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A guide to Blender freestyle rendering with Eevee and Cycles

I needed a reliable way to render wireframes and came across freestyle rendering. I realized that freestyle was a lot of fun and had multiple uses. Everything from cartoons, to blueprints and wireframe rendering, can be made with freestyle. What is freestyle rendering and How to use it in Blender? Freestyle rendering is an NPR(non-photo-realistic) […]

Pink textures in Blender and how to avoid them

Not too long ago, I was revisiting one of my older Blend files. I browsed the archive and finally found it, opened it up and had a look. I quickly realized that something was wrong. The scene was a splash of pink shades, lighting up the room intensively. Any passersby outside my window would surely […]

Blender cloth simulation: Making a thick blanket

Making cloth in Blender using the cloth simulator is easy when working with flat objects. Making flags wave in the air and thin blankets fall on to couches is quick. But once you need thickness, everything suddenly becomes much harder. In this article, I want to go over a way to simulate the wavy feel […]

Physically based rendering, blender nodes, with brick texture example

In the last post, physically based rendering and Blender materials, we looked at how the principled shader really works. We lay the foundation for our future material creation in Cycles and for Eevee when Blender 2.8 finally arrives. Here, we will take a close look at how this is all implemented in the node editor using image textures […]

Physically based rendering and Blender materials

Physically based rendering and blender materials Physically based rendering in Blender has been a guesswork for some time. With 2.79 however comes the principled shader. It will help you to create accurate blender materials for cycles. However, there still seems to be some confusion on how it works. Let’s get a closer look at it […]

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