Completely remove the other image gallery themes. I now have: image galleries, with lightboxes, and captions, with links in them (and to Hugo pages), with full images lazy-loaded, with all thumbnails auto-generated, and the ability to do this on both individual images *and* with globbing, from page resources, from this page or any specified one. See cavelab_notes.txt. It also has the ability to use Exif data of the photo - if I preprocess it into a JSON file. Known issues: - The theme header/footer are now being overridden. I am working to fix this first. - I am missing some kind of fonts/images needed for the lightbox to show up properly.
104 lines
5.7 KiB
Markdown
104 lines
5.7 KiB
Markdown
---
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title: Blender from a recovering POV-Ray user
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date: "2011-02-07"
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author: Chris Hodapp
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tags:
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- CG
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- blender
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---
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This is about the tenth time I've tried to learn
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[Blender](http://www.blender.org/). Judging by the notes I've
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accumulated so far, I've been at it this time for about a month and a
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half. From what I remember, what spurred me to try this time was
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either known-Blender-guru Craig from [Hive13](http://www.hive13.org/)
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mentioning
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[Voodoo Camera Tracker](http://www.digilab.uni-hannover.de/docs/manual.html)
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(which can output to a Blender-readable format), or my search for
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something that would make it easier to do the 2D visualizations and
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algorithmic art I always end up doing (and I heard Blender had some
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crazy node-based texturing system...
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Having a goal for what I want to render has been working out much
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better than just trying to learn the program and hope the inspiration
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falls into place (like it would appear all of my previous attempts
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involved). This really has nothing to do with Blender specifically,
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but really anything that is suitably complex and powerful. I have just
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had this dumb tendency in the past few years to try to learn all of
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the little details of a system without first having a motivation to
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use them, despite this being completely at odds with nearly all things
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I consider myself to have learned well. I'm seeing pretty clearly how
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that approach is rather backwards, for me at least.
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I took a lot of notes early on where I tried to map out a lot of its
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features at a very high level, but most of this simply didn't matter -
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what mattered mostly fell into place when I actually tried to make
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something in Blender. However, knowing some of the fundamental
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limitations and capabilities did help.
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The interface is quirky for sure, but I am finding it to be pretty
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intuitive after some practice. Most of my issues came from the big UI
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overhaul after 2.4, as I'm currently using 2.55/2.56 but many of the
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tutorials refer to the old version, and even official documentation
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for 2.5 is sometimes nonexistent - but can I really complain? They
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pretty clearly note that it is still in beta.
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However, I'm starting to make sense of it. Visions and concepts that I
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previously felt I had no idea how to even approach in Blender suddenly
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are starting to feel easy or at least straightforward (what I'm
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talking about more specifically here is how many things became trivial
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once I knew my way around Bezier splines). This is good, because I've
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got pages and pages of ideas waiting to be made. Some look like
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they'll be more suited to [Processing](http://processing.org/) (like
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the 2nd image down below) or
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[OpenFrameworks](http://www.openframeworks.cc/) or one of the
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too-many-completely-different-versions of Acidity I wrote.
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<!-- TODO: Originals (get alt-text in?)
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[{width=100%}](../images/hive13-bezier03.png)
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[{width=100%}](../images/20110118-sketch_mj2011016e.jpg)
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-->
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{{< figure resources="hive13-bezier03.png" title="Hive13 bezier splines" caption="What I learned Bezier splines on, and didn't learn enough about texturing.">}}
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{{< figure resources="20110118-sketch_mj2011016e.jpg" title="Processing sketch" caption="This was made directly from some equations. I don't know how I'd do this in Blender.">}}
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[POV-Ray](http://www.povray.org) was the last program that I
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3D-rendered extensively in (this was mostly 2004-2005, as my
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much-neglected [DeviantArt](http://mershell.deviantart.com/) shows,
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and it probably stress-tested the Athlon64 in the first new machine I
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built more than any other program did). It's quite different from
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Blender in most ways possible. POV-Ray makes it easy to do clean,
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elegant, mathematical things, many of which would be either impossible
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or extremely ugly in Blender. It's a raytracer; it deals with neat,
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clean analytic surfaces, and tons of other things come for free (speed
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is not one of them). However, I never really found a modeler for
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POV-Ray that could integrate well with the full spectrum of features
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the language offered, and a lot of things just felt really
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kludgey. Seeing almost no progress made to the program, and being too
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lazy to look into [MegaPOV](http://megapov.inetart.net/), I decided to
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give up on it at some point. My attempts to learn something that
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implemented RenderMan resulted mostly in me seeing how ingeniously
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optimized and streamlined RenderMan is and not actually making
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anything in it.
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Blender feels really "impure" in comparison. It deals with ugly things
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like triangle meshes and scanline rendering... ugly things that make
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it vastly more efficient to accomplish many tasks. I'm quickly finding
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better replacements for a lot of the techniques I relied on with
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POV-Ray. For instance, for many repetitive or recursive structures, I
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would rely on some simple looping or recursion in POV-Ray (as its
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scene language was Turing-complete); this worked fairly well, but it
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also meant that no modeler I tried would be able to grok the scene. In
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Blender, I discovered the Array modifier; while it's much simpler, it
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is still very powerful. On top of this, I have the interactivity of
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the modeler still present. I've built some things interactively with
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all the precision that I would have had in POV-Ray, but I built them
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in probably 1/10 the time. That's the case for the two
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work-in-progress Blender images here:
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{{< figure resources="20110131-mj20110114b.jpg" title="20110131-mj20110114b" caption="This needs a name and a better background">}}
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{{< figure resources="20110205-mj20110202-starburst2.jpg" title="20110205-mj20110202-starburst2" caption="This needs a name and a better background.">}}
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