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- #HOW TO TEST 3D BLENDER MODELS HOW TO#
- #HOW TO TEST 3D BLENDER MODELS ARCHIVE#
- #HOW TO TEST 3D BLENDER MODELS SOFTWARE#
- #HOW TO TEST 3D BLENDER MODELS CODE#
The software will generate a 3D surface by extruding parts of the image using DEM pixel values as the magnitude of extrusion. Blender can use rasterized elevation data in a similar way to GIS software such as ArcGIS and QGIS. The two images used to create the maps below can be downloaded Here.Ī 3D map can be created in Blender using two images: A map of the area of interest and a digital elevation model (DEM) that covers the area.
![how to test 3d blender models how to test 3d blender models](https://donohues.com.au/wp-content/uploads/2018/04/20180427_090617.jpg)
#HOW TO TEST 3D BLENDER MODELS CODE#
The source code of the shader is also in the demo. BumpMappingShader is the GLSL shader that performs specular bump mapping. Vase_mat_AllInOneMap.png, Vase_mat_AllInOneMap.png and Tabouret_mat_AllInOneMap.png are three materials defined in the OBJ material file. This is done with the following lines:ĪllInOne_NM_4k.jpg is the normal map (a 4096×4096 normal map). The other important part of the source code is how attaching a specular bump mapping shader (GLSL) to the model materials (the model has 3 materials). The line compute_tangent_space_vectors=”TRUE” allows to compute vectors for bump mapping. This is the purpose of the line compute_vertices_normals=”FALSE”. The OBJ file contains vertices normals then you must tell GeeXLab to not compute them again. And the core of the demo is this piece of code: The complete source code is in the Blender_OBJ_Demo_Lighting.xml file. In the following screenshot, we easly see the specular highlights on the base: We’ll focuse only on specular part of the lighting equation.
![how to test 3d blender models how to test 3d blender models](https://free3d.com/imgd/l25/5c942b6e26be8b19238b4567/3804-amphibious-blender-28.jpg)
But it’s out of question to do all lighting calculations. Thanks to normal maps we’ll be able to add a touch of dynamic lighting. Here is a simple trick to improve a little bit the scene realism: normal maps:
![how to test 3d blender models how to test 3d blender models](https://gdm-catalog-fmapi-prod.imgix.net/ProductScreenshot/7273a24f-65f0-4d65-a3b6-ded9760e9e0a.png)
So stay tuned, it will be published soon ? How can we do baking with Blender? Honestly I don’t know yet but I know that Satyr is preparing a cool tutorial on this subject. A baked texture is a texture that contains object color and lighting calulations such as shadows or ambient occlusion. The real size of this texture is 4096×4096. This model is cool because it uses only one baked texture:
#HOW TO TEST 3D BLENDER MODELS HOW TO#
See the end of this tutorial to know how to export a model in OBJ format. Blender OBJ exporter does a good job: it can export vertices normals (fundamental for nice lighting) and can create a material file. This model has been exported in OBJ format. I used a 3D model made by Satyr (with Blender 2.49b).
#HOW TO TEST 3D BLENDER MODELS ARCHIVE#
Unzip the demo archive somewhere and Start_Demo_Speculars.bat. You need a valid Python 2.6.2 or 2.6.3 installation to run the demo. But I propose you another way to create a simple object viewer.įirst, the Windows demo is available here: Blender game engine allows you to create such an object viewer. In this article, I explain how to show in real time 3D with GeeXLab a model you’ve made in Blender.