New artwork: No Man Can Serve Two Masters.
Made in Blender. This also uses a displacement on a plane for the ground texture, with a little more texturing applied in post in Affinity Photo.
New artwork: No Man Can Serve Two Masters.
Made in Blender. This also uses a displacement on a plane for the ground texture, with a little more texturing applied in post in Affinity Photo.
New artwork: Wise as Serpents, and Harmless as Doves.
This uses the Blender heightfield technique I wrote about in Prints 2.1. I made a grayscale texture — Figma for the base, Cirque + SVG filters for the circles, textures applied in Affinity Photo — and then used that as a displacement on a plane. I also exported a color map from Figma for the coloring. Little bit of fog and chromatic aberration added in as well.
Lately I’ve been playing around with making meaningless decorative pieces in Blender, using displacement maps with (for the most part) procedural heightfields. For these I’ve generally textured the heightfield in Affinity Photo and sometimes also textured a separate color map. Looking forward to doing more work in this vein.
Ziglings. Learn Zig by fixing small bugs in small programs. (Inspired by rustlings, though those exercises seem to be broader than just fixing errors.) A good way to learn a programming language, I think.
Maggie Appleton on bi-directional links. Doing this locally is one of the (many) changes I want to make down the road when I rebuild this site’s backend.
Vasilis van Gemert on where web page navigation should be. I’m convinced: nav at the bottom of the source file, and on mobile at the bottom visually as well. Planning to make the change here soon.
Blender 2.92 dropped recently. Geometry nodes look promising, and it’s crazy to see how all the grease pencil work has turned Blender into a viable 2D animation studio as well.
PEP 636. Pattern matching! In Python! Very much looking forward to this — I’ve loved using it in Rust.
New artwork: Within the Walls of Your Own Homes.
I realized (this is the very small breakthrough I mentioned yesterday) that I could use Blender to add 3D texture to my pieces. Verisimilitude has been the goal all along, and using an actual 3D renderer brings so much to the table that it boggles my mind that I didn’t think of this much earlier.
A closeup of the texture:
How I made this piece: I mocked it up in Illustrator, then exported it to SVG where I manually added the turbulence and displacement filters (in Vim) to distress the edges of the white square, which you can see in that closeup. I used Inkscape to export the SVG to a 6500×6500 PNG.
Then, in Blender, I created a plane and went to town on the shading, using a combination of procedural and image textures to mix the colors together and displace the geometry of the plane. There’s a key light and a dim fill light. And in the compositor I added a little chromatic aberration around the edges with the lens distortion filter.
Rendered it at 5200×5200, which took about two hours on my 16″ MacBook Pro. I tend to work a little smaller and then upscale to 6500×6500 (for square pieces), since Photoshop’s upscaling is fairly decent these days. After upscaling, I added my signature thingie, which I’ll add in Blender in the future so it fits in better.
Here’s the node setup on the plane (and in the future I’ll use groups to make things more manageable):
Overall, I’m happy with this technique. It’s more time-consuming than painting textures in Photoshop, but I can do other things while it’s rendering, and the result looks much better to me. Working in 3D is more fun, too. Most importantly, using Blender gives me loads of new options that would have been harder to do well with my old technique — shiny paint, glowing materials, etc.
A quick animated GIF I threw together:
I made the initial animation in Blender, using the wave and displace modifiers and some postprocessing in the node editor. Then I imported the frames into After Effects and did a little more processing (added grain, some color adjustments). I exported the frames as a PNG sequence and then converted them to a GIF using ImageMagick on the command line:
convert -delay 1x20 *.png -resize 500x500 -layers optimize +dither -colors 32 output.gif
More animations coming in the near future, hopefully.
Done! Today was my last Daily Blender render (since I’m not doing Sundays). Whew. Here they all are:
Other than feeling guilty about spamming people on Twitter and Facebook about it each day, it’s been fun. I’ve pushed myself and done far more Blender than I had in the whole year before this month (just six pieces), and I’ve learned a lot. I’ve started using the rigid body sim, the cloth sim, the hair sim, the cell fracture addon, and environment maps. I’ve done a little more sculpting (can’t say that I’m any good at it yet, though). And, from looking at this overview image, I’ve learned once again that my artistic style is all over the map.
Things I still need to work on:
This daily challenge thing has once again proven productive. (The other time I did it was NaShoStoMo back in April 2011, which netted me twenty stories.) But now it’s time to rest.