 4. Normal Of course, these four textures are basically required. If you have other textures, you can import them for free. Below we import the model Correspond to the texture, plus HDR map Well, the effect is not bad. But there are a few more features that make the picture look better, and then find the Post Processs Stack in the properties bar. They are:1. Ambient Occlusion Ambient Occlusion2. Motion Blur motion blur 3. Depth of Field Depth of Field 4. Bloom glow 5. High energy part Blender's latest version of the Cycle engine has joined the Principled node of the PBR process. This node is used to render the material that uses the PBR process offline. Already convenient, right? However, after seeing a lot of official documents and trying, I found that the Principled rendering node, working in both the Cycle engine and the EEVEE engine, and the effect is close! What does this mean? The following two images are shown, which are the same model, the same set of textures, the same material nodes, and the same lighting. In short, the settings are the same, that is, the real-time rendering and offline rendering engine switching. From-cycle Eevee engine screenshot Only switch the Cycle engine and open the window for real-time rendering Although there are differences, they are basically similar. The traditional rendering process is as follows: Vray or Arnold for Maya 1. Draw a texture It may be a PBR process, perhaps a traditional process, in a substance painter, Quixel production, or other software. However, there is no guarantee that the material preview will be the same as the final render. 2. Rendering testImport textures into Maya and test renderings using Vray, Arnold, or other rendering engines. And confirm the final model material assets. 3. Adjust the light according to the lens The rendering staff lights in different movie scenes according to different environments. With Maya plus Vray Arnold, rendering tests can take a lot of time and eventually render the final film. With Eevee's Blender, these four steps will reduce the time of production and are more friendly to the creator:Blender_EEvEE_Cycle_workflow 1. Draw a textureWhether you are making a texture in the substance painter or Quixel, as long as it is a PBR material, you only need to pay attention to the effect of the material at this time, because the effects of the EEvEE and Cycle engines will be basically the same. 2. Rendering test Importing the texture of the PBR process into Blender, whether it is EEvEE or Cycle engine, the performance is quite consistent with the software for making the material. Here, you can use the EEvEE real-time rendering engine to quickly create a variety of lights, a variety of ambient light, and quickly view the interaction between your material and light.And you can switch directly to Cycle without any adjustments and directly render offline. Cycle can also render in real time in windows, and it is very fast. It also saves a lot of guessing and waiting time. It is more convenient to light up than before, and the effect can be seen directly, and the rendering is basically the same. 3. Adjust the light according to the lens In this step, the rendering can be quickly illuminated with EEvEE and interacted in real time. You can see the interaction of light with the surface of the object, closer to the final result.Then directly switch Cycle offline rendering to further adjust the final rendering of the finished product, real-time and fast. We hope this will give you some inspiration and help. Fox Renderfarm is an excellent cloud render farm for Blender, so if you need to find a render farm, why not try Fox Renderfarm, which is offering a free $25 trial for new users.Article From DigitalCat
Top 9 Best And Free Blender Render Farms of 2022
Blender render farm
Fox Renderfarm is a leading cloud rendering service provider in the industry. Since the operation in 2011, Fox Renderfarm has earned a good reputation for its quality performance, great customer service, and flexible pricing scheme. With over 20 years’ experience, the pioneering core team served more than 200,000 users and top leading visual effects companies and animation studios from over 50 countries or regions, clients including multiple awards and Oscar winners.CPU Node Configuration:Intel Xeon E5-2660, 16 physical cores with 32HT, 64-128 GB, 2.2 GHzIntel Xeon E5-2678 V3, 24 physical cores with 48 HT, 64-128 GB, 2.5 GHzIntel Xeon 8179M, 52 physical cores with 104 HT, 256 GB, 2.4 GHzGPU Node Configuration:GTX 1080 Ti RTX2080Ti RTX3090Local Networking: 20GbpsOS: Windows/LinuxProcessor: CPU/GPUInternet Connection: 1.5Gbps Internet AccessSoftware: Support Maya, Blender, 3ds Max, Cinema 4D, Arnold, V-Ray, Redshift, Clarisse, RenderMan, Corona, Katana, Nuke, Anima, etc.Pricing: For non-regular customers, prices start at $0.06 per core per hour. New customers receive a free $25 credit, with discounts for regular users, educators, freelancers and students.Features:- Powerful On-Demand Rendering; - Multiple Software & Plugins Supported: Blender, 3ds Max, Maya, Arnold, V-Ray, Redshift etc.;- CPU & GPU Rendering Are Both Available;- Secure & Confidential: TPN-Accredited Vendor;- Oscar Winning Entries Service Team;- 24/7 Live Customer Care & Technical Support;- Massive SSD Storage System to Solve the I/O Bottleneck; - Program to Help CG Students and Educators Realize Dreams; GarageFarm - Cloud Rendering Blender Render Farm!GarageFarm - Cloud Rendering Blender Render FarmGarageFarm is a small team of tech and 3d enthusiasts who one day decided to set up their own farm in GarageFarm after years of painful and horrible experiences with rendering farms. GarageFarm allows you to upload and manage your projects with ease. With intuitive and lightweight plugin, you can submit your .blend scene easily and seamlessly from within your Blender GUI.Software: Blender, 3ds Max, Maya, Cinema4D, After Effects, Autodesk Softimage, Corona, Rhinoceros3D, and moreHardware: 25,000 CPU cores, 500 GPUs, 256GB RAMPricing: $ 50 credits and 30% discount for blender rendering. Others offer $20 credits. $0.015/GHz per hour for CPUs and $0.0025/GHz per hour for GPUs.Features: - Support for all types of assets supported by Blender, both relative and absolute paths;- Support for Python scripts (upon request);- Support for all official Blender releases and custom builds upon request;- Rendering with engines: Cycles, LuxCore, Redshift, ProRender, V-Ray (using V-Ray Standalone);- Fully automated integration with Blender that includes scene versioning, asset checking, and scene setting validation; RenderStreet - Best Render Farm for Blender!RenderStreet - Best Render Farm for Blender**RenderStreet is a global leading render farm built upon a powerful multi-cloud approach to 3D rendering. Utilizing its proprietary RenderWheels solution, RenderStreet's resource allocation algorithms dynamically optimize for speed and running cost, providing the quickest and most cost effective rendering solution available.Software: Blender/Cycles, Blender/Internal, Blender/LuxRender(LuxBlend), Blender/V-Ray, LuxRender stand-alone, Modo InternalPricing: Start at $3 per hour, or $50 per month; One day trial available for $1.Features:- Support for CPU and GPU rendering;- API support;- User-friendly and clear interface; Blendergrid - Online Blender Render Farm!Blendergrid - Online Blender** Render Farm**Blendergrid (Blender + Grid) is a grid of thousands of computers running Blender. Blendergrid was established in 2013. Blendergrid is a purely online blender render farm, you can only submit files on the web.Software: BlenderPricing: Price test before rendering; about $300 for rendering 230 frames at a whopping 2,500 Cycles samples.Features:- Choose your deadline;- Exact price quote before rendering;- 100% success or money back guarantee; RebusFarm - Excellent Render Farm for Blender!RebusFarm - Excellent Render Farm for BlenderRebusFarm was founded in Cologne, Germany in 2006.The render farm aims at fulfilling the growing need of rendering power in the field of 3D animation. RebusFarm supports all common 3D applications, including the host applications, as well as secondary rendering applications. Furthermore, RebusFarm targets to offer the largest possible rendering capacity at the most affordable price, while maintaining service oriented contact to the customer.Software: Maya, Blender, 3ds Max, Cinema 4D, Arnold, V-Ray, Redshift, Modo, SketchUp, Corona and morePricing: 25 RenderPoints free trial after the registration; offer a price of 1.27 cent/GHzh for CPUs rendering and 0.48 cent/OBh for GPU rendering.Features:- Support for CPU and GPU rendering;- Own software that is easy to install and comfortable to use;- Easiest job upload;- Render jobs that take hours at other render farms are delivered in minutes at RebusFarm; Concierge Render - Good Blender** Render Farm!Concierge Render - Good Blender** Render FarmConcierge Render is the white-glove rendering solution provided by CoreWeave. Backed by the same powerful infrastructure that runs CoreWeave Cloud, Concierge Render provides an easy to use, powerful solution for rendering and animation needs. Concierge Render has over 40,000 nvidia GPUs.Hardware: Up to 64 nodes, over 500 GPUs per jobSoftware: Blender, Cinema4D, RedshiftPricing: As low as $0.35 per GPU per hour and offer $5 in credit freeFeatures:- Parallel rendering;- Zero queue;- Built for speed; iRender - Great Blender** Render Farm!iRender - Great Blender** Render FarmiRender is a Vietnamese- based software company where people, joy and creativity are at the heart of all activities, inspiring the company’s mission. As a PaaS and IaaS provider, we offer worldwide cloud computing solutions with GPU rental servers service for 3D rendering (CPU&GPU Remote Render Farm), processing Big Data or any other GPU-intensive task.Hardware: Over 1,000 CPUs and GPUs, 128 GB RAM (CPUs), 256 GB RAM (GPUs)Software: Maya, 3ds Max, Blender, Cinema 4D, Indigo, Octane, Corona, Keyshot, Houdini, and morePricing: Prices range from $1/hour to $612/month, with a 20% discount for first-time top-up users.Features:- Reduce operating system load and speed up your computer by moving workload to Build & Train & Tune the model of your AI/ Deep Learning project onto GPU Cloud;- Support remote CPU render farm service;- Have professional machine configurations for AI Inference, AI Training, Deep Learning, VR/AR. With Turing GPU Architecture: 6/12 x RTX 2080Ti, 11GB vRAM. Pascal GPU Architecture: 6/12 x NVIDIA TITAN Xp, 12GB vRam; Ranch Computing - Outstanding Blender** Render Farm!Ranch Computing - Outstanding Blender** Render FarmRanch Computing is a French company based in Paris. Since 2006, they have been working to enable any graphic designer, whatever their industry (animation, visual effects, architecture, design, video games ......) , whatever the size of the structure they work in (from large studios to freelancers), can calmly handle the rendering process to meet their deadlines and budgets.Software: Maya, 3ds Max, Cinema 4D, Blender, Indigo, LightWave and morePricing: Select your software for a price test and offer a €30 trialFeatures:- Meet your deadline;- Upload and visualize lower resolution versions of your 3D scenes;- Free up your computer so that you can work on other tasks (design, video encoding, post-production);- Get a preview of your scenes within minutes;- Design more challenging projects; SheepIt - Free Blender** Render Farm!SheepIt - Free Blender** Render FarmSheepIt is a free render farm for Blender. The difference compared to other render farms is in the word distributed, as in the service doesn't own machines that render, but instead relies on people to share their computers. Thus, there is virtually no limit to the amount of power the render farm can have. When the owner of a project adds their scene to the jobs to queue, the service splits the animation into single frames to render, sends each frame to a connected computer and aims to optimize its choice based on the available memory, as well as the CPU/GPU power.Software: BlenderPricing: FreeFeatures:- Free to register, free to use;- 750 machines are connected on average;- Manage your project easily on a web based admin panel;- Real time updates on your projects;- Blender is not needed to help rendering; SummaryHaving a good render farm can make your work go twice as far! In any case, most blender** render farms have free rendering vouchers, so try them out before deciding which blender** render farm** to use.
Blender Tutorials: The Process of Making the Guyver 3 Dark Gigantic(2)
As the best Blender cloud rendering services provider, Fox Renderfarm still brings you the blender tutorial to share how to make the Dark Gigantic from freelance Digital Artist John Liu. And this is part two. MaterialThe guyver armor belongs to alien biotechnology. The material itself should have biological visual characteristics, and at the same time, it must have a sense of future technology. John checked many materials and was not satisfied, so he could only design it himself. He wanted to create an extraterrestrial cell-strengthening material that was unique to guyver armor, which looked like futuristic technology and had real credibility. After trying many effects repeatedly, he positioned it in a mixture of beetles and technology. !Blender Tutorials The Process of Making the Guyver 3 Dark Gigantic -5To construct Shade, we must first make a basic material, and then enrich it on this basis. The Cycles material library is used for the material, and then the original material is split and re-transformed, and combined according to the material requirements for the dark gigantic.The Surface part is obtained by the combination of multiple layers of materials, mainly simulating the texture of complex reflection details on the surface. The way of mixing is basically the idea of Substance Painter, so it uses the Pointiness in the Geometry node and the mechanism material taken to make it. With the ColorRamp node, it is easy to get kaleidoscopic effects.!Blender Tutorials The Process of Making the Guyver 3 Dark Gigantic -6Bump is obtained by at least several texture combinations, two procedural textures Voronoi and Musgrave, six-grid texture, and hand-drawn groove line texture. The six-grid texture is obtained by modeling and baking Normal in Blender. Another part is drawn using Krita's powerful tetragonal continuous function and can be combined with these mechanisms to achieve satisfactory concave-convex light and shadow effects.!Blender Tutorials The Process of Making the Guyver 3 Dark Gigantic -7 RenderingThe rendering output is in EXR MultiLayer format, which is Blender's film and television-level composite file format. Krita supports most layers, and Natron supports it perfectly! EXR is the format that guarantees all HDR color information and channels of the work and provides the strongest support for subsequent work. Synthesis!Blender Tutorials The Process of Making the Guyver 3 Dark Gigantic -8Synthesis can be roughly divided into two stages: A. Complete the first stage of synthesis in Blender, which mainly completes the noise reduction of reflection noise and layered output Diff (with light and shadow), Glossy (with light and shadow), refraction (with light and shadow). B. Complete these output 16-bit PNGs are sent to CSP or Krita for final synthesis effect. To sum upThe production and sharing of the Dark Gigantic are completed, and I hope to provide you with some references. In terms of sculpting ability, Blender is capable of producing high-precision characters, and his dynamic sculpting is very efficient.
Blender Tutorials: The Process of Making the Guyver 3 Dark Gigantic(1)
As the best Blender cloud rendering services provider, Fox Renderfarm brings you a blender tutorial to share how to make the Dark Gigantic from freelance Digital Artist John Liu.John is good at expressing his art in a variety of different creative techniques. He used to like Mr.Yoshiki Takaya's manga "The Guyver: Bio-Booster Armor", and was really amazed by the superb biological armor design inside. He prefers this kind of curved design to the European and American mechanical design with straight edges and corners.!Blender Tutorials The Process of Making the Guyver 3 Dark Gigantic -0Yoshiki Takaya's manga "The Guyver: Bio-Booster Armor" The Dark Gigantic is redesigned on the basis of Guyver's original. The entire head is like a crown, with a domineering and powerful shape! There are not too many straight lines to show his toughness, but through the overall domineering shape, an aggressive aura from the depths of the character is revealed. Therefore, as part of the process of learning Blender, John chose to use Blender to reproduce the role of the Dark Gigantic, which is rich in super curve structure.The final effect of the Dark Gigantic,!Blender Tutorials The Process of Making the Guyver 3 Dark Gigantic -10!Blender Tutorials The Process of Making the Guyver 3 Dark Gigantic -12!Blender Tutorials The Process of Making the Guyver 3 Dark Gigantic -11 ModelingAt first, traditional polygon modeling was used. Due to the highly complex surface structure of the Dark Gigantic, the traditional polygon modeling is more difficult, so the latter part is converted to the engraving method to complete, and the topology is completed after the model is completed. The entire bust is probably composed of more than 50 parts, and the overall number of faces maybe around 30 to 40 million. Blender performs well in this respect.!Blender Tutorials The Process of Making the Guyver 3 Dark Gigantic -14Number of faces: 49954816 If the number of subdivisions is 12 million and the engraving will freeze, you can try to display only the object currently being engraved independently, and switch the viewport to a viewport display mode, which will be better.Because Cycles has very powerful rendering capabilities, and the very small details of the engraved surface, you can get rich and small details through the mixing of mechanism maps, and you can freely control those gorgeous mechanisms. Structural redesign!Blender Tutorials The Process of Making the Guyver 3 Dark Gigantic -13When the model was rendered for the first time, it was found that there were no details at all. This result is far from the manga.!Blender Tutorials The Process of Making the Guyver 3 Dark Gigantic -16After some observation and thinking, John found that the dark gigantic in the manga is composed of black and white line drafts. Numerous line drafts are intertwined and drawn to produce a lot of so-called "details" in black, white, and gray. It feels that the giant armor is very layered. However, once this structure is placed in the 3D model, without the gorgeous interweaving of the line drafts, the model immediately presents a monotonous problem. Now it can only redesign the details on this basis.!Blender Tutorials The Process of Making the Guyver 3 Dark Gigantic -15The entire design process has gone through many times, each time constantly changing and adding more structures, the texture design of the head metal controller, the head horns increase the detailed structure of the fin-like marine life, the eye segmentation structure. More insect compound eye structures have been added, the mouth has been added and improved with more levels of detail, and the chest has a line segmentation structure.!Blender Tutorials The Process of Making the Guyver 3 Dark Gigantic -3Compare the effect of the model before and after !Blender Tutorials The Process of Making the Guyver 3 Dark Gigantic -1The final effect:!Blender Tutorials The Process of Making the Guyver 3 Dark Gigantic -2The structure of the chest particle cannon is a new design, which adds rich details and layers to him so that it can highlight a very powerful feeling.!Blender Tutorials The Process of Making the Guyver 3 Dark Gigantic -4From this stage, the dark gigantic is a redesigned personal version. According to my thinking about the personality of the Agito Makishima/ Guyver III, the structure of some parts has been changed, and some parts with the characteristics of the beetle structure have been added.
3D Modeling and Sculpting of Chronos in Blender(3)
Continue the 3D Modeling and Sculpting of Chronos in Blender(1) and 3D Modeling and Sculpting of Chronos in Blender(2), the faster and easier cloud rendering services provider, Fox Renderfarm still shares with you 3D Modeling and Sculpting of Chronos in Blender(3). LightingFirstly, I added a stronger background light to illuminate the edges of the characters. The lights are roughly divided into the main light source, auxiliary light source, backlight source, and a group of lights around the character.!3D Modeling and Sculpting of Chronos in BlenderHere is an introduction to the role of this group of lights to simulate a shadow of skylight for the characters. The rendering speed of such a light group is much faster than the sky shadow, and the effect is also good.!3D Modeling and Sculpting of Chronos in Blender Rendering The rendering was made using the default Arnold renderer of 3ds Max, and then layered rendering was used, and then composited and adjusted in Photoshop.Firstly, each part is rendered in colors.!3D Modeling and Sculpting of Chronos in BlenderFor post-processing in Photoshop, the advantage of layering is that it is easy to control the effect of each component and the effect of depth of field.1. Simply put the components together first, and choose a starry sky picture for the background.!3D Modeling and Sculpting of Chronos in Blender2. Add some glow effects to the magic circle. It is best to feather the magic circle and fill it with some fading blue to get an effect similar to the edge glow.!3D Modeling and Sculpting of Chronos in Blender3. Add some glow effects to the metal parts, the production steps are similar to the magic circle effect. If it is not obvious enough, we can copy a few more layers of the boost effect.!3D Modeling and Sculpting of Chronos in Blender4. Add some magic effects to the entire screen to enhance the overall atmosphere. Here I am using a set of Photoshop brushes. This brush is very practical and can easily draw all kinds of magic effects.!3D Modeling and Sculpting of Chronos in Blender5. After adding magic visual effects, we can see that the overall picture looks cooler. The details are as follows,!3D Modeling and Sculpting of Chronos in Blender!3D Modeling and Sculpting of Chronos in Blender!3D Modeling and Sculpting of Chronos in Blender
3D Modeling and Sculpting of Chronos in Blender(2)
Blender render farm
Continue the 3D Modeling and Sculpting of Chronos in Blender(1), the smarter and cheaper cloud rendering services provider, Fox Renderfarm still shares with you 3D Modeling and Sculpting of Chronos in Blender(2). Low PolyMost people are used to using ZBrush to make high poly and then topological low poly, but I think this method of making is more convenient for making monsters. For characters, I like to use high poly to make low poly through plug-ins or use the topology plug-in in 3ds Max to simply adjust the low poly.In the production, we considered that there might be facial close-ups in the later stage, so we used a lot of faces in the production. The production of hair is also very simple, we need to plan the trend of the hair in advance.Considering that there may be a need for facial close-ups in the later stage, a lot of faces are concentrated on the head. When making hair, we need to pay attention to the trend of the hair. We can roughly divide the hair into several groups, and then make a model according to the trend of the hair.!3D Modeling and Sculpting of Chronos in BlenderIn addition, the layering of the hair should be taken into consideration. In the picture below, I marked the grouping area of the hair with red lines. !3D Modeling and Sculpting of Chronos in BlenderIf the number of faces allows, the obvious and large patterns can be made directly using the model. The pattern made by the model will look richer when viewed from other angles, and the effect of lighting can be better received in post-rendering. !3D Modeling and Sculpting of Chronos in Blender Use UVS to allocate and optimize normalsNext, I will introduce the UV part. In fact, which is relatively simple. What needs attention is the position of the UV seams in case of some obvious seams. At the same time, avoiding obvious UV seams in some joints is important. Trying to hide the UV seams will greatly improve work efficiency.!3D Modeling and Sculpting of Chronos in BlenderLet me share with you a little experience of using UV allocation to optimize normal maps.!3D Modeling and Sculpting of Chronos in BlenderThe following two pictures are the same model, both using 256-size textures. If the textures are smaller, the comparison will be more obvious. They have the same model, but the edges look different. It is obvious that the normal and angle of the left picture is better. !3D Modeling and Sculpting of Chronos in BlenderThe UVs corresponding to the left and right images are as follows. It can be clearly seen that the splitting methods of the two UVs are completely different.The method is to try to cut the UVs of the sides whose angles are greater than or equal to 90 degrees on the model. The example in the figure below uses basically all edges of the cube with an angle greater than or equal to 90 degrees, so basically, the UVs on all sides are cut. In fact, cutting methods are different for different models.!3D Modeling and Sculpting of Chronos in BlenderThe advantage of this method is that each group of faces is a relatively independent UV, and the normal map of the edge chamfer can be better calculated in the normal generation. Although this will cause some trouble in texture drawing, it is still great for some mechanical models such as normal effects.The last is the baking stage. The XNormal selected for baking feels that this software is very easy to use for some machines with low configuration, and it will not be limited by the number of high poly faces. Normal computers can bake High poly with a surface of 150-200W, but xNormal does not have the same baking effect for AO textures as AO textures baked by MR or Maya. Each software has its own advantages. It’s vital to choose the right software to make the right thing. TexturingLet me introduce the texturing process I am used to.1. Firstly, spread the colors of each part, and draw some highlights on the metal parts.!3D Modeling and Sculpting of Chronos in Blender2. Overlay AO textures. Sometimes the rendered AO texture is not very obvious after one layer is superimposed. At this time, we can consider overlaying two layers of AO textures. The overlay method is generally multiplied.!3D Modeling and Sculpting of Chronos in Blender3. Superimpose the texture of the material and add shadows in some details, such as metal edges or overlapping objects. After adding some detailed shadows, we can feel that the three-dimensional sense of the texture has increased significantly. It can be seen that the comparison in the figure below is obvious. The final effect is as follows.!3D Modeling and Sculpting of Chronos in Blender4. When making a transparent channel, this step is very simple if the layers are divided well in the early stage. The places that need attention are hair and eyelashes. Also, the edges of the transparency map need to be very clear. There are some brushes in Photoshop to draw the transparent channel of hair and eyelashes very well, with very sharp edges.!3D Modeling and Sculpting of Chronos in Blender
3D Modeling and Sculpting of Chronos in Blender(1)
Blender render farm
Your TPN-Accredited CPU/GPU cloud rendering services, Fox Renderfarm still share with you Blender 3d rendering tutorials. In this tutorial, I will talk about using Blender to Modeling and Sculpting of Chronos. Setting"Chronos" refers to one of the first gods born in the early days of the universe. After countless years of changes, the only thing that has not changed is his young and beautiful appearance and eternal loneliness. In the long river of time, the body of time quietly watched the lives of countless people but did not know where his ultimate destiny would eventually go. BlockingFirstly, I made a mid-poly model in 3ds Max, and then I imported it into ZBrush for sculpting. At this time, the production of the model does not require too many details, as long as the overall human body proportions are correct. There is no need to waste too much time in the early stage to adjust the details.!3D Modeling and Sculpting of Chronos in BlenderSecondly, we need to pay attention to some transfer processing, which can be adjusted to the final desired effect by adding lines. All that is left is to sculpt the pattern in ZBrush. This way of processing can save a lot of production.The image below shows the processing of the collar model.!3D Modeling and Sculpting of Chronos in BlenderIt should be noted here that the segmentation of the model should be averaged, otherwise it is easy to have insufficient local details in ZBrush. The model in the figure below is a good negative teaching material. The average problem of line distribution was not considered when making the model. As a result, there were jagged edges in many places, the effect was very bad, and the details of the normal map were also affected.!3D Modeling and Sculpting of Chronos in BlenderThere are still some parts when making, and the details that are easy to make in 3ds Max should be done in 3ds Max as much as possible.Some details made by 3ds Max are better than those in ZBrush. For example, the place like the edge of the sock in the picture below is easier to handle in 3ds Max.!3D Modeling and Sculpting of Chronos in BlenderThe production style of this character tends to be two-dimensional, so the edges should be rounded as much as possible. Because of the age of the character, it is enough to smooth the model.!3D Modeling and Sculpting of Chronos in Blender Making of Collar PatternFor this model, it is much easier to directly engrave the patterns on the clothing.!3D Modeling and Sculpting of Chronos in BlenderThe production of the lower collar pattern will be specifically introduced below. Here are relatively simple tools, mainly mask tools. It is very convenient to use this tool to make patterns.The mask drawing can be done with a Standard brush. I generally prefer to adjust the Focal shift value to -100 first. The brush at this time is very close to the hard-edged brush in PS. Then you can press SHIFT to start drawing the mask, and you can switch to the eraser tool by CTRL+ALT when drawing. In this way, a simple texture is drawn.!3D Modeling and Sculpting of Chronos in BlenderAfter drawing the mask, we make a reverse selection, hold down the CTRL cursor and click in the blank area. Then use the Inflate tool under TOOL to squeeze the pattern part.!3D Modeling and Sculpting of Chronos in BlenderThen use the Smooth and Pinch brushes to sculpt. First, use the Pinch brush to paint the approximate shape of the pattern, and then use the Smooth brush to simply process it. It is easy to create the effect of the pattern. !3D Modeling and Sculpting of Chronos in Blender
Blender 2.90 is out now!
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Blender 2.90 is out now! Building on the success of the 2.8x series, Blender 2.90 continues to polish the user experience, introducing improvements to EEVEE, Cycles, sculpt, VR, animation, modeling, UV editing and so much more.Watch the video and tell us how you like the new features. More: https://www.blender.org/download/releases/2-90/?fbclid=IwAR0xXP7iBgou01jc1PjA_aWFAaLnAG3GCdD4P_UXg2oXgd8Rae77I_1m_28
Blender Tutorials: Production Process of 3D Artwork Crazy Fans(1)
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This time, your TPN-Accredited cloud rendering service provider, Fox Renderfarm, still shares the 3D artwork production process from an excellent 3d artist. Shizheng is a character artist. He shared some of the problems and production experience encountered during the production of "Crazy Fans". !3D Artwork Crazy Fans 17 ConceptThis work is inspired by the World Cup. I believe everyone will know at a glance. At that time, when I was preparing to make the work, the 2014 World Cup was about to begin. I thought that the World Cup was attracting attention and the attention was very high, so the theme was positioned as the World Cup-related. I put it on the fans of the subject matter because when I watched the World Cup, I found that the emotions of the fans were the most excited, even more, excited than the players, so I wanted to respond from the perspective of the fans in an exaggerated way to express this picture.!3D Artwork Crazy Fans 12In the beginning, the idea was to show one to three fans with exaggerated behaviors. Then, I found that this was too plain, the subject and the impact were not enough. Later, I found that the tackle on the court was very interesting, and I thought of loading this action to the players on the body. I also thought of players often rushing into the field in football matches. CG works are to achieve some shots that cannot be realized and captured in real life and then strengthen it again. Therefore, it was planned to stage a scene of fans rushing into the arena and scooping the ball from the players.!3D Artwork Crazy Fans 7 CompositingIn terms of composition, I want to use some basic models to put the lens in Maya for testing. The composition of this picture is difficult to locate. It is necessary to ensure the impact of the picture, the priority of the characters, the positional relationship, and some close-ups. Because it is the dynamics of the sports topic screen, vitality must be shown. I also tried dozens of compositions and kept communicating with other artists to listen to their opinions. This part was very painful.!3D Artwork Crazy Fans 16After constant testing and pondering, the composition was finally determined. Tilting the lens gives people a sense of nervousness, and the lens is more dynamic. The football looks at the camera and feels that the fans are shoveling past the camera, making the players jump and the referee running, a series of all to make the picture more dynamic and impactful.Emoji settings: angry face, surprised face, shocked face.!3D Artwork Crazy Fans 9
Cycles for Blender: Making Pixel Style
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Fox Renderfarm, a powerful but affordable Blender render farm. This article is compiled from 3D artist Leroy's sharing of Cycles for Blender to create pixel style.The focus of the pixel style performance is on the coloring, that is, to extract the required pixels from a delicate picture and make it with a pixelated style. Although in Cinema 4D, the coloring using MotionGraph can be quickly completed, but Leroy wants to achieve it in Blender.And Blender's Cycles renderer is very powerful. Since Cycles comes with a mapping sampling node, making pixel-style things is also very simple.The mapping sampling of the material uses the From Dupli function of the UV Map node. As for production, there are two ways to achieve: 1. Use parent copy, 2. Use particle copy; Two ways, the controllability of particles More, it can simply produce more complex and many effects of changes.The production steps are as follows: Method 1Create a new plane in the scene, magnify it 5 times, and enter the edit mode for the third subdivision.!Cycles for Blender Making Pixel StyleReturn to the object level, create a new plane (the default state is selected after new creation), hold down Shift to select the plane just now, and select Object from the menu, that is, set the large plane as the parent object of the small plane.!Cycles for Blender Making Pixel StyleSelect the parent object, in the object properties of the properties panel, set the copy mode to Faces, check Scale, and set the zoom value to 0.4, as shown in the following figure，!Cycles for Blender Making Pixel StyleSelect the parent object and keep it selected by default in edit mode, then select Unwrap on the menu. If the model is relatively simple, just use auto split UV,!Cycles for Blender Making Pixel StyleThe production of the model is almost complete. The texture part will be started below. Next, you need to select the sub-object, click New in the material node to create a new texture, delete the default diffuse shading, and add a self-illuminating shading.Create a new image texture node (here you need to use the image material to be pixelated), add a UV texture node, check the From Dupli option, and connect it to the texture node, Shift + R preview rendering in 3D view, the effect is as follows,!Cycles for Blender Making Pixel StyleIs it very simple?Of course, you can also use video animation and other materials to create pixel animation. Next, let's look at the method of making particles, or use the above scene and material. Method 2Select the child object of the scene, then add the parent object, select clear parent in the pop-up menu, and set the copy in the parent object attribute to None, select the child object, G10 will move it to the side, as shown in the figure below,!Cycles for Blender Making Pixel StyleSelect a large plane, in the particle properties panel properties, click New, create a new particle system, set the particle type to Hair, and set it to Object in the Render tab, select the small plane, uncheck Emitter, as the picture shows,!Cycles for Blender Making Pixel StyleTurn on the advanced hair, and set the initial orientation to None in the spin tab. The preview effect is as follows,!Cycles for Blender Making Pixel StyleThe next step is to adjust the particles: size, distribution, number, etc. Only some important operations are demonstrated below. The default particle distribution is messy and needs to be adjusted neatly. In the emitter, cancel randomization and set the particle/face to 1, so that only one particle is generated on each face, and finally adjust the size of the particles as needed.!Cycles for Blender** Making Pixel StyleThe plasticity of the particles is very strong. Although the pixels in the above case are all square, they can be made into various shapes such as triangles, quadrilaterals, and circles after adjustment, and they can also increase in size, rotation, and random distribution particle. In addition to using UV map nodes for texture mapping, texture coordinate nodes can also be used, and there are also options from the copy. When copying particles, in order to avoid overlapping of particles, it is best to set the number of particles emitted to the number of faces of the mesh emitter (in edit mode, you can see in the information panel).
Inspired by Animal Crossing: New Horizons, Korean artist use Blender to create exclusive cabins
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As soon as Nintendo Switch launches Animal Crossing: New Horizons, it has been loved by game fans all over the world. Due to the epidemic, many people can enjoy traveling abroad through games during quarantine, which makes the Switch a hit again. And many CG artists eager to create many fan art or amazing creations. Korean designer Seungho Jeong (Neon3D) was invited to talk about his latest work "Miniature style cute character 3d artwork" (Soondol) and talk about the toy model made for the animation of "Molang".!Seungho Jeong (Neon3D)Seungho Jeong (Neon3D)Seungho Jeong, from South Korea, is good at product design and 3D printing. Most of them are created in Fusion360 and Blender. He is currently designing toy models for "Molang". He also runs a YouTube channel to share the process behind the scenes.Miniature style cute character 3d artwork (Soondol)Year of completion: 2020Software: Blender!Miniature style cute character 3d artwork (Soondol) (5)Tell us about the artwork. Seungho Jeong: Recently I was playing Animal Crossing: New Horizons, and I was attracted by the cute graphic style in the game, so I proposed a series of creative projects, with my original character "Soon-dol" as the main character, and designed a series of The miniature style house in Mori.I use Cycle render in Blender to create. It is worth mentioning that instead of using texture mapping, I changed the color of the object or made some images using Illustrator, and used Blender's Shrinkwrap modifier to place the image on the character's face. The most difficult part of this work is the lighting effect. After all, to create "emits natural light from the outside of the window" is a test of the creator's Lighting skills. At first, I put a glass on the window, but then I found that no glass looks more natural, so I had to take it away.What is your usual job? Seungho Jeong: Mainly making character toy models. For example, the "Molang" series is currently on sale. I designed many different sets of costumes for the character, including Halloween, New Year, Hanbok and other styles. The main creative process is the use of product design software Fusion 360. It has a free-form modeling function, similar to Blender's modeling method. I also made an introduction video for the company's YouTube channel "Behind Molang". First, I redesigned all 2D characters into 3D. Since our company is not an animation studio but a character commodity company, most of the 3D creation process of characters is the process of making plastic models, such as Fusion 360 (some are designed directly in Blender). When creating images in 3D, as mentioned above, instead of using texture mapping, we change the color of the object or use Illustrator to create the image, which is created in accordance with the process of making dolls and doll models. Is animation different from product design? Seungho Jeong: Making animation is very difficult, after all, that is not my major. Although product production and animation look very similar, there are still some system differences. Therefore, I have to learn by myself and complete the animation creation, so I simplified the character movement as much as possible.!Miniature style cute character 3d artwork (Soondol) (4)!Miniature style cute character 3d artwork (Soondol) (3)Can you share your creative tips? Seungho Jeong: If you want to create on a hard surface, Fusion 360 is recommended, which can be modeled for the accuracy of the size, which is very convenient. In addition, the ShrinkWrap modifier is used to attach the image to Blender without any texture drawing. !Miniature style cute character 3d artwork (Soondol) (7)!Miniature style cute character 3d artwork (Soondol) (5)Who is your Favorite artist?Seungho Jeong: Absolutely my boss Hye-Ji Yoon, he is the character designer of "Molang". And Molang's animation is currently being played on Netflix, which is receiving the attention of the global audience! I respect my boss very much and want to be a well-known creator like him.!Miniature style cute character 3d artwork (Soondol) (2)Seungho Jeong’s Artstion:
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