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updated the nvidia drivers and am now able to select GPU for rendering (GT 550M)....literally twice the speed of the CPU!!! i7 quad core @2.0ghz

L'éléphant, symbole de l'oeuvre de Jules Verne et emblème de la ville de Nantes

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4053 COMPLET OUTFIT OPEN SHIRT / SOCIAL PANTS / SHOES

 

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Copyright Frank Chen - All rights reserved

Eames desk and chair. The rest is just stuff I've been modeling. I'd like to somehow make a mid-century archviz with these things. If you can get around the Flickr UI and look at the largest version of this, you'll see all the detail. The chair is made up of around 40 separate items and it's difficult to drag around the 3d screen on blender.

I made this in Blender following a tutorial by Andrew Price

I made this car animation using blender software, and rendered it in cycles

Created in Blender for Ironsky: Operation Highjump game.

I worked on this in bits and pieces for a while, and learned a lot about how to rig and animate efficiently. I made the animation in ten separate blend files, because after a certain amount of content, the files would just crash. It's all I can do with the tech I have, but I am getting better at trimming the fat and optimizing file sizes and render times. One can probably guess where I stitched the files together, and I like it that way. Each segment shows where I improved, and also where I screwed up--notably those where I forgot to extend the camera's clip limit and ended up with dark backgrounds. I'd go back and fix them, but... meh. And in one case, I accidentally cleared all the animation frames and then hit Save instead of Save As, and really didn't feel like going back and reanimating an entire segment.

 

Also, having a robot crap into a beaker seems, in retrospect, a little puerile, but again... meh.

ITEM for #secondlife

 

6969 ::BROWN:: COMPLET OUTFIT WITCH 6 PCS - eBody Reborn

 

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1136 Animated Fire & Sound (4 MODELS) FULL PERM

 

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Célèbre grue titan jaune de Nantes

Suzanne Realistic 3D Model

ICAN VFX

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730 Elite Class Cowboy Coutry Boots

 

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4843 Top Tank HUD RGB with Perforated side Mesh

 

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marketplace metaverse secondlife halloween imvumodels avakinlife vrchat blender3d gtavonline thesims browngirlbloggers love metaversegeneration GameOn loveyou gta GamerLife gameplay EventGames

daily drawing, ink on graph paper on cloth simulation

Created in Blender for Ironsky: Operation Highjump game.

Learning Experience:

I decided to try and create something entirely with geometry nodes, shaders, and drivers. For the most part, I succeeded. To create the donuts, I never directly edited the default cube, but instead replaced it with a collection of node groups, with shaders set.

 

The number line, I couldn’t create with nodes. As far as I can tell, there are no node functions that allow you to capture the length or number of points along a curve and then use that value in a value-to-string node. (I mean, why have a node that converts numbers to strings if there’s no way to procedurally alter that number? Sigh.) So, I had to put down each number as a separate object, and then apply to each a geometry node with a conditional replace-material node. In theory, this is cool because it’s be could make an elevator display using drivers. I think this lack of procedural counting may also be the reason why I couldn’t randomize the sprinkle distribution on each donut. In the end, I had to fake the randomness by rotating each donut (which I why I’m thinking that maybe I could randomize sprinkles, and simply am suffering from an order-of-operations issue), and then randomizing the color distribution. With the changing colors, angles, and camera position, I doubt that the sprinkle location problem is too noticeable, but it’d be nice to fix it for future projects.

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