Tag Archives: Blender3D

The teller slides a plain brown box across the counter and tells me the total with a smile. I mirror it and hand over my card. In the brown box is a stack of tracking markers -- the product of a brief flash of inspiration. If you've ever spent some time doing camera matching in Blender, you'll know that it can be a boring, tedious process that's wrought with false starts and disappointments.

A few well constructed, highly visible tracking marker can solve most of these headaches, and while one doesn't always have control over the footage, when it's possible to add them in, the effort-to-return ratio is immense.

I decided to try my hand at making up a marker with the (albeit limited) knowledge I have about camera tracking in Blender, OpenCV, and general image processing. In the interest of brevity, all of the important details are condensed in the image below:

I have not yet tested this marker, but I'll be able to put it through the wringer in a short while. Until then, if you'd like to print your own and give it a whirl, I've included the full multi-resolution SVG here.

I put together this halftone shader effect in Blender earlier today:

The key realization for me was that Blender's shader nodes allow you to use Diffuse BSDF or other shaders as inputs to your setup. This means we can take the lightness of our mesh and use that as an input to a color ramp with a step function in it. In more detail, here's the shader setup:

I'd wager a more skilled artist could replace the dot-pattern generator with something that gives more consistent result and doesn't have that semi-circular banding issue. Give it a try and let me know if it works out for you.