Blender Gamma Node

This isn’t intended as a doctrine, just some food for thought For a while now, I have been using the gamma node in Blender as an alternative to the color ramp and the map range node. There are a few reasons why I like the node: It is light weight. It is a simple one slider does all node. The node inputs are easily exposed in a Group. I can use one Image texture easily to drive more than one input - see below....

23 November 2023 · 2 min · Mark

Blending Machine Parts

I have recently been watching a YouTube channel from a Japanese machine tool maker, which I find interesting and relaxing. It is also a great source of reference material for 3D modelling. For ideas and materials, I have been making screenshots like crazy as I watch through his demonstrations. If you are interested in checking the channel out it is here: @SwapLampJapan I hadn’t thought of using YouTube as a source of reference but as the quality of the video cameras improve I am able to get some really nice shots for reference....

17 July 2023 · 2 min · Mark

Moi3d Shortcuts

A Alt+A = ArrayDir Ctrl+A = script:moi.geometryDatabase.selectAll(); Shift+A = script:moi.view.resetAll(); Shift+Alt+A = ArrayCurve Ctrl+Shift+A = ArrayCircular B B = Fillet Alt+B = sBridge C C = Rebuild Ctrl+C = CopyClipboard Ctrl+Alt+C = ODCopyToExternal Alt+C = script: moi.view.setCPlaneInteractive(); Ctrl+Shift+C = CopyClipboardWithOrigin Shift+Alt+C = script: /* Align CPlane with 3D view 1.0 */ var cp = moi.view.getCPlane(), tp = moi.ui.mainWindow.viewpanel.getViewport('3D').targetFrame, tl = moi.VectorMath.pointsWithinTolerance; if (tl(cp.origin,tp.origin) && tl(cp.zaxis,tp.zaxis)) { moi.view.resetCPlane() } else {moi.view.setCPlane(tp, false)}...

28 April 2023 · 7 min · Mark

Sub-division Models

In recent years, there have been huge improvements in n-gon’s (non quad polygons). Specifically how well they render and games engines handle non triangular or quad polygons – in reality of course, all polygons are reduced to triangles for rendering. Three vertices being the lowest amount of points that are needed to create two dimensional forms. It seems now that the last place that require quad sub-D models is in deformed meshes, character animations and the like....

8 April 2023 · 1 min · Mark