Blender 2.6 OpenGL Render (Tutorial)

https://i.ytimg.com/vi/lW4PgpVmHlk/hqdefault.jpg



Here is another OpenGL tutorial covering some shading, material and compositing techniques. This covers the rendering of the Ferrari scene that I recently posted. Forgive some of the lengthy ranting… just speaking my mind.

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15 thoughts on “Blender 2.6 OpenGL Render (Tutorial)

  • January 23, 2019 at 02:09
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    This tutorial is one of the most helpful tutorials iv'e watched about Blender and OpenGL. That lens flare trick is genius.

  • January 23, 2019 at 02:09
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    you can raytrace soft shadows in the GLSL renderer, but it's still more effective to not do it, if you don't absolutely have to. baking would be a valid option too (and probably less work)

  • January 23, 2019 at 02:09
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    So when does he say how to get opengl and render using it? I got bored after the first 5 seconds, he is just waffling! 

  • January 23, 2019 at 02:09
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    got it. found it. I'll have to try it out and see what kind of variables it will allow. It would be nice to mimic the script and create one that allows x samples of "motion blur". perhaps even something that would also reset the time remapping or world settings to give the proper number of GL frames to render extra samples. Thanks!

  • January 23, 2019 at 02:09
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    wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Sequencer/Eco it creates duplicates with offset at a button click.

  • January 23, 2019 at 02:09
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    Found the thread… but I don't see the actual script anywhere. Also, could you please elaborate on "echo type batch imports"? I'm not sure what capability you are referring to and how it relates to what I am doing.
    Thanks!

  • January 23, 2019 at 02:09
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    Did you know that there is a script for creating echo type batch imports? Also someone over at BA forums has created a new script for importing openGL animation into the compositor. Look for thread Can-I-use-opengl-in-the-compositor?

  • January 23, 2019 at 02:09
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    You are awesome!!!
    With your inspiration I made a script that caches the opengl render to the node editor so you can access all the effects from there and not only the vse stuff.
    Still needs alot of work when it comes to more than one scene of opengl render.
    Hope youll find it helpfull

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