Matt Jones Tech
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  • [VIDEO] Layout Control in Blender 2.8

    Layout Control in Blender 2.8

    Let’s take a look at some concepts that will help you gain a better understanding of layout control in Blender 2.8. In this video, we’ll cover:

    • Every single window type in detail
    • Creating and deleting custom tabs
    • Creating custom themes and loading from the theme preset library
    • Saving your custom workspace as the new default
    • Splitting and joining windows
    • Changing window types

    This is one of several upcoming Blender tutorial videos, so stay tuned for more! If you’re not already, consider subscribing to be notified when new videos are posted. If you’re just getting started in Blender, check out my introduction video. Should you have any questions, feel free to drop a comment below, or ask using my contact card at the bottom of the home page.

    The transition from Blender 2.79 to 2.8 has completely changed the way that users are able to take control of their layouts. To be honest, the default tabs for layouts have worked for my purposes about 95 percent of the time. Every so often I find I need to pull up a new window to create a timeline that didn’t exist before, but that’s about the extent of my layout modifications. Good luck, have fun, and keep creating!

    matt

    January 28, 2020
    3D Animation, 3D Modeling, Blender
    3d, 3d modeling, animation, Blender
  • [VIDEO] Procedural Texture Mapping

    The Problem

    I’ve got a procedural texture that I’m happy with. It’s been fine for still renders. But when I animate the object, the texture slides around. I figured the obvious solution would be to bake down the procedural texture into a regular UV image map(s) like diffuse, specular, AO, roughness, etc. But when I baked, I got a black map. I wanted a shadeless, color-only diffuse map. Just that. No lighting information. But I got nothing.

    A call for help to my #b3d twitter fam!

    A Workaround So Clean, It Might As Well Be The Solution

    So, still confused about the resulting black map bake, I start considering other solutions. And then it hit me:

    matt

    August 26, 2019
    3D Animation, Blender, Compositing
    animation, b3d, baking, cycles, procedural, rigging
  • [VIDEO] “Never Forgotten” Series Teaser 2019

    Still working on a handful of shots right now, but here’s what I have so far. I learned a TON of new stuff with this project and had a blast!

    matt

    August 19, 2019
    3D Animation, Blender, Motion Graphics
    animation, b3d, Blender, lighting, rigging, simulation
  • Particle Systems And Rigid Bodies

    Update on the “Never Forgotten” series animation! I’ve since shifted from the desert sands and dunes into a more abstract ‘title sequence’ type vibe. For this section, I’m using particle systems and smoke simulations 100 percent of the time. Starting to get some of the shots back from the render machine, and they’re looking pretty cool! Hoping to get everything buttoned up in the next week or two.

    matt

    August 13, 2019
    3D Animation, Blender, Motion Graphics
    animation, b3d, Blender, particle system, simulation, smoke
  • Using the Cell Fracture Addon to Destroy Statues

    Getting Started

    A few weeks back, I tried my hand at creating desert dunes out of a plane. As part of that same project, this week I’m using the cell fracture addon to destroy some statues. I started off with a couple of characters created in MakeHuman. A couple people on blender.chat mentioned that MakeHuman hadn’t been updated in a while, or wasn’t being actively developed. Regardless, the version I used was super easy to generate a couple of characters to use for statue destruction.

    Exporting to Blender

    Once you’ve got everything how you want it with your character, it’s time to export. Going from MakeHuman to Blender used to be difficult and require a special plugin and weird file extensions. Now, you can just kick out a simple .DAE file and drop it straight into Blender.

    Using the Cell Fracture Addon

    Once in Blender, I posed the characters exactly how I wanted them. Once I got the pose, I applied the armature. In edit mode, I separated the parts of the mesh I wanted to fracture. I didn’t want the whole thing, just bits like the hand and shoulders. Next, I fractured using a small number of pieces, around 50. I had to mess with the level of subdivisions and number of pieces to avoid weirdness in complex areas like hands and fingers.

    Animating vs Simulating

    Typically, I’d simulate the pieces after they’re generated. But for this effect, I wanted a surreal, hyper slow-mo look. For this, I just hand animated the pieces I wanted to break away.

    matt

    July 30, 2019
    3D Animation, 3D Modeling, Blender
    animation, blender 3d, cell fracture, physics, simulation
  • Swap Memory: It’s Like Downloading More RAM

    How Do I Download More RAM?

    It’s kinda like changing the blinker fluid in your car. You can’t. You shouldn’t. I mean… stuff like that doesn’t exist. But, if you’re finding yourself in a situation where you are running shy on your current installed amount of RAM, is there anything you can do without hitting up Newegg for a few more RAM sticks? Luckily, you can! Read on to learn how to add swap memory in Ubuntu 18.04.

    Just recently, I tried rendering a complex Blender scene on my computer. Unfortunately it crashed before I ever saw the first tile start to render. Blender was all like, “ERROR: Out of Memory”. I tried rendering again, but this time I opened my system resources window and monitored the RAM usage. I have 16GB of RAM installed, and 2GB of swap. As the scene loaded, the RAM started climbing up to the top of the usage graph, hit the top, then the swap started filling up. They both hit the top, and Blender crashed again.

    Fortunately, there’s a somewhat hacky thing called swap memory. So instead of purchasing extra RAM for your machine and going through all the trouble of installing it, you can add “virtual RAM” with just a few lines of code. This swap memory is designed as a sort of fail-safe should your machine demand more RAM memory than is physically installed. My problem was I was exceeding both my physical and my swap memory limitations. By default, Ubuntu was giving me 2GB of swap memory, and I had 16GB of RAM installed, but the Blender scene I was trying to render required more than my physical plus swap total of 18GB.

    Step One: Check If You Have Swap Enabled

    I’m using Ubuntu 18.04, so I can check my swap status by running this in the terminal:

    sudo swapon --show

    If there’s no output after running that command, you don’t have any swap memory enabled. If you do have swap enabled, you should get something like this:

    NAME      TYPE      SIZE USED PRIO
    /dev/sda2 partition 1.9G 0B -2

    The swap information in Ubuntu (size and settings and all that) can be found in /swapfile. To enable the swap file, you’d run:

    sudo swapon /swapfile

    To learn more about the ‘swapon’ and ‘swapoff’ command, you can check out:

    man swapon

    Step Two: Disable Your Swapfile

    Before you edit your swapfile, you need to disable it, otherwise you’ll get an error that’s something like “ERROR: file in use”. To do this, disable your swap file by running:

    sudo swapoff /swapfile

    Step Three: Edit Your Swapfile

    You can edit your current swapfile (or add a new swapfile if you don’t have one) using the fallocate command. You can learn more by running “man fallocate”. To increase your swap memory, run the following command (and change the number of GB to your preference):

    sudo fallocate -l 50GB /swapfile

    Step Four: Re-Enable Your Swapfile

    The -l flag stands for ‘length’ which essentially adjusts how much swap you’ve got. Next, you’ll need to reactivate your swap file by running

    sudo swapon /swapfile 

    Step Five: Confirm Changes Were Applied

    That should give your as many GB of swap as you need! You can double check your swap memory by running the Ubuntu System monitor by running:

    gnome-system-monitor

    and click the Resources tab at the top. You should see your swap memory reflect (not exactly, but pretty close) the amount of swap that you set using the fallocate command.

    Swap = 46.6 GB

    Now you should be able to render huge scenes in Blender without buying more RAM! Woot!

    Just a disclaimer: This is more of a note for myself so I can go back and visit this later. If you spot anything wrong or catch some mistakes, feel free to let me know! Thanks.

    matt

    February 19, 2019
    3D Animation, General Computing, Linux, Ubuntu
    animation, Blender, blender 3d, computing, general computing, hack, memory, RAM

Prove all things; hold fast that which is good. 1 Thess 5:21