Blender Experiments

I’ve been teaching myself about procedural textures in Blender lately. They’re really good for creating planets and all kinds of other stuff and you can create interesting generated animations of tectonic plates and clouds movements. There are lots of other interesting applications for them too.

Here are some of my little experiments.


5 thoughts on “Blender Experiments

  1. inkydigit says:

    Hi Benjamin, Hess look awesome! Some of the pulsing waves are reminiscent of Gray-Scott reaction diffusion shapes, how did you achieve these?

    • benscottpye says:

      I just wrote out a bunch of stuff that isn’t very clear. It’s probably easier to just follow this video tutorial. πŸ˜€

      Hi. πŸ™‚

      I used procedural textures in Cycles render mode in Blender. I’m not sure how familiar you are with Blender or 3D modelling in general (I’m not hugely experienced with 3D modelling myself).

      Basically, in cycles render in Blender, once you set up a material for an object you can then go in and add nodes (apologies if I’m explaining something you already know). There are a whole load of generated images (such as noise and other mathematical patterns) that you can apply to your objects and fiddle with lots of numbers to change how they appear, as well as use colour mixing nodes to mix different ones together.

      Once you have that set up you can then plug what you have into the displacement input in the materials output node, and then in the properties window pane there is a tab for object data (It’s a triangle pointing upwards with white circles on each point) where you can choose the type of displacement (bump, true or both). It’s set to bump by default which just makes whatever you plug into displacement behave like a bump map, but true will displace the surface of your object mesh (a bit like if you have added a displacement modifier to the object except this way you can use procedural textures).

      The displacement only shows up on your rendered object. You can’t see it in any of the views except render preview.

      Once you have that set up you just need to add a key frame on some of the numbers in the nodes that are generating your procedural patterns, and then skip ahead to later frames and change some of those numbers and then add key frames there too.

      • inkydigit says:

        Hi Ben, many thanks for this, I am not too hot with Blender, so I haven’t checked out the nodes much… I will give this a go, thanks for the link too! Cheers Jason

      • benscottpye says:

        It’s quite a steep learning curve… I think. It was for me but I didn’t know any 3D modelling software apart from Google Sketchup. I think if you know how to use 3D Studio Max or Maya then a lot of the concepts in Blender are easier to pick up.

        What do you use to model?

        I’m still not that great. I just taught myself by watching Youtube videos. It’s fun to play with though. πŸ™‚

      • inkydigit says:

        Hi Ben, I use k3dsurf which is now MathMod on my Mac, also Topmod3d, Wings3d and have used Sculptris in the past and am beginning the long journey into using Zbrush… as well as Substance Designer/Painter, with rendering done in Marmoset Toolbag, I have also been an alpha tester for Terragen for quite a few years too! πŸ™‚ Always something new to learn though!

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