Texture and normal map on the same object in blender native renderer - blender

I'm learning blender and I saw you can have both mapped texture and normal map on the same object via mixer node in Cycles renderer. Can I do the same in Blender Renderer?

Yes, you can add several procedural or image textures if you wish (there is a limit of 18 textures to a Blender Render material).
In the texture properties there is a list of available texture slots, just add a new one to an unused slot and adjust it's properties.

Related

blender render object from multiple angles

I have an object in blender + an HDRI background / environment map. I am using cycles to render the object and I have Blender 2.8.
I would like to take multiple pictures of the rendered object (with its background) so that I end up with multiple views of the object (say, about 5/10).
I have seen some posts out there but they're not quite what I want because they just render in solid mode whereas I actually want the whole render.
I am a newbie with blender and I don't even know where to start with this. Thank you
You can just render multiple pictures by rendering, saving the image then moving the camera and repeating the process again. Or, you could render an animation with the camera moving to different angle and setting the output to an image format.

GLTF and USDZ repeat and scale texture problem (tiling texture)

We're trying to do tiling textures for AR Quick Look (iOS in USDZ (pixar) format), but issuing a problem.
What we have:
Project in the blender, where we use scaling texture via mapping (screen below) and everything looks fine like it is tiled properly.
When I do export in GLTF 2.0 you can see, that texture is not scaled (scale should be 100, 100) and that is why it looks bad. Doing not tiled textures for (for example) roads, is bad idea, so, that is why i'm using it.
The same goes to usdz.But i think that it is because of GLTF format
Not sure if while exporting from blender to gltf i should do something correctly
This question might be better suited for Blender SE, not here.
The glTF exporter is looking for a shader node called "UV Map" instead of that "Texture Coordinate" node you have there. I realize the names are almost synonymous, but the "UV Map" node has a chooser for which UV Map, and that's what the exporter wants to find. (For more detail, there is documentation.)
Also I don't know if glTF export supports that little splitter node you have in your graph there. Try drawing individual lines from the "mapping" box to each of the image textures.

When Are Texture Atlases Appropriate In SpriteKit?

I've seen that texture atlases are used for animations, but would it be appropriate to use for storing UI elements or items that are unrelated?
Short answer is yes, it can be appropriate. You can put them in a texture atlas if they are related UI elements.
From Apple's Documentation:
Using Texture Atlases to Collect Related Art Assets
Art assets stored in your app bundle aren’t always unrelated images. Sometimes they are collections of images that are being used together for the same sprite. For example, here are a few common collections of art assets:
Animation frames for a character
Terrain tiles used to create a game level or puzzle
Images used for user interface controls, such as buttons, switches,
and sliders
If each texture is treated as a separate object, then Sprite Kit and the graphics hardware must work harder to render scenes—and your game’s performance might suffer. Specifically, Sprite Kit must make at least one drawing pass per texture. To avoid making multiple drawing passes, Sprite Kit uses texture atlases to collect related images together. You specify which assets should be collected together, and Xcode builds a texture atlas automatically. Then, when your game loads the texture atlas, Sprite Kit manages all the images inside the atlas as if they were a single texture. You continue to use SKTexture objects to access the elements contained in the atlas.

How to add images to painted texture in blender?

When painting textures in blender, I would like to add existing images to the texture image. But blender does not seem to provide such functions.
I tried external editing in photoshop, but the uv unwrapped vertices are lost and so there's no reference points available.
Thanks!
This question would be better suited to blender.stackexchange and maybe a little more info on what steps you are trying.
In the image editor after you unwrap you can use UVs->Export UV Layout to save the uvs for use in an external image editor.
When using Texture painting mode you also have options to use an image as a brush texture.

Using WebGL or OpenGL ES 2, how do I render the contents of an RBO onscreen?

Using WebGL (which is constrained to the OpenGL ES 2 API), I am successfully rendering to texture and then displaying that texture onscreen. Because it is a texture, it is not being antialiased. If I were rendering to an RBO and then displaying that onscreen, I would be able to take advantage of AA.
My render target setup looks like this:
Create FBO
Bind FBO
Create texture (to be rendered to)
Create and bind depth buffer as RBO
Attach texture and RBO to FBO
And my rendering update loop looks like this:
Render the scene to the FBO created in step #2 above
Render a screen aligned quad with the texture created in step #3 above
With desktop OpenGL, I would call glBlitFramebuffer() instead of drawing the screen aligned quad.
How do I render my scene with antialiasing? Do I need to replace the texture with an RBO? If so, what calls do I use to bind the RBO to draw a screen-aligned quad?
You cannot blit the contents of an RBO to screen in WebGL unless you perform a readback and re-upload to texture to blit, which is rather slow.
WebGL has no support for MSAA on FBOs in any form (neither as RBO nor as RTT).
You can implement your own antialiasing in a variety of ways.
Render at 2:2 size and scale down (google maps with webgl does this)
Render at 1:1 size, run a sobel or laplace edge detection on color and depth, and run a bilateral gaussian blur using edge strength as weight (I've used this technique in some of my demos, it works well, http://codeflow.org/entries/2011/apr/11/advanced-webgl-part-1/ )
Use the morphological antialiasing recipe from GPU Pro 2 (I've yet to try that)