Artstation
I’ve set up an Artstation portfolio, for my experiments with Blender and other associated bits of software. You can check it out at the following link https://roguelj.artstation.com
I’ve set up an Artstation portfolio, for my experiments with Blender and other associated bits of software. You can check it out at the following link https://roguelj.artstation.com
After watching various YouTube tutorials (mostly by Andrew Price aka Blender Guru) on the excellent open source software that is Blender, I decided it was time to have a go at a scene of my own. Following some advice from another YouTube video (also by Andrew Price, see links below) I gave myself a single week to complete the task. The duration itself is arbitrary, the point is that I gave myself a solid deadline. And now I’d like to proudly present the result:
Now, I am fully aware that there are a number of areas that can be improved, or are just plain wrong. But the point of this exercise was to create and complete (and by complete I mean ‘stop working on it, tweak no more’) a rendered 3D scene. I’m fairly pleased with it, given that it’s a first effort, but I only spent about 30 minutes in the compositor, and that control desk needs a texture, and I’m not happy with the colour balance of the final render, etc, etc.
The above scene was created in Blender 2.79 RC2, although the final release is out now. Also check out 2.80, the Eevee viewport looks very cool!
Check out:
https://www.youtube.com/user/AndrewPPrice
https://www.blenderguru.com/articles/7-habits-highly-effective-artists-bcon-2016
This time its the Game of Life 3D I created in VB.NET & DirectX.
You can check out the full solution here:
https://launchpad.net/gameoflife3d
Here’s the full source:
Public Class mainForm #Region "Decl" Private xRes As Integer = 32 ' This is how many cells across Private yRes As Integer = 32 ' This is how many cells down Private meshes(xRes, yRes) As MeshInfo ' This is the mesh (cell) array Private dev As Device = Nothing ' This is our directx device Private WithEvents surface As New DXSurface ' This is our directx surface Private WithEvents tmrCamera As New Timer ' Camera movement timer Private WithEvents frameTimer As New Timer ' Evolution (lifecycle) timer Private WithEvents renderTimer As New Timer Private render As Boolean = False ' Render logic switch Private evolve As Boolean = False ' Evolve logic switch (lifecycle) Private mouseDownSw As Boolean = False ' Mouse Down logic switch Private t1 As Texture ' Our mesh texture Private angle As Single = 1 ' Inital camera position and target Private Const startingCamPosX As Single = 0 Private Const startingCamPosY As Single = 5 Private Const startingCamPosZ As Single = 50 Private Const startingCamTarX As Single = 0 Private Const startingcamTarY As Single = 0 Private Const startingcamTarZ As Single = 0 #End Region #Region "Camera Position and Target Properties" Private currentCamPosX As Single = startingCamPosX Private currentCamPosY As Single = startingCamPosY Private currentCamPosZ As Single = startingCamPosZ Private currentCamTarX As Single = startingCamTarX Private currentcamTarY As Single = startingcamTarY Private currentcamTarZ As Single = startingcamTarZ Private destiCamPosX As Single = startingCamPosX Private destiCamPosY As Single = startingCamPosY Private destiCamPosZ As Single = startingCamPosZ Private destiCamTarX As Single = startingCamTarX Private destiCamTarY As Single = startingcamTarY Private destiCamTarZ As Single = startingcamTarZ Private ReadOnly Property CurrentCameraPosition() As Vector3 Get Return New Vector3(currentCamPosX, currentCamPosY, currentCamPosZ) End Get End Property Private ReadOnly Property CurrentCameraTarget() As Vector3 Get Return New Vector3(currentCamTarX, currentcamTarY, currentcamTarZ) End Get End Property Private ReadOnly Property DestinationCameraPosition() As Vector3 Get Return New Vector3(destiCamPosX, destiCamPosY, destiCamPosZ) End Get End Property Private ReadOnly Property DestinationCameraTarget() As Vector3 Get Return New Vector3(destiCamTarX, destiCamTarY, destiCamTarZ) End Get End Property #End Region ''' <summary> ''' Event handler ''' </summary> ''' <param name="sender"></param> ''' <param name="e"></param> ''' <remarks></remarks> Private Sub Me_Load(ByVal sender As Object, ByVal e As System.EventArgs) Handles Me.Load Me.WindowState = FormWindowState.Maximized ' Add the DirectX 3D surface to this form within the panel surface.Dock = DockStyle.Fill pnlSurface.Controls.Add(surface) ' Set up DirectX InitializeGraphics() SetupCamera() ' Set up cameramovement timer With tmrCamera .Interval = 1 .Enabled = True .Start() End With ' Set up frame timer With frameTimer .Interval = 1 .Enabled = True .Start() End With With renderTimer .Interval = 1 .Enabled = True .Start() End With End Sub ''' <summary> ''' This is where we initialise the graphics device ''' </summary> ''' <remarks></remarks> Public Sub InitializeGraphics() ' Set our presentation parameters Dim presentParams As New PresentParameters() presentParams.Windowed = True presentParams.SwapEffect = SwapEffect.Discard ' Create our device dev = New Device(0, DeviceType.Hardware, surface, CreateFlags.SoftwareVertexProcessing, presentParams) ' t1 = New Texture(dev, My.Resources.bm, 0, Pool.Managed) t1 = TextureLoader.FromFile(dev, "c:\bm.bmp") ' Set up mesh info data Dim r As New Random For x As Integer = 1 To xRes For y As Integer = 1 To yRes Dim mi As New MeshInfo Dim rv As Integer = r.Next(0, 10) If rv = 1 Then mi.Alive = True Else mi.Alive = False End If With mi .Mesh = Mesh.Sphere(dev, 0.5, 20, 5) .X = x .Y = y .Z = 1 End With meshes(x, y) = mi Next Next End Sub ''' <summary> ''' Render the scene OnPaint ''' </summary> ''' <param name="sender"></param> ''' <param name="e"></param> ''' <remarks></remarks> Private Sub surface_Paint(ByVal sender As Object, ByVal e As System.Windows.Forms.PaintEventArgs) Handles surface.Paint angle = CSng(angle + 0.01) With dev .Clear(ClearFlags.Target, Color.Black, 1.0F, 0) SetupCamera() .BeginScene() .VertexFormat = CustomVertex.PositionTextured.Format ' Draw our boxes For Each mi As MeshInfo In meshes If mi IsNot Nothing AndAlso mi.Alive = True Then DrawBox(0, 0, 0, CSng(mi.X - (xRes / 2)), CSng(mi.Y - (yRes / 2)), mi.Z, mi) End If Next .EndScene() .Present() End With End Sub ''' <summary> ''' Move the camera gradually from the current to the destination camera position ''' </summary> ''' <param name="sender"></param> ''' <param name="e"></param> ''' <remarks></remarks> Private Sub mTmr_Tick(ByVal sender As Object, ByVal e As System.EventArgs) Handles tmrCamera.Tick Dim movementX As Single = (Math.Abs(currentCamPosX - destiCamPosX) / 6) Dim movementY As Single = (Math.Abs(currentCamPosY - destiCamPosY) / 5) Dim movementZ As Single = (Math.Abs(currentCamPosZ - destiCamPosZ) / 10) If currentCamPosX < destiCamPosX Then currentCamPosX += movementX ElseIf currentCamPosX > destiCamPosX Then currentCamPosX -= movementX End If If currentCamPosY < destiCamPosY Then currentCamPosY += movementY ElseIf currentCamPosY > destiCamPosY Then currentCamPosY -= movementY End If If currentCamPosZ < destiCamPosZ Then currentCamPosZ += movementZ ElseIf currentCamPosZ > destiCamPosZ Then currentCamPosZ -= movementZ End If If currentCamTarX < destiCamTarX Then currentCamTarX += movementX ElseIf currentCamTarX > destiCamTarX Then currentCamTarX -= movementX End If If currentcamTarY < destiCamTarY Then currentcamTarY += movementY ElseIf currentcamTarY > destiCamTarY Then currentcamTarY -= movementY End If If currentcamTarZ < destiCamTarZ Then currentcamTarZ += movementZ ElseIf currentcamTarZ > destiCamTarZ Then currentcamTarZ -= movementZ End If End Sub ''' <summary> ''' Setup camera and lights ''' </summary> ''' <remarks></remarks> Private Sub SetupCamera() dev.Transform.Projection = Matrix.PerspectiveFovLH(System.Convert.ToSingle(Math.PI) / 4, CSng(surface.Width / surface.Height), 1.0F, 300.0F) dev.Transform.View = Matrix.LookAtLH(CurrentCameraPosition, CurrentCameraTarget, New Vector3(0, 1, 0)) dev.RenderState.Lighting = True With dev.Lights(0) .Type = LightType.Directional .Diffuse = Color.Yellow .Direction = New Vector3(0, -1, 10) .Enabled = True .Update() End With With dev.Lights(1) .Type = LightType.Directional .Diffuse = Color.Yellow .Direction = New Vector3(0, -1, -10) .Enabled = True .Update() End With With dev.Lights(2) .Type = LightType.Directional .Diffuse = Color.Blue .Direction = New Vector3(25, 0, 0) .Enabled = True .Update() End With With dev.Lights(3) .Type = LightType.Directional .Diffuse = Color.Blue .Direction = New Vector3(-25, 0, 0) .Enabled = True .Update() End With currentCamPosZ = CSng(Math.Sin(angle) * 50) currentCamPosX = CSng(Math.Cos(angle) * 50) End Sub ''' <summary> ''' Draw the mesh ''' </summary> ''' <param name="yaw"></param> ''' <param name="pitch"></param> ''' <param name="roll"></param> ''' <param name="x"></param> ''' <param name="y"></param> ''' <param name="z"></param> ''' <param name="MI"></param> ''' <remarks></remarks> Private Sub DrawBox(ByVal yaw As Single, ByVal pitch As Single, ByVal roll As Single, ByVal x As Single, ByVal y As Single, ByVal z As Single, ByVal MI As MeshInfo) MI.World = Matrix.Multiply(Matrix.RotationYawPitchRoll(yaw, pitch, roll), Matrix.Translation(x, y, z)) dev.Transform.World = MI.World Dim mat As New Material mat.Ambient = Color.White mat.Diffuse = Color.White dev.Material = mat dev.SetTexture(0, t1) MI.Mesh.DrawSubset(0) End Sub ''' <summary> ''' Event handler ''' </summary> ''' <param name="sender"></param> ''' <param name="e"></param> ''' <remarks></remarks> Private Sub frameTimer_Tick(ByVal sender As Object, ByVal e As System.EventArgs) Handles frameTimer.Tick For x As Integer = 1 To xRes - 1 For y As Integer = 1 To yRes - 1 Dim mi As MeshInfo = meshes(x, y) Dim nc As Integer = getNeighbourCount(x, y) If mi.Alive Then If nc < 2 Then mi.Alive = False ElseIf nc > 3 Then mi.Alive = False End If Else If nc = 3 Then mi.Alive = True End If End If Next Next End Sub Private Function getNeighbourCount(ByVal x As Integer, ByVal y As Integer) As Integer Dim tl As MeshInfo = meshes(x - 1, y - 1) Dim tc As MeshInfo = meshes(x, y - 1) Dim tr As MeshInfo = meshes(x + 1, y - 1) Dim cl As MeshInfo = meshes(x - 1, y) Dim cr As MeshInfo = meshes(x + 1, y) Dim bl As MeshInfo = meshes(x - 1, y + 1) Dim bc As MeshInfo = meshes(x, y + 1) Dim br As MeshInfo = meshes(x + 1, y + 1) Dim c As Integer = 0 If tl IsNot Nothing AndAlso tl.Alive = True Then c += 1 If tc IsNot Nothing AndAlso tc.Alive = True Then c += 1 If tr IsNot Nothing AndAlso tr.Alive = True Then c += 1 If cl IsNot Nothing AndAlso cl.Alive = True Then c += 1 If cr IsNot Nothing AndAlso cr.Alive = True Then c += 1 If bl IsNot Nothing AndAlso bl.Alive = True Then c += 1 If bc IsNot Nothing AndAlso bc.Alive = True Then c += 1 If br IsNot Nothing AndAlso br.Alive = True Then c += 1 Return c End Function Private Sub Button1_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Button1.Click Dim r As New Random For x As Integer = 1 To xRes For y As Integer = 1 To yRes Dim mi As MeshInfo = meshes(x, y) Dim rv As Integer = r.Next(0, 10) If rv = 1 Then mi.Alive = True Else mi.Alive = False End If Next Next End Sub Private Sub renderTimer_Tick(ByVal sender As Object, ByVal e As System.EventArgs) Handles renderTimer.Tick surface.Refresh() End Sub End Class