Toon-Pro is a tool designed for professional users of Blender 2.80(EEVEE & Cycle).It contains all the effects you need to give a cartoon style to your animated movies. You can combine an NPR effect with the UV texture of your model and use several outline styles, this procedural shader is compatible with (EEVEE and Cycle). Blender Render Engine » Post Processing » Edge Rendering; View page source; Edge Rendering¶ A scene with Toon materials. Blender’s toon shaders can give your rendering a comic-book-like or manga-like appearance, affecting the shades of colors. Options¶ Toon edge buttons. Edge This makes Blender search for edges in your rendering.
Developer(s) | Briar Wallace |
---|---|
Stable release | 2.79 / 76.7 – 137.5 MiB (varies by operating system)[1] |
Written in | C, C++, and Python |
Operating system | Cross-platform |
Type | 3D computer graphics |
License | GNU General Public License v2 or later |
Website | www.blender.org |
The Blender Game Engine is a discontinued component of Blender, a free and open-source 3D production suite, used for making real-time interactive content. The game engine was written from scratch in C++ as a mostly independent component, and includes support for features such as Python scripting and OpenAL 3D sound.
History[edit]
Erwin Coumans and Gino van den Bergen developed the Blender Game Engine in 2000. The goal was to create a marketable commercial product to easily create games and other interactive content, in an artist-friendly way. These games could run either as stand-alone applications, or embedded in a webpage using a special plugin that was eventually discontinued, as the inability to sandbox Python aroused security concerns, though there was a later effort to revive it (an updated alpha version for Internet Explorer, and Firefox and COLLADA support was considered). Another plugin has surfaced named Burster, which enables secure embedded gameplay on websites, with sandboxing and encryption support.
Key code in the physics library (SUMO) did not become open-source when the rest of Blender did, which prevented the game engine from functioning until version 2.37a.
Blender 2.41 showcased a version that was almost entirely devoted to the game engine; audio was supported.
Version 2.42 showed several significant new features, including integration of the Bullet rigid-body dynamics library.
A new system for integration of GLSL shaders and soft-body physics was added in the 2.48 release to help bring the game engine back in line with modern game engines. Like Blender, it uses OpenGL, a cross-platform graphics layer, to communicate with graphics hardware.
During the 2010 Google Summer of Code, the open-source navigation mesh construction and pathfinding libraries Recast and Detour were integrated; the work was merged to trunk in 2011. Audaspace was coded as well to provide a Python handle for sound control. This library uses OpenAL or SDL as a backend.
Features[edit]
![Toon Edge Blender Game Engine Toon Edge Blender Game Engine](https://steemitimages.com/640x0/https://res.cloudinary.com/hpiynhbhq/image/upload/v1518259265/a2ckwl1rpgwvcmnjlvaz.png)
The Blender Game Engine uses a system of graphical 'logic bricks' (a combination of 'sensors', 'controllers' and 'actuators') to control the movement and display of objects. The game engine can also be extended via a set of Python bindings.
- Graphical logic editor for defining interactive behavior without programming
- Collision detection and dynamics simulation now support Bullet Physics Library. Bullet is an open-source collision detection and rigid body dynamics library developed for PlayStation 3
- Shape types: Convex polyhedron, box, sphere, cone, cylinder, capsule, compound, and static triangle mesh with auto deactivation mode
- Discrete collision detection for rigid body simulation
- Support for in-game activation of dynamic constraints
- Full support for vehicle dynamics, including spring reactions, stiffness, damping, tire friction etc.
- Python scripting API for sophisticated control and AI, fully defined advanced game logic
- Support all OpenGL lighting modes, including transparencies, Animated and reflection-mapped textures
- Support for multimaterials, multitexture and texture blending modes, per-pixel lighting, dynamic lighting, mapping modes, GLSL Vertex Paint texture blending, toon shading, animated materials, support for normal and parallaxmapping
- Playback of games and interactive 3D content without compiling or preprocessing
- Audio, using the SDL toolkit
- Multi-layering of Scenes for overlay interfaces.
Future roadmap[edit]
Ton Roosendaal has stated[2] that the future of the Blender Game Engine will integrate the system into Blender as an 'Interaction Mode' for game prototypes, architectural walkthroughs and scientific simulators. Blender developer Martijn Berger stated that 'The sequencer and game engine are in serious danger of removal, if we cannot come up with a good solution during the 2.8 project.'[3]
On the 16th of April 2018 Blender Game Engine was removed from Blender ahead of 2.8's launch.[4]
Blender is working to have a good support for external game engines like Godot, Armory3D and Blend4Web.[5]
UPBGE[edit]
UPBGE (Uchronia Project Blender Game Engine) is a fork of Blender created by Tristan Porteries and some friends in September 2015. It is an independent branch with the aim of cleaning up and improving the official Blender Game Engine code, experimenting with new features, and implementing forgotten features that currently exist but have not been merged with the official Blender trunk. UPBGE Blender builds can be downloaded from the upbge.org website. As of late 2017, the UPBGE team is integrating their code with the unreleased 2.8 version of Blender and the team's intention is to make use of the new real-time physically based renderer in Blender 2.8 which is called Eevee. There are ongoing discussions about the UPBGE code becoming part of a future official Blender release.
Gallery[edit]
- Blender Game Engine 2.42 screenshot
- Blender Game Engine 2.42 screenshot
- Blender GLSL shader node editor 2.42 screenshot
- Logic Bricks and Python Scripting
Notable games[edit]
See also[edit]
- Bullet (software), Game Blender's Physics engine
- Blend4Web, Blender-based engine for online games
- Verge3D, Blender-based WebGL framework
References[edit]
- ^'Blender 2.79 Release Index'. Blender.org. 11 September 2017. Retrieved 12 September 2017.
- ^'Blender roadmap – 2.7, 2.8 and beyond'. Blender. Retrieved 1 March 2014.
- ^'2.8 project developer kickoff meeting notes'. Blender. Retrieved 12 November 2015.
- ^'rB159806140fd3'. developer.blender.org. Retrieved 18 April 2018.
- ^'[Bf-committers] Blender 2.8 - realtime and interactive 3d'.
External links[edit]
The Wikibook Blender 3D:_Noob to Pro has a page on the topic of: Game Engine Basics |
- Official website
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Blender_Game_Engine&oldid=915040314'
Fixing a non-manifold mesh
Note: All images are linked to full size versions.
This tutorial is based on Blender 2.56a beta interface (see getting started section of the Blender site tutorial page). I will show you how to fix a non-manifold mesh problem. What is a non-manifold mesh ? Look up the word manifold first. Then watch this video.
I created a cylinder in Blender and then used a couple of boolean operations that are probably responsible for making the mesh non-manifold. After some discussion on #blender IRC channel I discovered the process to fix this.
![Toon Edge Blender Game Engine Toon Edge Blender Game Engine](/uploads/1/2/5/8/125868379/268950081.jpg)
A non-manifold mesh
Add a Decimate modifier to your mesh. If it is non-manifold then the modifier will give an error that you can see in the following screen shot.
Select the non-manifold parts of the mesh
Select the model. Enter Edit Mode and choose the menu option Select --> Non-manifold.
Apply Edge Split modifier
What now ? We could fix the mesh manually (see the section below ) but there is an easier way. Blender does not have a 'cleanup' function as shown in the Maya video above but here we can just use the Edge Split modifier.
Make sure the non-manifold mesh edge is selected (as shown in previous step) and then add the Edge Split modifier. You might get a message about modifiers not having been applied. You can ignore that unless you have other modifiers set up to the ones shown, if so apply those first.
Make sure the non-manifold mesh edge is selected (as shown in previous step) and then add the Edge Split modifier. You might get a message about modifiers not having been applied. You can ignore that unless you have other modifiers set up to the ones shown, if so apply those first.
Set the the Edge Angle to 90 degrees (may vary if you're using another model to the one shown).
Apply the modifier and ... hey presto !
Behold a fixed mesh
Notice the Decimate modifier is now able to count the polygons in the model (take model out of Edit Mode first). The mesh is now manifold and should be in the right state to be unfolded or unwrapped using UV Unwrap (Mesh menu).
Potential for manually fixing the mesh
There may be times when you need to look at the nuts and bolts of the mesh. One way is to show all the normals for the faces (the direction that the shader faces are pointing in).
To do this use View --> Properties --> Normals --> Face
To do this use View --> Properties --> Normals --> Face
If there are non-manifold parts of the mesh then you would see inconsistencies in the face normals (a lack of a blue line, or pointing in the wrong direction). See the video at the top of the page for more hints for manual fixes.