Friday, November 21, 2008
since our exams are coming up from the 3rd of december, we will be going on a break. As per my best knowledge, the last exam is on the 29th for Gokul,Karan and Priyam. For Chirag, Nitin and me i.e Kaeyur, the last one is on the 7th of January!.
Till then, best of luck to all
Thursday, November 13, 2008
about second assignment, its done...i showed render images to gokul and he replied....that's what we have to do...actually when he explained me about the assignment i didn't understand completely that what we want ? and after that he told me to start with a spot light and how in auditorium a spot light works, create that in blender u will come to know about it...
now about how to create that...follow the steps....
first create the studio like re size the default cube and delete the three front phases like this....
and after that add a new cube adjust the light source and than add a lamp as a spot light, in default it will look like this....
render image without additional light source.....
the spot light in its default setting, we can see the a light spot around the object but we don't know where is the light source exactly place and we cant even see the light rays on the studio wall also....
now press F5 and go to LAMP BUTTONS, in LAMP BUTTONS go to SHADOW AND SPOT and enable halo button and render the current frame...
as you can see in the render image there is a gap between spot of light and light cone....
for this light cone to extend further more and to fill that gap, i tried many things, i have put spot light through different angle,changing intensity , resizing , i search about it on google but didn't got anything but than some how i just change the distance and it worked...the thing we never used up till now...in lamp BUTTONS go to lamp, besides the name of lamp there is a panel called distance....change the distance and u can extend the light cone without resizing it any scale...so here is the final render image...here distance is 31 (default value is 20)
Saturday, November 8, 2008
but while making this video i came across few problem some of them i solved like i tried to make make video and i started animating all 250 frames are done and than i saw avi output but it has nothing than i i came to i didnt recorded in IPO and...
another problem cube was falling ion a plane, i gave cube as a dynamic substance and plane as static but when cube was falling down it intersects the plane at some extends and than it stops like this....
when we are working on blender simultaneously one dos file is also running, when i was making video i was watching how many frames are done in dos file after few frames i just watched the video in that instead of red colour i got blue and in dos file this message appeared
shaders not supported!
after every animation it was saying "shaders are not supported !"
than i found it was because of graphic card and graphic cheapset of motherboard it will occur because of those cheapset who doesnt support open GL graphic system....so if any buying new graphic card make sure about open GL system....
and new version of blender is out version 2.48a, in 2.48 there were some bugs in game engine....
so if anyone knows about plane and cube intersecting problem than please inform me...
this assignment is done here are the steps to do it....
The first thing we need to do is bring up the UV Image Editor. Usually we want this displayed at the same time as our cube. We can accomplish this by splitting the display area. To do this, right-mouse click on the top of the display area (where the resize cursor is visible) and selecting “Split Area”.
Once you split the display, you’ll want to set one of them to display the UV Image Editor. Once you’ve got the UV Image Editor displayed, it should look something like this:
The first map we’re going to create is the simplest - one image for all sides of the cube. To set this up we first need to switch the cube’s display to the “UV Face Select” mode. this mode is not available in blender new version 2.48a it was there in in version 2.45...but to work with this select "Texture paint mode" and then come back to edit mode.
When you enter "edit mode" , you’ll notice the display o
n the left turn blue. This represents all the faces on your UV map. You’ll want to make sure all your faces are selected. You can do this by hitting the ‘a’ key on the cube display a couple of times. ‘a’ will select and deselect all items on your current display. When the faces are selected, the UV map will be blue, if nothing is selected, the display will be black.
Now that our UV map is set up, we can give it an image. take an 512x512 resolution image and open the image in UV Image Editor
open the image in edit mode after opening image go back texture paint mode there u will see the image applied to all the faces of cube....
If you render this scene, you might notice your texture doesn’t show up yet. That’s because the material hasn’t been told to use it. This is configured in the materials menu and click on "texface" button and now render
One image for all the sides of the cube is good and all, but usually I want a different image on each side. To do this, we’re going to have to “unwrap” the sides of the cube onto our UV map. Unfortunately, Blender has no idea how to unwrap an object - even one as simple as a cube. We have to give it a little help by defining some seams.
for this go back to edit mode and select edge selection mode and deselect all the edges by pressing a key
Once you have the edges selected, click ctrl-e to bring up the edge menu and mark the selected edges as a seam.
After the seam has been created, select entire cube in edit mode and got to UV Image Editor and click on UVs button and than unwrap the cube...
after this we need to save this unwrap cube for this in UV Image Editor click on UVs button and than select script......
a new panel will open in this we can change the size from default 512 size and than click on ok and than give the file name and path to save UV FACE LAYOUT it will save this layout in .tga format convert it into .jpeg and than place the pictures in the unwrap cube using any image editor like photoshop....
now i have this jpeg file and i want wrap this around cube again...
now to wrap this image again on cube go to UV Image Editor and in image option click on open and than select the image and open it...and after this go to texture paint mode and u can see image wrap on the cube.........
and now if we want to place different picture than in unwrap image we can place are images.....
but now the problem what i came across when i was placing picture was that if disturb the size of unwrap image from 512 to something else while placing the picture....you want be able to wrap that image back on cube....
next one is while saving .tga file if you save it as standard 512 resolution u cand add image of bigger resolution like of 800 or 1600...because it disturbs the resolution of unwrap image...and after that we cant wrap it around cube again....so u need to use the image of same resolution what you have selected earlier....
and this is actual cube........
i was supposed to make video of this but i couldnt make it because one problem that is next post so for now this assignment is done...and i am starting with second one...
Sunday, October 19, 2008
Integrating three different dynamic objects namely:
1. Movement of handle in game engine
2. Movement of water inside bucket
3. Movement of water from nozzle
Ps: Incase video doesnt play check yahoo group for blend files and video
-Gokul and Karan
Saturday, October 18, 2008
This is the video rendered after cracking the problem we had , which prevented us from using both the game engine and the fluid simulation module in blender.
Thursday, October 16, 2008
Sunday, October 5, 2008
-> Ctrl+Alt+Shift+M - to see the folds in the model if folds are there in model then it disables the baking process in fluid simulation
->H key - to hide the selected object or selected vertices or phases or edges.
->Alt+H - to unhide the object
-> From INLIST AND MATERIALS we can give name to the selcted group of vertices.
-> Shift+G - To select the vertices in the same plan or surface or of same area.
-> Ctrl and + key - if there is a ring of vertices is selected than if we want to select the adjacent ring for this use CTRL and + key is very useful instead of selecting individual vertices
-> Ctrl and - key - same as previous one but this time to it used to deselct adjacent set of vertices.
-> Alt + B - it enables axis like we have in border select tool (B key) and use of this short cut is also in the similler way...just select the part of the object and press Enter and the selcted part will hide and we can see the unside part of the object basically this shortcut is sueful to see the cross section of the object.
-> Shift +B - To select the part of object which we want Render without actually rendering the entire object...
-> Propotional falloff tool whish used drag a single point from mesh with influence of adjacent vertices to use this toll first turn on propotional edit button from editing panel and than we can see a new button of falloff. There are many fall of available like smooth , sphere, root ,sharp, sphere Falloff . after turning on Propotional edit button , select any of Falloff and selct one vertex and pree Bkey twice and drag the mouse...after adjusting the falloff press left mouse button or Enter key. In this if we want to increase or decrease circle of influence than scroll middle mouse button.
-> L key - It used to select the phases and it can be used in vertex or in edge mode also... just take your mouse pointer on the phase and press L key the phaces which are attached to current mesh all will get selected.
->Y key - When a set vertises is selected and we want separate that part of object from the actual mesh for this press Y key.
-> In MESH TOOLS there is button for REMOVE DOUBLE is given which we using with W key and beside that button there are two more panel are given as THRESHHOLD and LIMIT in this by changing the value of THRESHHOLD and LIMIT we can increase the range of REMOVE DOUBLE TOOL.
-> To draw the phase normal tool is availble in MESH TOOLS AND MORE .Draw normal after enabling this tool all the phase normal will be visible...and above this tool one panel is given Nsize to increase or decrease size of normal...and below Draw normal button Draw vnormal button is there to draw the VERTEX NORMAL.
Saturday, September 27, 2008
Friday, September 26, 2008
Wednesday, September 17, 2008
Tuesday, September 16, 2008
Friday, September 12, 2008
Wednesday, September 10, 2008
Thursday, September 4, 2008
Wednesday, August 27, 2008
As per sir's instructions, i am posting the presentation slides. I have increased the size of the pictures and have reduced the text size..
This slide basically, lists the stuff we have done till now. It lists the points in brief!!!
We started with the following experiments. We started with a wikibook tutorial and made the figures above. Though it was a stepping stone, it was what got us started..
After the creations which really did not have anything to do with our project, sir asked to start modeling apparatus which is what is really required for the project. The above was what we tried for making glass and making some fluid inside the glass.
This was the first breakthrough we acheived in texturing glass. We learned about hemi lighting. We also put the light inside the beaker, so that we get internal refraction..
Since water is one of the main parts of the experiment, we tried to make the dynamics of the fluid. We learnt about baking the fluid as well as about the domain. The blender automatically calculates the physics of the fluid..
We started modeling pipes and the problem we faced was that we could not close one end of the pipe. We later realized when Gokul put it up on the blog that we could use curves to them simpler.
The picture on the right is the picture of the actual experiment. The screenshot on the left is that of the .blend file of the same experiment. We tried making the outer flask. Simply by using extrude and scaling...
As we were getting stuck up, sir advised us to continue with the modeling of the other parts if the experiment. Hence we started with the tap...
Sir suggested that we try sketching so that we can get a proper proportion while doing the apparatus as proportion is the key here. Bhairav did the sketch but was not able to remove the creases that had got formed. By the use of CNTR+N, the normals got recalculated and the creasing went. I have pointed out the edges..
In conjuction to the above post, we also edited the joints and we made a hole in the tap which was not made earlier int the sketch..
This is the position we are currently in. We have reavhed here and have started modeling of the apparatus and paln to finish it as soon as possible.
Will keep posting as progress happens,