<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Blender on 4ny's Blog</title><link>https://4ny.dev/tags/blender/</link><description>Recent content in Blender on 4ny's Blog</description><generator>Hugo</generator><language>en-us</language><lastBuildDate>Thu, 02 Oct 2025 00:00:00 +0000</lastBuildDate><atom:link href="https://4ny.dev/tags/blender/index.xml" rel="self" type="application/rss+xml"/><item><title>Bonctober Trailer</title><link>https://4ny.dev/portfolio/bonctober-trailer/</link><pubDate>Thu, 02 Oct 2025 00:00:00 +0000</pubDate><guid>https://4ny.dev/portfolio/bonctober-trailer/</guid><description>&lt;div style="position: relative; padding-bottom: 56.25%; height: 0; overflow: hidden;"&gt;
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&lt;p&gt;Learning from my mistake on &lt;a href="https://4ny.dev/portfolio/witherstorm-attack-animation/"&gt;the previous animation&lt;/a&gt; this time I&amp;rsquo;ve imported the environment in chunks. And while it wasn&amp;rsquo;t used on the final animation, I did make a frustum culling setup for the far away chunks, as everything today it&amp;rsquo;s powered by geometry nodes.&lt;/p&gt;
&lt;p&gt;&lt;img src="https://4ny.dev/images/bonctober-trailer/frustum-culling.gif" alt="frustum-culling.gif"&gt;&lt;/p&gt;</description></item><item><title>Witherstorm Attack</title><link>https://4ny.dev/portfolio/witherstorm-attack-animation/</link><pubDate>Fri, 22 Aug 2025 00:00:00 +0000</pubDate><guid>https://4ny.dev/portfolio/witherstorm-attack-animation/</guid><description>&lt;div style="position: relative; padding-bottom: 56.25%; height: 0; overflow: hidden;"&gt;
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&lt;p&gt;This time I&amp;rsquo;ve used &lt;a href="https://github.com/BramStoutProductions/MiEx"&gt;MiEx&lt;/a&gt; which is a much better tool than &lt;a href="https://www.realtimerendering.com/erich/minecraft/public/mineways/"&gt;Mineways&lt;/a&gt;, but also much more complex to use, but it allows for importing modded blocks.&lt;/p&gt;
&lt;p&gt;&lt;img src="https://4ny.dev/images/witherstorm-attack/environment.webp" alt="environment.webp"&gt;&lt;/p&gt;
&lt;p&gt;The map on this one is very simple since it&amp;rsquo;s just one house in the middle of nowhere, but then we need a bunch of nowhere to be in the middle of. That led me to importing a bunch more land than necessary, which made the rendering slower. But after this project I&amp;rsquo;ve promptly started working on a solution to allow importing big environments and also keep rendering times low.&lt;/p&gt;</description></item><item><title>Youtubers vs Realistic Monsters</title><link>https://4ny.dev/portfolio/youtubers-vs-realistic-monsters/</link><pubDate>Mon, 23 Oct 2023 00:00:00 +0000</pubDate><guid>https://4ny.dev/portfolio/youtubers-vs-realistic-monsters/</guid><description>&lt;div style="position: relative; padding-bottom: 56.25%; height: 0; overflow: hidden;"&gt;
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&lt;p&gt;This project was a lot of fun on the tech side, there&amp;rsquo;s a nice split of stuff to do both in Minecraft and Blender.&lt;/p&gt;
&lt;h2 id="but-how-did-we-do-it"&gt;But how did we do it?&lt;/h2&gt;
&lt;p&gt;On Minecraft we had to use &lt;a href="https://www.replaymod.com/"&gt;ReplayMod&lt;/a&gt; to capture gameplay with depth data on a sequence of &lt;code&gt;.exr&lt;/code&gt; files, and also camera movement data. As for Blender we had to import the Minecraft world into it, I&amp;rsquo;ve used &lt;a href="https://www.realtimerendering.com/erich/minecraft/public/mineways/"&gt;MineWays&lt;/a&gt; which sadly doesn&amp;rsquo;t support importing meshes from installed mods, it required me to manually add placeholders for the animation pass to work with.&lt;/p&gt;</description></item></channel></rss>