Although my work was handed in ages ago I am still playing around with blender for fun.
I have recently discovered “Noise” though.
I was trying to model a port and ships on a sea for use in a game me and my friends play but I discovered that a textured flat plane was not very attractive.
After reading up on noise I tried it and produce this.
Before adding noise:
Note: I have ray mirroring on as well as a bump mapped sea.

After adding noise:

Also I used noise on a flat plane with an armour plated filter on it. It changed it from a bump mapped plane to a really high detail metal plate.
armour plate2


Forgot to add explanation of rain!

Realised that I never explained how I did the rain!

Here goes…

You start off by drawing you scene…I will do the same thing as they do in the tutorial I linked previously and create a cube/plane and a cloud plane.


okay now I have to model my rain drop (this is simply a subdivided and deformed cube).


Now if we select our cloud plane we can add our particles.
Selecting the plane and going to the effects/emitters button thingy we can add a particle emitter.
Now as you can see we have to make the amount 5k (enough for an even spread of rain) and give them random faces. We also set their Z acceleration to -9.81 which is the mps of a falling object on earth. Also you set the plane to emit the raindrop object (I accidentally cut that off on the picture).

Once this is set we than have to go to each of our reacting surfaces (or only one if you set a parent).
We than first select their physics properties to be a reactor.

Here you can see that it is set to collision than to Kill the raindrop on contact. If you did not select this than the drop would keep falling through scenery.
Once this is set we than need to add emitter properties to the scenery so they emit a splash effect when rain collides.
Above shows the settings used.
When object:Cloud sends an emitter that collides with the ground the ground emits particles at a Z:10 acceleration (a.k.a upwards). Also it emits material 2 (which I will explain soon).
It also has children it can emit so that the splash has smaller particles that make it more realistic.

Now this is the bit which the tutorial forgets to mention. When you have your colliding objects you have to give them a second material so that the emitter has a rain splash style colour.

This picture shows Material 2 of 2 (the emitter material I set earlier). It has a halo and is so tiny it does not appear on the mini render to the left. It is also a blueish colour to represent water. Once this is set the rain should hopefully work and appear like the video I posted a few bits down.


I am going to upload the rain and the desk ident.
Although they will be without sound as youtube made the sound go out of sync

Bump mapping

I have bump mapped some textures to a good effect.

The globe in my desk ident…
Bump mapping has been applied to the floor/walls and globe. You can see that the floor appears slightly bumpy as the light reflects differently off it, it is however actually a flat plane still.

Here you can see the road and the pavement with bump textures. The pavement looks very good as the bump texture emphasises the bumpy bricks as well as the cracks in the pavement.

Bump textures is a very effective way of adding depth to a model without having to spend hours modelling it, all you have to do is add a bump map material and set it to read from the normals.

Rain in blender

I recently picked up a tutorial on the internet on making rain in blender.
This is the link:

I had an attempt myself and produced this moderate attempt

It took me a while to properly produce as the tutorial forgot to mention that you had to give the reacting objects two textures.

The first texture would be their visible texture when it renders, the second is a blue halo texture, which is applied to the halo effects of the emitted particles when the rain collides

Error posting

I’m stupid, I’ve been clicking save draft all this time and didnt actually post anything, I went through my drafts and posted them, sorry for any inconveniance.


I have found out a fancy new technique in blender.

It is called an armature. It is sort of a function to implement bones in your models and thus allow you to easily move them. The tutorial for armatures I found on the blender website itself, and although very brief, it was easy to pick up.

In this picture you can see two legs from my vulture mech I made in the first semester. The left one is a stationary model and the right one has been binded to have armatures placed in it.
Now you don’t just place armatures in and it automatically works, well it does but it always does it wrong most times.

You see to bind each bone to a certain piece you use a new technique I’ve learnt called Weight Painting.

Here you can see the front left toe of the left foot. It has been slightly painted to shot the different scales of weight. Weight does not mean how heavy it is or its mass but rather how much effect the armature that is currently selected (in this case the front left toe armature) has on selected object. So at the moment if I were to move the front left toe armature than the front left toe would not move much due to the weight on the toe being very little, as it is mostly blue.
You see the weight goes from blue which means no weight to red which means full weight.
So to make the right toe armature move the right toe I would need to paint the right toe fully red and than paint the other toes slightly orangey-green. so that it drags the whole foot slightly if moved forward.

Now once the whole leg is painted properly the armatures will be able to move the leg easily and thus make animation a hell of a lot easier.

Mech firing animation

I am still working on the mechs leg movement, as obviously it is going to be a bit tricky.
However the firing is good (I am going to have it so that the mech obliterated a sign of the company in the ident).

NOTE: The youtube embedding code does not work on my browser but apparently its working perfectly, so if you cannot see an embedded video of youtube below than visit this link to see it in youtube.


For one of the three idents I need to have some grass.
To do this I used an emitter of grass, I learnt this from a Neil Hirshig tutorial.
It is really quite simple, the only problem is making it look real.
Here you can see the grass I have added, it does not look real as it is spread over the whole model like fur that is on its end. To fix this I will not have the main plane give off grass but rather have small planes give it off in certain areas and just use a bump mapped grass texture for the main plane (so there will only be tufts of grass).

Bump mapping

If there is one thing I tend to be quite bad at it is texturing.
I sought to improve this and have taught myself how to make nice textures on gimp or improve already made textures on gimp (by jazzing them up with rust/scratches .etc if it is a metal texture).

One thing though I always wanted to do was to make a bump map.
This is a special texture that uses two or sometimes more textures and overlays them.
[Picture taken from wikipedia]
The above diagram is a good example on a bump map. A standard sphere is placed and a special bump texture is used which is exactly the same as a normal texture but is black and white (black means it reflects light less and is darker).
This makes the sphere seem more textured than it really is so rather than model all those little dimples in the texture you just trick the light into making it look like there are loads of dimples.

I used this effect for the room in one of my textures (I used it in loads more but the roof is easier to see it on).

[When I get my memory stick back from my roommate I will upload a pic]

[Here you can see the menu to allow it to bump] You just deselect ‘col’ and instead select ‘ nor’]

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