Blender – Select Pattern

Software:
Blender 2.79

Use the Select Pattern tool to select multiple objects with name similarities.

  1. In the 3D View in Object mode choose Select > Select Pattern…
  2. In the Select Pattern dialog, type a part of a name with an Asterisk to define wild cards.
    For example *car* will select all objects who’s names contain the string ‘car’,
    And car* will select all objects who’s names begin with the string ‘car’.

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Blender – Bake NLA animation

Software:
Blender 2.79

When you wish to bake your NLA animation mix into one Action,
The Bake option in the Animation tab will not work.
The way to do this is to:

  1. Select the object in Object Mode.
  2. Press Space and type ‘bake
  3. Choose Nla: Bake Action
  4. In the Bake dialog, select Pose, deselect Only Selected, and press OK.
  5. After the process, the Armature will have a new action that is the baked animation.

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Blender – Bake rigid body physics to Keyframes

Software:
Blender 2.82

  • I always forget this, try to do it through the regular animation baking option and get frustrated that it doesn’t work…

When you want to bake an object’s Rigid Body physics simulation to regular Keyframes:

  1. Select the wanted objects.
  2. Press F3 to open the command search floater,
    Begin typing: bake to keyframes to Locate the command:
    Rigid Body: Bake To Keyframes and select it.
    Note:
    The command will appear only if objects with rigid body physics properties are selected.
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  3. Set a frame range for the bake and press OK:
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  4. The physically simulated motion is recorded to keyframes:
  5. Annotation 2020-05-17 154458

 

Related:

  1. Bake NLA animation
  2. Cloth to shape keys

Complex Fresnel texture for Cycles

Software:
Blender 2.79 | Cycles Renderer

The most realistic way to create real world metal shaders is to use Complex Fresnel reflection.
Cycles has a general implementation of a Complex Fresnel reflection in its Principled shader (when Metallic is set to 1.0), but this implementation doesn’t allow using real world physical numeric Complex IOR values in order to accurately render physical metals.

You can use a Complex IOR OSL shader such as this one from Chaos Group,
But there are some limitations with it:
1) It isn’t supported in GPU rendering.
2) For some reason I don’t know I couldn’t get it to work with Cycles..

Seeing these limitations I decided to develop a Complex Fresnel/IOR texture for Cycles that will work on GPU, and your welcome to download it here on my studio’s website:
https://cg-lion.com/2018/07/08/free-complex-fresnel-texture-for-blender/

The blend file itself contains a text with some Complex IOR preset values for metals,
And you can get more physical IOR data from refractiveindex.info

Enjoy! 🙂

BlenderNation

Related:

  1. Fresnel Reflections
  2. Metallic shading in V-Ray Next
  3. Create rich metal in UE4 
  4. Customizable Photo-realistic Car-paint shader for Cycles

 

Realistic Spotlights for Blender & Cycles

Software:
Blender 2.79 | Cycles Renderer

There’s currently no built-in support for IES light sources in Blender & Cycles.
We already know that Blender 2.8 will have the feature built into it (which is great news!), and there’s an addon that provides the functionality, but I wasn’t satisfied with it’s workflow, not being integrated well into Cycles.
So I decided to develop a custom Cycles shader (node group) that will provide realistic IES like spotlights in a convenient customizable way.

The Shader I developed is called CG-Lion Spotlight Presets Pack 1.0 and is available for purchase on Blender Market.
It doesn’t load external IES files, but instead has a pre-configured library of 20 spotlights shapes, and also provides features that are not available in IES lighting like tweaking the spotlight beam focus, adding a chromatic dolor dispersion effect, and producing a correctly bright surface at the light source.

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Related:

Customizable Photo-realistic Car-paint shader for Cycles
Complex Fresnel texture for Cycles
Optimized Architectural Glazing Shader for Cycles
Procedural Wood Shader for Cycles

Cycles – Nested Refractive Volumes

Software:
Blender 2.79 | Cycles Renderer

When it comes to rendering nested refractive volumes, like a glass containing a beverage, the way to set it up in Cycles is common to many modern ray-tracers.
The touching bodies of refractive material like glass and liquid must overlap each other slightly so that rays being traced “meet” the right surface without having surfaces touching and causing “Z fighting” artifacts.

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When the render includes volumetric shading, like Volume Absorption (sometimes referred to as “fog”), the meshes must be set-up in a certain way for Cycles to interpret the volumes properly.

Intersecting volumes like a beverage glass and liquid must be separate objects to be rendered correctly. When joined into one mesh the renderer doesn’t treat the different volumes separately even though they have different shaders.
And the result is that the volume (depth) of the inner volume is calculated as just the depth on the intersection (the overlap) of the volumes.
In this example the wine can’t be rendered correctly when the glass and liquid meshes are joined.
The wine liquid doesn’t get it’s deep color because the renderer “thinks” it’s very thin.

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When the meshes are separated the renderer interprets the wines volume correctly and the Volume Absorption shader produces the right color:

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Setting up cavities within a volume like air bubbles, is similar to many other modern ray-tracers. You just have to create inner meshes that have flipped normals facing inwards, so air bubbles within the wine don’t need to have “air” material, they have the same wine shader, but have their faces flipped.

Note that in this case, it’s the other way around from the previous example.
If the bubble meshes are separate from the liquid mesh the renderer doesn’t interpret them as holes in the liquid volume, and produces an incorrect result:

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When the bubble meshes are joined to the liquid mesh, the volume is interpreted correctly:

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In short:
For these refractive volumetric effects to be rendered correctly in Cycles,
Surfaces of the same material volume must be joined to one mesh, and separated from meshes belonging to different material volumes.
* This may sound trivial, but it’s not. there are rendering systems in which only the surface shader determines volume interpretation and that has advantages like the convenience to aninate bubbles as separate objects from the liquid itself or the ability to join a glass bottle with the liquid into one mesh model.

 

Related:
> Understanding Transparency Render Settings

Blender Cloth animation to Shape Keys

Software:
Blender 2.79

Steps for creating Shape Keys from cloth simulation: 

  1. Create an object with Cloth simulation.
  2. Give the Cloth Cache a name.
  3. Set Cloth cache to Disk Cache.
  4. Bake the Cloth animation.
  5. Move the time slider to wanted cloth state.
  6. Press the ‘Apply as Shape Key’ button on the Cloth modifier.
    * The cloth modifier will be deleted from the object.
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  7. Apply new cloth settings to the object.
  8. Set Pinning to be the same Vertex Group if necessary.
  9. Give Cloth Cache the same name as before.
  10. Set Cloth cache to Disk Cache.
  11. Play the animation timeline so that the cache frames on disk will be loaded again.
  12. Repeat from step 5 for each cloth pose you want to turn to a shape key.