Creating a Landscape In Blender – Part 1 – Blender Tutorial

In this tutorial I show you how to set up an animated landscape scene with gras and trees using the new Cycles Hair Strand Renderer and the Sapling Addon.

http://cgtextures.com/texview.php?id=53004&PHPSESSID=rgdt7u8guflc2mfu219nd15q60

http://cgtextures.com/texview.php?id=38392&PHPSESSID=rgdt7u8guflc2mfu219nd15q60 The Dutch animation studio Neo Geo and Not a Number Technologies (NaN) developed Blender as an in-house application, with the primary author being Ton Roosendaal.

The creditors agreed to release Blender under the GNU General Public License, for a one-time payment of €100,000 (US$100,670 at the time). On July 18, 2002, Roosendaal started a Blender funding campaign to collect donations, and on September 7, 2002, announced that they had collected enough funds and would release the Blender source code. Today, Blender is free, open-source software and is—apart from the Blender Institute’s two half-time and two full-time employees—developed by the community

Official releases of Blender for Microsoft Windows, Mac OS X, and GNU/Linux, as well as a port for FreeBSD, are available in both 32-bit and 64-bit versions. Though it is often distributed without extensive example scenes found in some other programs, the software contains features that are characteristic of high-end 3D software. Among its capabilities are:
• Support for a variety of geometric primitives, including polygon meshes, fast subdivision surface modeling, Bezier curves, NURBS surfaces, metaballs, multi-res digital sculpting (including dynamic topology, maps baking, remeshing, resymetrize, decimation..), outline font, and a new n-gon modeling system called B-mesh.
• Internal render engine with scanline ray tracing, indirect lighting, and ambient occlusion that can export in a wide variety of formats.
• A pathtracer render engine called Cycles, which can take advantage of the GPU for rendering. Cycles supports the Open Shading Language since blender 2.65
• Integration with a number of external render engines through plugins.
• Keyframed animation tools including inverse kinematics, armature (skeletal), hook, curve and lattice-based deformations, shape keys (morphing), non-linear animation, constraints, and vertex weighting.
• Simulation tools for Soft body dynamics including mesh collision detection, LBM fluid dynamics, smoke simulation, Bullet rigid body dynamics, ocean generator with waves.
• A particle system that includes support for particle-based hair.
• Modifiers to apply non-destructive effects.
• Python scripting for tool creation and prototyping, game logic, importing and/or exporting from other formats, task automation and custom tools.
• Basic non-linear video/audio editing.
• The Blender Game Engine, a sub-project, offers interactivity features such as collision detection, dynamics engine, and programmable logic. It also allows the creation of stand-alone, real-time applications ranging from architectural visualization to video game construction.
• A fully integrated node-based compositor within the rendering pipeline accelerated with OpenCL.
• Procedural and node-based textures, as well as texture painting, projective painting, vertex painting, weight painting and dynamic painting.
• Realtime control during physics simulation and rendering.
• Camera and object tracking.

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