A week or two ago I was looking at a BlenderGuru video that mentioned CrazyBump as a tool for creating a variety of maps from a texture image. But that's $99.
While searching for more information I found this https://blenderlex.wordpress.com/2015/03/12/installing-insane-bump-for-gimp-windows/ which led me to these GIMP plugins:
normalmap - http://registry.gimp.org/node/69 (haven't tried this)
Insane Bump (Python) - http://registry.gimp.org/node/28117 (tried it but it needs normalmap?)
Insane Bump (C) - http://registry.gimp.org/node/28638 (with the DLL in the same folder this works)
My first play with it (the C version) worked nicely. Here's thumbs of the maps created from one of my photos:
Here's a Poser 9 render using these maps together:
Here's the shader I used:
And here's what the render was like with just the texture:
I did some checks and confirmed that the normal maps created by the plugin are correctly oriented for Poser. They're tangent space, with green being down-up (0 is down, 1 is up) and red left-right (0 is left, 1 is right) when viewing the normal map in GIMP. That makes sense to me even if it doesn't to you! ;o)
Information about my current 3D modelling projects, mostly Blender, Poser, and DAZ Studio related. You'll also find me at ShareCG, DAZ3D, Renderosity, DeviantArt, HiveWire3D and various other 3D modeling related sites - user 3dcheapskate on all. (3DCheapskate is the freebie 3D model creating alter-ego of Pete Williams. The 3D bit is obvious, but Cheapskate? Simple, I've a very limited budget and have to really watch the pennies for non-essential hobby-related stuff - so I make my own stuff!)
Thursday, 16 June 2016
Wednesday, 1 June 2016
Blender Fluid Simulation - Reminder To Self
Back in August 2014 I did a Poser render of a melting Andy (Overheating II in the RDNA gallery). In my comments I noted that I'd used the Blender fluid simulation to melt him using these Blender 2.4 instructions - https://wiki.blender.org/index.php/Doc:2.4/Manual/Physics/Fluid
I'm now using Blender 2.7 and I wanted to do something similar, but ran into problems trying to use old 2.4 UI instructions with 2.7. Luckily I found a nice simple "Creating Your First Fluid Simulation in Blender" video on Youtube https://www.youtube.com/watch?v=CS-7tHZjrOQ that cleared the UI things up (it's all just a case of knowing where to look in the new UI - the steps seem to be the same).
So I'm now having fun playing with fluids in Blender again.
However, I'd forgotten that since I wanted to export a single frame of the fluid as an OBJ I had to do something else. A quick google came up with this, which rang a very loud bell - "Select the frame that you want, select the fluid and hit Alt+C, click conver to mesh (keep orignal). this way it'll keep the fluid bake data, incase you want to select a new frame. Anyway you will now have to objects in the viewport that look the same, one will be the fluid sim data, the other will be a mesh, select the mesh and export it as an Obj." ( http://forums.cgsociety.org/archive/index.php?t-763559.html )
In 2.7 the words have changed but it's the same - Alt-C second option is "Mesh from Curve/Meta/Surf/Text", and tick "Keep Original". Also be sure to tick "Selected Only when exporting the OBJ otherwise it'll export the domain cube etc too!
Here's a quick crappy test render in Poser:
I'm now using Blender 2.7 and I wanted to do something similar, but ran into problems trying to use old 2.4 UI instructions with 2.7. Luckily I found a nice simple "Creating Your First Fluid Simulation in Blender" video on Youtube https://www.youtube.com/watch?v=CS-7tHZjrOQ that cleared the UI things up (it's all just a case of knowing where to look in the new UI - the steps seem to be the same).
So I'm now having fun playing with fluids in Blender again.
However, I'd forgotten that since I wanted to export a single frame of the fluid as an OBJ I had to do something else. A quick google came up with this, which rang a very loud bell - "Select the frame that you want, select the fluid and hit Alt+C, click conver to mesh (keep orignal). this way it'll keep the fluid bake data, incase you want to select a new frame. Anyway you will now have to objects in the viewport that look the same, one will be the fluid sim data, the other will be a mesh, select the mesh and export it as an Obj." ( http://forums.cgsociety.org/archive/index.php?t-763559.html )
In 2.7 the words have changed but it's the same - Alt-C second option is "Mesh from Curve/Meta/Surf/Text", and tick "Keep Original". Also be sure to tick "Selected Only when exporting the OBJ otherwise it'll export the domain cube etc too!
Here's a quick crappy test render in Poser:
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