The SGI Indigo 2 was the last of the Rendersaurs. Before it, came the SGI Indy and a collection of bespoke Linux based desktop computers and laptops that served the rendersaur project. Last of the Rendersaurs pic.twitter.com/WhvfDfn0l8 — Rowan Peter (@rowan_peter) May 10, 2015
Tag: blender
Previsualising the pointed tool, piston seal and rear brake caliper geometry for Step 4: Remove piston seal from caliper stage of the brake caliper augment. Geometry will be exported as FBX from Blender, prepared by FBXMeshCoverter for import into Creator for upload into my Metaio channel for final use as an augment. Figuring out the […]
Preparing low-poly geometry for augmented contextual instruction in the disassembly and assembly of a vehicle’s rear brake caliper. Augmented contextual instruction is to be prepared in Metaio Creator, published to a Metaio channel and then accessed by learners through the Junaio app. 3D point cloud data is gathered with Metaio Toolbox. This video conceptualises one stage of […]
Once you’ve created seams in your mesh and then unwrapped it, you’ll then probably want to move contiguous groups of faces or UV islands into a location that will make it easier for you to create and then paint a texture. Before you can start moving your UV islands you’ll need to change your selection […]
Blender 2.62 does a good job of exporting a 3D scene in the Collada (DAE) format for use as an overlay in Aurasma Studio. You just need to make sure you interpret the newest version of the Aurasma 3D Guidelines in a Blender 2.62 context. For a Blender 2.62 user the most important guidelines to […]
A work-in-progress render of the scene and 50 frame animated geometry for an augment of door/entry area to Dr Softain’s laboratory. Thematically, this scene takes place around the same time as Dr Softain’s emergency broadcast. The modelling is based on measurements and reference photos taken at the scene. The animated door opening was achieved by creating a […]
I’m interested in exploring the use of augmented reality (AR) in learning experiences. I’ve decided to prototype my early simple AR experiments with Processing and Blender. These early explorations will make use of augments placed with fiducial markers. My goal is to then explore developing AR learning experiences with Layar that can then be viewed […]
I created the ‘Epidermis Edit’ animation in early 2000, based on my recent discovery of Blender and my friend’s SGI and Linux computers. The aesthetic is directly influenced by skin anatomy and physiology, medical procedures, macro-photography, electron microscopy and non-scientific curiosity. Back then, my intent for the ‘Epidermis Edit’ animation was for it to be […]