• In 3d

    Tiles transition shader in Blender

    Based on ideas in my old hexagon tiles Blender shader, I created this animated, topology independant, cubic tiles shader effect. Generated cubes are fully 3d and if you render with Cycles, you can even have some “filling” with volumetric shading. Everything is 100% procedural and based on just basic math nodes. Tiles are calculated in world space, so local object rotation will not have any effect. Awesome thing is that the shader works both in Cycles and Eevee without any modifications. But unfortunatly Eevee does not support fully shader based volumetric rendering at this moment. There are two issues with it. […]
  • In Uncategorized

    Blender Eevee vs Unity

    Couple months ago I made this interactive environment for an art show. During the last year I have been doing quite a lot of work using Unity engine for a TV cartoon show – therefore Unity was a natural choice for this project as I have an established and tested pipeline and toolset to achieve quite good results. This is a very interesting time for real time graphics – Blender 2.8 with it’s amazing Eevee render engine is getting ready for release. Unity 2018 introduced new render pipelines – with HD render pipeline promising very high end effects and performance. Naturally […]
  • In 3d

    Run python command in Blender from 3D view

    Are you tired of getting the “RuntimeError: context is incorrect” error when trying to run python commands in Blender?!? Of course you are!! But sweat no more – thanks to this new and super useful Blender addon, You can run your Python commands directly from any 3D view and get the correct context – always! This is a solution to dreadful blender context is incorrect problem You have been waiting for! But wait!!! There is more! You can run either a single line or even execute whole script documents! So forget about writing custom operators or doing complex context copy operations just to […]
  • In 3d

    Procedural N-Gon Blender shader

    Recently I saw that someone was selling procedural hexagon tiles Blender shader. I became very curious about how this was achieved and spent couple days trying to figure this out on my own. Turns out you don’t need much more than just a bunch of math nodes and UV coordinates as an input. The rest is just basic geometry and basic math. No OSL. Works on GPU and in the viewport! Updated!:  Recently I updated this to Blender 2.8 and was pleasantly surprised that It also compiles and works in Eeevee exactly as in Cycles. That’s crazy awesome, if you ask […]