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	<title>mike&#039;s digital anthology &#187; blender</title>
	<atom:link href="http://blog.mikepan.com/tag/blender/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.mikepan.com</link>
	<description>making visuals with technology</description>
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			<item>
		<title>The Making of</title>
		<link>http://blog.mikepan.com/the-making-of/</link>
		<comments>http://blog.mikepan.com/the-making-of/#comments</comments>
		<pubDate>Fri, 19 Feb 2010 07:57:22 +0000</pubDate>
		<dc:creator>mike pan</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[blender]]></category>
		<category><![CDATA[car]]></category>

		<guid isPermaLink="false">http://blog.mikepan.com/?p=394</guid>
		<description><![CDATA[Wow, a project I actually finished!

Since I started working on this car project, I&#8217;ve been getting a lot of positive feedback which really helped me move the project forward. It&#8217;s only fair that I return the favor and share a bit of what I learned here.  (The full scene file including model, lighting, material ]]></description>
			<content:encoded><![CDATA[<p>Wow, a project I actually finished!</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="500" height="320" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/-Yp7II3XjW0&amp;hl=en_US&amp;fs=1&amp;hd=1" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="500" height="320" src="http://www.youtube.com/v/-Yp7II3XjW0&amp;hl=en_US&amp;fs=1&amp;hd=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>Since I started working on this car project, I&#8217;ve been getting a lot of positive feedback which really helped me move the project forward. It&#8217;s only fair that I return the favor and share a bit of what I learned here.  (The full scene file including model, lighting, material and texture is available at my <a href="http://mikepan.com/files.php">site</a>)</p>
<p>The entire scene is rendered with the built-in renderer.  It gives me more artistic control than a photon-tracer, and is also much faster.  Blender is a capable renderer; learn to use it!</p>
<p>Supposedly, like eyes, car headlights defines the character of a car.  There is really no shortcut to making a sparkly looking headlight, I just modeled everything as geometry and applied a lot of reflection/refraction to the material.  As long as the geometry is there, all the cool effects happen automatically once you hit render.  i also placed a lamp at where the light should be, to throw in a bit of extra lumen.</p>
<p><a href="http://blog.mikepan.com/wp-content/uploads/Untitled-11.jpg"><img class="alignnone size-medium wp-image-398" title="Untitled-1" src="http://blog.mikepan.com/wp-content/uploads/Untitled-11-500x312.jpg" alt="" width="500" height="312" /></a></p>
<p>A lot of the magic happens in compositing.  Here you can see my postprocessing setup.</p>
<p><a href="http://blog.mikepan.com/wp-content/uploads/Untitled-21.jpg"><img class="alignnone size-medium wp-image-399" title="Blender compositing" src="http://blog.mikepan.com/wp-content/uploads/Untitled-21-500x283.jpg" alt="" width="500" height="283" /></a></p>
<p>For the animation, I rendered out the entire video at 1280&#215;720, as PNGs.  Because PNG is only 24bit, extra dynamic range is lost, which made all the post-processing and cross-fading look half-assed.  Next time I&#8217;ll definitely render to floating-point EXR formats, which should help when I start applying more aggressive processings.  I also realized that a single computer is NEVER fast enough;  The 40 second clip would have taken 83 days to render on a single core, but with the help of 24 cores spanning across 4 PCs, I managed to push out the video in less than 4 days.  <a href="https://www.dropbox.com/">Dropbox </a>made file synchronization embarrassingly simple.</p>
<p>A lot of the technical issues with the video (bad driving dynamics; black pixels; flickering) only cropped up last minute in the final rendering, at which point I am just too annoyed to re-render it.  So hopefully I&#8217;ll fix these distractions later and release a better version soon.</p>
<p>That&#8217;s it for now.  Hope you like what I have so far.</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.mikepan.com/the-making-of/feed/</wfw:commentRss>
		<slash:comments>21</slash:comments>
		</item>
		<item>
		<title>The best Blender 2.5 learning resource</title>
		<link>http://blog.mikepan.com/the-best-blender-2-5-learning-resource/</link>
		<comments>http://blog.mikepan.com/the-best-blender-2-5-learning-resource/#comments</comments>
		<pubDate>Sun, 07 Feb 2010 01:50:32 +0000</pubDate>
		<dc:creator>mike pan</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[blender]]></category>

		<guid isPermaLink="false">http://blog.mikepan.com/?p=372</guid>
		<description><![CDATA[Michael Fox&#8217;s series of Blender 2.5 walk through is definitely one of the most valuable video tutorials I&#8217;ve seen in a long time.  He made a total of more than 10 hours of video, explaining each features of Blender 2.5 in awesome detail.  Seriously, go check it out, you&#8217;ll learn so much in so little ]]></description>
			<content:encoded><![CDATA[<p>Michael Fox&#8217;s series of <a href="http://blenderlabrat.blogspot.com/">Blender 2.5 walk through</a> is definitely one of the most valuable video tutorials I&#8217;ve seen in a long time.  He made a total of more than 10 hours of video, explaining each features of Blender 2.5 in awesome detail.  Seriously, go check it out, you&#8217;ll learn so much in so little time.</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.mikepan.com/the-best-blender-2-5-learning-resource/feed/</wfw:commentRss>
		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>OceanViz: A realtime Blender underwater visualization</title>
		<link>http://blog.mikepan.com/oceanviz-realtime-blender-underwater-visualization/</link>
		<comments>http://blog.mikepan.com/oceanviz-realtime-blender-underwater-visualization/#comments</comments>
		<pubDate>Wed, 03 Feb 2010 06:15:13 +0000</pubDate>
		<dc:creator>mike pan</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[blender]]></category>
		<category><![CDATA[realtime]]></category>
		<category><![CDATA[work]]></category>

		<guid isPermaLink="false">http://blog.mikepan.com/?p=348</guid>
		<description><![CDATA[I had been lucky enough to be a part of a very cool project taking place at the Fisheries Centre at the University of British Columbia.  In a nut shell, we are trying to create a 3D underwater visualization using the Blender Game Engine to display scientific data in a more pleasing way.  Basically translating ]]></description>
			<content:encoded><![CDATA[<p>I had been lucky enough to be a part of a very cool project taking place at the Fisheries Centre at the University of British Columbia.  In a nut shell, we are trying to create a 3D underwater visualization using the Blender Game Engine to display scientific data in a more pleasing way.  Basically translating a stream of mind-numbing data:</p>
<p><img class="alignnone size-full wp-image-350" title="Excel CSV" src="http://blog.mikepan.com/wp-content/uploads/a.png" alt="" width="500" height="394" /></p>
<p>into something prettier:</p>
<p><img class="alignnone size-full wp-image-351" title="Blender Ocean View" src="http://blog.mikepan.com/wp-content/uploads/b.jpg" alt="" width="500" height="292" /></p>
<p>The visualization data is coming from <a href="http://www.ecopath.org/">EwE6</a>, a well-respected ecosystem modeling software.  Blender uses inputs such as biomass, water turbidity and light level to create a realtime visualization that allows the user to &#8217;swim&#8217; around in the ocean, watch the schools of fish interact, and see their population change over time.</p>
<p>To accomplish all this, the project consists of 3 layers:</p>
<p><img class="alignnone size-full wp-image-354" title="Architectural overview" src="http://blog.mikepan.com/wp-content/uploads/c.png" alt="" width="500" height="313" /></p>
<p>The server core does all the heavy computation while the visualization layer does all the graphics, AI, as well as user interaction.  To facilitate the communication across these two separate processes, a third layer (called the GameClient) is created, providing the bridge.</p>
<p>Being a Blender artist, my main focus is on the visualization layer: the Blender Game Engine.  In the following few posts, I will outline the process in creating this application, and describe some of the issues we faced.  Please leave a comment if you are interested, it will motivate me to write more :)</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.mikepan.com/oceanviz-realtime-blender-underwater-visualization/feed/</wfw:commentRss>
		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>Tip: How to sculpt with 4 million polygons on a laptop</title>
		<link>http://blog.mikepan.com/tip-how-to-sculpt-with-4-million-polygons-on-a-laptop/</link>
		<comments>http://blog.mikepan.com/tip-how-to-sculpt-with-4-million-polygons-on-a-laptop/#comments</comments>
		<pubDate>Mon, 01 Feb 2010 06:21:20 +0000</pubDate>
		<dc:creator>mike pan</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[blender]]></category>
		<category><![CDATA[technical]]></category>
		<category><![CDATA[tip]]></category>
		<category><![CDATA[x64]]></category>

		<guid isPermaLink="false">http://blog.mikepan.com/?p=361</guid>
		<description><![CDATA[With these tips, you should able to drastically increase your polygon-count limitation while sculpting.
1. Get Blender 2.5 Alpha, also go for the 64bit version if you have 3GB or more of RAM.  2.5 is simply a lot faster and refined than Blender 2.49.  The tools and interface is also much cleaner and more intuitive.  Also, ]]></description>
			<content:encoded><![CDATA[<p>With these tips, you should able to drastically increase your polygon-count limitation while sculpting.</p>
<p>1. Get Blender 2.5 <a href="http://www.blender.org/development/release-logs/blender-250/">Alpha</a>, also go for the 64bit version if you have 3GB or more of RAM.  2.5 is simply a lot faster and refined than Blender 2.49.  The tools and interface is also much cleaner and more intuitive.  Also, a lot of work has gone into optimizing the sculpting feature in Blender 2.5.</p>
<p>2. Start with a base mesh, then apply the <a href="http://www.blendercookie.com/2010/01/26/tip-high-poly-sculpting/">multires modifier</a>.  Do not use a default cube and rely on the multires modifier to do *all* the sub-division.  It&#8217;s always better to start with a base mesh with a few thousand polygons, and use multires with a sub-division level of 2-5.</p>
<p>3. Turn off &#8220;Double Sided&#8221; in the Object Data panel.  This will significantly speed up the redraw.</p>
<p>4. Delete UV texture data and Vertex Color data *might* help speed things up, but I don&#8217;t really know for sure.</p>
<p><span style="text-decoration: line-through;">5. Turn on VBO in the Preference menu.  This will further speed up drawing speed.  (Thanks Gustav!)</span> Okay apparently it doesn&#8217;t according to another commenter, since sculpt mode already uses VBO by default.<span style="text-decoration: line-through;"><br />
</span></p>
]]></content:encoded>
			<wfw:commentRss>http://blog.mikepan.com/tip-how-to-sculpt-with-4-million-polygons-on-a-laptop/feed/</wfw:commentRss>
		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>Blender car source file</title>
		<link>http://blog.mikepan.com/blender-car-source-file/</link>
		<comments>http://blog.mikepan.com/blender-car-source-file/#comments</comments>
		<pubDate>Fri, 15 Jan 2010 04:32:05 +0000</pubDate>
		<dc:creator>mike pan</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[blender]]></category>
		<category><![CDATA[car]]></category>

		<guid isPermaLink="false">http://blog.mikepan.com/?p=346</guid>
		<description><![CDATA[What a learning experience!  I know the car is far from complete, it&#8217;s still missing a lot of the trimmings and details, but the model should be good enough for a quick animation.
So without further ado, here is the packed Blender file of the BMW.

]]></description>
			<content:encoded><![CDATA[<p>What a learning experience!  I know the car is far from complete, it&#8217;s still missing a lot of the trimmings and details, but the model should be good enough for a quick animation.</p>
<p>So without further ado, here is the <a href="http://mikepan.com/files/BMW3.blend">packed Blender file of the BMW.</a></p>
<p><a title="335i by mike pan, on Flickr" href="http://www.flickr.com/photos/mikepan/4275906668/"><img src="http://farm3.static.flickr.com/2720/4275906668_8b11a1b0d2.jpg" alt="335i" width="500" height="281" /></a></p>
]]></content:encoded>
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		<slash:comments>6</slash:comments>
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		<item>
		<title>BMW 335i Coupe: A Blender sports car</title>
		<link>http://blog.mikepan.com/bmw-335i-coupe-a-blender-sports-car/</link>
		<comments>http://blog.mikepan.com/bmw-335i-coupe-a-blender-sports-car/#comments</comments>
		<pubDate>Sat, 02 Jan 2010 02:32:03 +0000</pubDate>
		<dc:creator>mike pan</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[blender]]></category>
		<category><![CDATA[car]]></category>

		<guid isPermaLink="false">http://blog.mikepan.com/?p=323</guid>
		<description><![CDATA[It&#8217;s finally finished!  I cleaned up model quite a bit and is starting the animation process.  Meanwhile, here is the latest renderings.

The car is modeled and rendered entirely in Blender 2.5.  Render time is around 20 minutes at 3200&#215;2400.

A few of you asked me how I setup the material/lighting/rendering options.  Without releasing the Blender file ]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s finally finished!  I cleaned up model quite a bit and is starting the animation process.  Meanwhile, here is the latest renderings.</p>
<p><a href="http://blog.mikepan.com/wp-content/uploads/2.jpg"><img class="alignnone size-medium wp-image-324" title="BMW 335i coupe" src="http://blog.mikepan.com/wp-content/uploads/2-500x281.jpg" alt="" width="500" height="281" /></a></p>
<p>The car is modeled and rendered entirely in Blender 2.5.  Render time is around 20 minutes at 3200&#215;2400.</p>
<p><a href="http://blog.mikepan.com/wp-content/uploads/1-2.jpg"><img class="alignnone size-medium wp-image-325" title="BMW 335i coupe" src="http://blog.mikepan.com/wp-content/uploads/1-2-500x281.jpg" alt="" width="500" height="281" /></a></p>
<p>A few of you asked me how I setup the material/lighting/rendering options.  Without releasing the Blender file (yet), here is a screenshot that might help:</p>
<p><a href="http://blog.mikepan.com/wp-content/uploads/Capture.png"><img class="alignnone size-medium wp-image-307" title="Capture" src="http://blog.mikepan.com/wp-content/uploads/Capture-500x381.png" alt="" width="500" height="381" /></a></p>
<p>From left to right, you can see the world settings, world texture settings, car body material, and finally car body texture.</p>
<p>PS: Happy New Year!</p>
]]></content:encoded>
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		<slash:comments>10</slash:comments>
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		<item>
		<title>Animating the beast</title>
		<link>http://blog.mikepan.com/animating-the-beast/</link>
		<comments>http://blog.mikepan.com/animating-the-beast/#comments</comments>
		<pubDate>Sun, 27 Dec 2009 22:53:05 +0000</pubDate>
		<dc:creator>mike pan</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[blender]]></category>
		<category><![CDATA[car]]></category>

		<guid isPermaLink="false">http://blog.mikepan.com/?p=309</guid>
		<description><![CDATA[When I started working on a car model, I had no intention of animating it.  But after seeing Blender 2.5 being able to crank out gorgeous frames after frames at insanely high speed, it would be a waste not to at least attempt to make an animation out of the model.  Besides, this car model ]]></description>
			<content:encoded><![CDATA[<p>When I started working on a car model, I had no intention of animating it.  But after seeing Blender 2.5 being able to crank out gorgeous frames after frames at insanely high speed, it would be a waste not to at least attempt to make an animation out of the model.  Besides, this car model is probably not detailed enough for high resolution still images anyways.</p>
<p><a href="http://blog.mikepan.com/wp-content/uploads/0100.jpg"><img class="alignnone size-medium wp-image-310" title="Animation frame capture" src="http://blog.mikepan.com/wp-content/uploads/0100-500x281.jpg" alt="" width="500" height="281" /></a></p>
<p>Render Stats for the above screen capture:</p>
<p>~1.6million Faces<br />
~10MB of texture<br />
~3 light sources + 1 HDR EnvMap<br />
~Ray traced reflection, refraction, and Approximate Ambient Occlusion<br />
~500MB RAM use<br />
~Intel Quad @ 3.0Ghz<br />
720p resolution at 1 minute a frame. (5 minute a frame when 5x motion blur is enabled)</p>
<p>Edit:</p>
<p>No crazy DoF effect on this one&#8230;  I also found out that approximate ambient occlusion causes some artifact on the car body, mainly in how it treats subtle curved panels.  So I am going back to real AO.</p>
<p><a href="http://blog.mikepan.com/wp-content/uploads/20hours.jpg"><img class="alignnone size-medium wp-image-320" title="BMW 335i Coupe Render" src="http://blog.mikepan.com/wp-content/uploads/20hours-500x281.jpg" alt="" width="500" height="281" /></a></p>
]]></content:encoded>
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		<slash:comments>15</slash:comments>
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		<item>
		<title>Those BMW Angel Eyes</title>
		<link>http://blog.mikepan.com/those-bmw-angel-eyes/</link>
		<comments>http://blog.mikepan.com/those-bmw-angel-eyes/#comments</comments>
		<pubDate>Thu, 24 Dec 2009 07:57:25 +0000</pubDate>
		<dc:creator>mike pan</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[blender]]></category>
		<category><![CDATA[car]]></category>

		<guid isPermaLink="false">http://blog.mikepan.com/?p=296</guid>
		<description><![CDATA[Continuing my work on this car, I&#8217;ve added the headlights today.  Apparently that&#8217;s what those rounded headlamps are called on a BMW &#8211; Angel Eyes.

And since a few of you asked about what lighting system I used, here is the setup I am using:

Sorry to disappoint.  Yes the car is lit with just a single ]]></description>
			<content:encoded><![CDATA[<p>Continuing my work on this car, I&#8217;ve added the headlights today.  Apparently that&#8217;s what those rounded headlamps are called on a BMW &#8211; Angel Eyes.</p>
<p><a href="http://blog.mikepan.com/wp-content/uploads/3.jpg"><img class="alignnone size-medium wp-image-297" title="BMW 335i Headlights" src="http://blog.mikepan.com/wp-content/uploads/3-500x281.jpg" alt="" width="500" height="281" /></a></p>
<p>And since a few of you asked about what lighting system I used, here is the setup I am using:</p>
<p><a href="http://blog.mikepan.com/wp-content/uploads/setup.png"><img class="alignnone size-medium wp-image-298" title="Lighting setup" src="http://blog.mikepan.com/wp-content/uploads/setup-500x312.png" alt="" width="500" height="312" /></a></p>
<p>Sorry to disappoint.  Yes the car is lit with just a single Hemi light source.  (<a href="http://strobist.blogspot.com/2009/05/what-it-takes-to-light-car.html">Take that David!</a>)  The rest is done with Ambient Occlusion using an HDR image texture.</p>
]]></content:encoded>
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		<slash:comments>7</slash:comments>
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		<item>
		<title>Another test render</title>
		<link>http://blog.mikepan.com/another-test-render/</link>
		<comments>http://blog.mikepan.com/another-test-render/#comments</comments>
		<pubDate>Sat, 19 Dec 2009 20:23:06 +0000</pubDate>
		<dc:creator>mike pan</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[blender]]></category>
		<category><![CDATA[car]]></category>

		<guid isPermaLink="false">http://blog.mikepan.com/?p=293</guid>
		<description><![CDATA[I added a few details during my spare time yesterday.  Exterior modeling is now complete except for the rim, headlights, foglights and tail lights.

]]></description>
			<content:encoded><![CDATA[<p>I added a few details during my spare time yesterday.  Exterior modeling is now complete except for the rim, headlights, foglights and tail lights.</p>
<p><a title="BMW 335i Blender Model by mike pan, on Flickr" href="http://www.flickr.com/photos/mikepan/4198306104/"><img src="http://farm3.static.flickr.com/2661/4198306104_f7c1ba76e7.jpg" alt="BMW 335i Blender Model" width="500" height="334" /></a></p>
]]></content:encoded>
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		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>Car modeling excercise: first render</title>
		<link>http://blog.mikepan.com/car-modeling-excercise-first-render/</link>
		<comments>http://blog.mikepan.com/car-modeling-excercise-first-render/#comments</comments>
		<pubDate>Mon, 14 Dec 2009 08:43:14 +0000</pubDate>
		<dc:creator>mike pan</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[blender]]></category>
		<category><![CDATA[car]]></category>

		<guid isPermaLink="false">http://blog.mikepan.com/?p=284</guid>
		<description><![CDATA[
The reason why it&#8217;s such a tight crop (and lit with low key light) is because the rest of car aren&#8217;t detailed yet. :D
Edit: first beauty render

]]></description>
			<content:encoded><![CDATA[<p><a href="http://blog.mikepan.com/wp-content/uploads/1.jpg"><img class="alignnone size-medium wp-image-285" title="335i" src="http://blog.mikepan.com/wp-content/uploads/1-500x375.jpg" alt="335i" width="500" height="375" /></a></p>
<p>The reason why it&#8217;s such a tight crop (and lit with low key light) is because the rest of car aren&#8217;t detailed yet. :D</p>
<p>Edit: first beauty render</p>
<p><a href="http://blog.mikepan.com/wp-content/uploads/9hour.jpg"><img class="alignnone size-medium wp-image-290" title="First full body render" src="http://blog.mikepan.com/wp-content/uploads/9hour-500x281.jpg" alt="First full body render" width="500" height="281" /></a></p>
]]></content:encoded>
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		<slash:comments>5</slash:comments>
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