So, have you ever looked at a trinket on your desk and said, "hey, that would be cool to have in Second Life?"
Well, with a little persistence, you can pretty much do it for free. Assuming you already have a decent webcam, a laser pointer, and a wine glass, you're ready to roll. The rest of this post is extremely unorganized, and I have no pictures to share (yet).
First, snatch the software. You'll need Blender and DAVID-Laserscanner 3, both of which are free downloads. DAVID will operate just fine in free mode in a resolution that is far superior to anything you'll be able to put into a sculptie. Read the DAVID instructions carefully, but, truthfully, it's not hard at all.
I'm just getting past the proof-of-concept phase, so not much to report. My first scans were with the guts of an old Black & Decker Bullseye, but I've graduated to this 532nm green laser I picked up off Amazon for about $8. The wine stem method works great - just shine the pointer through a clean, thin glass or crystal wine stem to get a nice, thin lased line.
Depending on my success, I'm going to upgrade to a dedicated laser line generator, which I'll probably be grabbing from Aixiz. If you're curious how lasers compare to each other, I found a neat tool here.
Showing posts with label blender. Show all posts
Showing posts with label blender. Show all posts
Wednesday, February 1, 2012
Friday, November 5, 2010
Blender procedural texturing (texture nodes) - Stained Glass
OK, I'm jumping back into Blender after an extended hiatus. First steps, play with new stuff.
This morning, I decided to try and create a stained glass texture.
Here's the node setup:
As you can see, the color output is mapped to color and specularity; the bump output is mapped to inverse normals.
Here's the test render:
I know it needs some work, but this could be a really nice effect.
This morning, I decided to try and create a stained glass texture.
Here's the node setup:
As you can see, the color output is mapped to color and specularity; the bump output is mapped to inverse normals.
Here's the test render:
I know it needs some work, but this could be a really nice effect.
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