Chair with textureIn this tutorial you will learn how to create a basic chair and add a texture onto the chair.Step 1Delete the default cube by pressing X and delete.with no cube Step 2Add mesh plane or shift A mesh and plane.Zoom in with the middle mouse button, or press 1 for a side view, press Tab to go into edit...
Showing posts with label rendering. Show all posts
Showing posts with label rendering. Show all posts
Thursday, October 6, 2016
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Finished animation |
What is animation in blender?
Animation is making an object move or change shape over time. You would use animation in blender for very obvious reasons such as making a character walk, run, crouch. making an object move around in your scene. Animating a scene so it becomes entertaining...etc. Objects can be animated in many ways.Moving as a whole object
Changing their position, orientation or size in time.
Deforming them
Animating their vertices or control points.
Character Animation via Armature
Animated to deform by the movement of bones inside the mesh if you use a human model, a very complex and flexible interaction that makes character-shaped objects appear to walk and jump.
In this chapter we will cover the first two, but the basics given here are actually vital for understanding the following chapters as well. Three methods are normally used in animation software to make a 3D object move:
In this chapter we will cover the first two, but the basics given here are actually vital for understanding the following chapters as well. Three methods are normally used in animation software to make a 3D object move:
Key frames
Complete positions are saved for units of time (frames). An animation is created by interpolating an object fluidly through the frames. The advantage of this method is that it allows you to work with clearly visualized units. The animator can work from one position to the next and can change previously created positions, or move them in time.
Animation Curves
Curves are interpolated from keyframes, and can be drawn for each XYZ component for location, rotation, and size, as well as any other attribute in Blender. These form the graphs for the movement, with time set out horizontally and the value set out vertically. The advantage of this method is that it gives you precise control over the results of the movement.
Path
A curve is drawn in 3D space, and the Object is constrained to follow it according to a given time function of the position along the path.
The first two systems in Blender are completely integrated in a single one, the F-Curve system.
The first two systems in Blender are completely integrated in a single one, the F-Curve system.
In Blender 2.5x, everything can now be animated. Previously, only certain datablock had the ability to be keyframed. Now users have the ability to animate nearly any type of data that can be changed to multiple values.
How to animate in blender
Go to scene editor and select animation. This is located at the top of the screen.
layout of animation |
2. Find any free space and press "I" then select LocRotScale and this should open up a tab that looks like this. We use this as it allows us to move the object more easily.
LocRotScale |
3. Next go to your timeline and select frame 10
timeline ten frames |
Then move your object along the axis by pressing G + Y then move it to your desired location
moving object frame 10 |
Then press I and this will complete your keyframe
4. Now select frame 20 and move your object further down the axis rotate it as well by pressing "R" and moving it
moving object 20 frames |
timeline 20 |
5. Continue these steps until you have at least 100 frames then move the amount of frames down to 100
6. Next you go to the render tab and select render animation
7. Next press Ctrl +F11 and that will play your animation. That is your animation completed.
Sample Animation
Lighting is a very important topic in rendering, standing equal to modelling, materials and textures. The most accurately modelled and textured scene will yield poor results without a proper lighting scheme, while a simple model can become very realistic if skilfully lit.
Why would you use it?
People use lighting in order to make their object more realistic and easier to see. It also makes your object better looking in general. You also need lighting in your scene if you wish to create a rendered video or image.
Different types of lighting
Point light:
1. In order to do this you must press shift + A and select lamp then select point then place this light somewhere on your scene
point lamp |
Sun light:
1. Repeat the same process that you did for point but this time select sun, you should try place this light up high and at an angle to your object in order to get a good effectsun lamp |
Spot light:
1. Again, repeat the same process except select spot, you should place this above your object in order to get the desired effect. This light emits light in a cone like direction
spot lamp |
Hemi light:
1. Same again, repeat the process and select hemi. This is a 180® directional light which emits light downwardshemi lamp |
Area light:
1. Same steps again just select area instead. This is an upward light that emits light from the plane.area lamp |
How to effectively light an object in blender
1. Press F12 for camera perspective
2. Then open up the world tab and tick ambient occlusion
camera perspective |
2. Then open up the world tab and tick ambient occlusion
world tab |
3. Turn ambient occlusion to full
5. Go to the Gather column in World tab
gather column |
6. Adjust samples to preferred amount of samples. This makes the picture more realistic but my recommendation is not to go over 10 as it may crash your computer
samples human head |
gather sample 10 |
7. Press 7 for top view
8. Then duplicate the lamp by pressing Shift + D and place lamps at the front, the back, and the side
top view |
8. Then duplicate the lamp by pressing Shift + D and place lamps at the front, the back, and the side
3 point lamp |
9. Then adjust the energy on both duplicate lamps. To do this you have to go to the object data tab and adjust the energy settings
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energy settings |
energy settings 2 |
finished lighting |
Thursday, January 21, 2016
Final Render of a basic room in blender |
In Blender, we use rendering to complete the creation of our 3D scenes and objects. It is used to showcase the scene with all applied textures, materials and lighting, in order to give it the realistic appearance we aim for. We used this process to complete work with the highest standard possible.
In this tutorial, we will be focusing on the actual rendering of the scene. To begin, I will create a room scene, and ensure that the lighting is correctly added, as well as the materials and textures to each object. I will provide a walk-through on how I go about creating this room scene.
Step 1: Making the Tabletop
My scene will mostly be made up of planes, which can be added by pressing shift + A. The plane is located in the ‘Mesh’ dropdown. For this tutorial, I started with a table, and scaled it (S) by 2. Then lift the table on the 'Z' axis, by pressing the 'G' key, then 'Z', then type '2.5'. This will lift the plane higher and give room for the table legs.
Added Plane |
Extruded Tabletop |
Step 2: Making the Table Legs
Once we have scaled the plane, go into edit mode (tab) and ensure that the 'Face select' is on (located on the bar at the bottom of the screen). Once you're sure it's on, I would advise using Isometric view by pressing 5, then pres Ctrl+7 to view the bottom of your object, then click subdivide (located on the left in edit mode) three or four times, depending on how wide you want the tables legs to be.Subdivided plane, with corners selected |
Once you have finished subdividing the bottom of your table-top, press shift + right-click each corner face. You can then extrude (E) these faces and in doing so, create your table legs.
Extruded table legs |
Step 3: Making the Table Cloth
You can then add a table cloth over the top of the table. In order to do this we must simply add another plane, and scale it up. For this tutorial, I scaled mine by 3. Then grab it (G), and bring it up over the table. You can do this by pulling it up by the blue arrow on screen also.Cloth plane added |
Edit Mode Menu |
Cloth Physics |
Once this is done, select the 'Play Animation' button at the bottom of your screen (or use Alt + A). You should see the table cloth you had previously created drop onto the table and take the appearance of a realistic piece of fabric.
'Play Animation' - Middle-Right play button |
To fix this, simply select the cloth and select the 'Smooth' button underneath the 'Shading' dropdown on the left hand side of the screen.
Shading Settings |
Realistic, 'Smooth' cloth |
Step 4: Making the Floor
Once the physics have been applied to the table cloth and table, you can move onto making the actual room. This requires only three planes, each scaled up to represent the walls and the floor.Added Floor |
Scaled Floor |
Step 5: Making and Moving the Walls
Once you've scaled the floor, you need to add two more planes for the walls. Again, add a plane from the 'Mesh' menu. Rotate it on the 'X' axis ('R', 'X') by 90 degrees. Then proceed to move the plane along the 'Y' axis by 10. It should appear as follows.First wall moved |
It should appear as follows:
First wall scaled |
It should appear as follows:
Second wall moved |
Then proceed to scale the wall on the 'Y' axis, by 10. Again, you will see that this will make the plane as long as the floor. Make this wall the same height as the other by scaling it on the 'Z' axis, just as you had done before, and move it up on the 'Z' axis by 5.
It should look like this:
All walls added |
Step 6: Adding Materials and Textures
Once you've finished the room, you will probably want to add materials and textures. To do this, you must select each object and add a material to each. This can be done in the materials tab on the right hand side of the screen, as shown below:Materials tab highlighted |
Texture Tab highlighted |
In this tab, select the 'New' button. This will give the object a material. Materials have to be added to an object in order to use textures to make the object appear more realistic.
After the material has been added, proceed to the Textures tab, which is directly to the right of the materials tab. Then select the 'New' button, and use the 'Open' selection under the 'Image' dropdown to open whichever texture you wish to use from your computer. Do this for each object.
If you were to select the 'Rendered' view now, you would see the room with all it's textures and materials added to each object, however, you may notice that each object may an unrealistic shine to it - depending on where your lamp placement is. If you want to get rid of this and produce a more realistic scene, simply select an object, go onto your 'Materials' tab, and turn the 'Intensity' under 'Specular' down to zero. This reduces the shine of the objects in your scene. You will need to do this for each object.
Specular in Materials Tab |
Step 7: Lighting
Before you complete your final render, you may want to change or alter the lighting in the scene. For this tutorial, I used a 'Sun' light, which is a light that does not originate from a certain point, but simply from the sky in Blender. It acts as general sunlight, and can create shadows, which is the reason I did not create a roof on the scene.
Sun Light |
Step 8: Final Render
Finally, we can render our scene. To render the scene, press 'F12' on your keyboard. This will give you a rendered view through the camera on your scene. If the render is not centering at the point in which you want it to, you can move your camera around on the 'X', 'Y' and 'Z' axis'.
Camera selected and moved |