Behind the Scenes: Mechanisms – BlenderNation


Hiya everybody, my title is Alex Pilote and I dwell in Quebec, Canada. I’m a positive artist with a terrific curiosity in digital artwork. I studied at college within the early ’90s when the digital transition was happening in faculties, so I used to be sensitized very early on to this new creative medium. We dwell in a really complicated world, and it’s clear that new instruments have emerged to permit us to specific in depth all of the richness of this period we dwell in.


Within the final two years, I spent quite a lot of time modeling and texturing summary shapes that I had beforehand drawn in pencil. I used to be searching for a approach to make use of these shapes by integrating them into a sensible surroundings whereas making a cinematic impact.

However I have to admit that this composition was additionally an excuse to be taught extra in regards to the ocean modifier.


This composition was completely completed inside Blender, with out even utilizing addons. On the very finish, I wanted Affinity Photograph software program for picture processing (vignette, movie grain, glow, and many others). My workstation is a Dell XPS 8950.


I simply made the summary shapes by utilizing my drawings as references inside Blender, utilizing the picture reference characteristic.

I additionally added bones and rigged the mechanisms in order that I might modify the type and pose as I wished for the scene.

The mechanical shapes had been textured procedurally utilizing nodes. This methodology is essentially the most highly effective one for reaching actually fascinating outcomes, and above all, it permits us to render our pictures in super-wide resolutions.

Listed below are some examples of my nodes setups:

I additionally like to make use of the Optix possibility when engaged on my textures.


I experimented with the ocean modifier on a subdivided aircraft to search out one of the best end result. Once I obtained the one I preferred, I used two array modifiers to multiply this ocean tile, and I needed to bake the ocean with a view to have some good foam results (displace.exr and diffuse.png).

The entire scene was surrounded by a field with a quantity shader at very low density, and a gradient texture was additionally used in order that the fog pale in the direction of the perimeters of the dice.

I have to say that the concept was to realize a most end result utilizing a minimal of means. The whole lighting for this scene comes from an HDRI—nothing else. Additionally, the identical overcast HDRI was used for the clouds within the background. I thought-about that overcast and cloudy climate was the simplest to render in a really reasonable approach.


The ultimate picture was rendered with Cycles at 1600 samples with a noise threshold of 0.001, and the denoiser set to OpenImageDenoise. The volumes had been set with a step charge render of 0.05.

Listed below are some check renders:

A few of you would possibly discover that the denoiser offers a end result that’s too clean, and that it destroys the realism of the textures a bit… Individually, I typically use a quite simple trick within the compositor: I combine—with a combination node—the denoised picture and the ‘noisy picture’. This permits me to maintain the natural and true facet of my textures, giving a extra photographic impact with extra grain.

RENDER – Mechanisms

And that was all! I hope you preferred the end result. Additionally, if you wish to higher perceive nodes, The Cycles Encyclopedia is a should learn.

Thanks in your consideration. I hope that this data can be a considerably helpful in your future analysis.

Concerning the Artist                       

Alex Pilote is an artist from Canada with a background in positive arts and oil portray.