Using Blender: Using Blender
Overview: Overview Interface
Initial Settings
Primitives
Lighting
Materials and Textures
World Settings
Animation
General Information: General Information Blender is freely available at http://www.blender3d.org
Several versions
latest is 2.34 (includes raytracing)
older versions may be useful!
Blender is amazingly compact for what it can do!
Several tutorials on web (interface may be different)
Things to Have: Things to Have Three button mouse (with middle scroll)
Keyboard with a number pad
Fast CPU
for rendering final movie
Good graphics card
when building models
None of these are required, but life is better with them
Basic Interface: Basic Interface Menus Window Type Camera Light A Cube Layers Settings
Before Anything Else...: Before Anything Else... Saving/Opening Files is not intuitive
Make sure you save often!
backups
blender meltdowns
Make sure you press ‘Enter’!
Blender files can be large
Interacting with Buttons(buttons that contain values): Interacting with Buttons (buttons that contain values) Three ways to interact:
click in middle
User can type in the desired value
click on left/right
Increment or decrement value by one
mouse drag on button
acts as ‘slider’, but hard to control
good for rough estimate of value
Initial Settings: Initial Settings This is the directory your rendered animation will be stored in
Type in name of file to generate
Leave the rest alone
Initial Settings: Initial Settings Render the image Full-scene Anti-aliasing Enable Shadows Enable Raytracing Enable Radiosity Percent of full render
(good for quick previews) Motion blur
(powerful, but
very expensive)
Initial Settings: Initial Settings Start rendering the animation Play the animation (once it’s rendered) Used for plugins Starting and Ending
frame numbers
Initial Settings: Initial Settings Pixels wide/high Aspect ratio File format
(you’ll want this to
be AVI raw!) Frames per second
(SVideo = 30, Movies = 24) Note: Once done, you may want to save these as the default by using CTRL-U
Different Views: Different Views Can view from the:
Front – NumPad1
Side – NumPad3
Top – NumPad7
Camera – NumPad 0
Can be in orthographic or perspective mode!
NumPad 5 toggles
Recommendation: stay in orthographic!
Can also use the ‘view’ menu
Different Views: Different Views Ability to zoom in/out:
Use middle mouse scroller
NumPad +/- works as well
Ability to ‘look around’
drag with middle mouse button
takes you out of x/y/z axis
may want to reset view when done
Shift-middle-drag translates screen
Different Shading modes
Wireframe/Shaded (use ‘z’ key)
Apply lighting model (use SHIFT-z)
Splitting the Screen: Splitting the Screen Often, it’s a good idea to split the screen
Allows multiple views of the same object
Right-click on a window divider to:
split screen
join screens back together
Caution: the screen that’s split depends on where the mouse came from!
Rendering your Work: Rendering your Work Press F12 or render button
Press F11 to return to scene editor
Remember, rendering size depends on your initial settings
Adding Objects to the Scene: Adding Objects to the Scene Everything starts with the space bar!
From this menu, you can:
Add meshes (spheres, cubes, cones, etc)
Add lights
Transform objects (rotate/scale/translate)
Edit objects (change vertex coordinates)
Several other common options
Modes of an Object: Modes of an Object Can be selected or non- selected
right-click on object to select it
If selected, changes affect this object!
Copy object with CTRL-D or ALT-D
Editing an Object: Editing an Object A selected object can be in edit mode or non-edit mode
TAB toggles between these modes
Can still use the menus
Vertices can be selected or not selected (yellow are selected)
Object can be deleted by selecting it, the pressing ‘x’ key
Adding NURBS to the Scene: Adding NURBS to the Scene Similar to adding other primitive shapes
Interaction much different
NURBs: NURBs NURBs have handles
Start out with only a few handles, so you can subdivide them
select all handles
press ‘w’ for subdivide
usually, do this twice
Good combination with bump mapping
Basic Transformations: Basic Transformations Standard Operations:
rotate – ‘r’ key
scale – ‘s’ key
grab (translate) – ‘g’ key
skew – press ‘s’ key, then middle mouse drag
Click mouse when finished
Easy to remember, huh?
Lighting Overview: Lighting Overview Light types
Lamp
Spot
Sun
Volumetric lighting
Light Texturing
Radiosity
Basic Lighting: Basic Lighting All scenes must have at least one light source
Add a light using spacebar
Basic Light Types
Lamp
Spot
Sun
Changing the Properties of Lights: Changing the Properties of Lights Select the light
Select the Shading button
Select the Light Button Shading Light Light Type Distance of Light Intensity Color
Volumetric Lighting: Volumetric Lighting Added realism
Don’t add too much!
Only works for spots
Setting are a little tricky Make sure Halo is on Turn on buffered shadows Make sure Halo step > 0 Harshness of shadow Turn up buffer for better approximation Amount of ‘smoke’
Other Lighting Tricks: Other Lighting Tricks Can put textures on lights!
Have to talk about textures first...
World Settings: World Settings Make sure Shading button is pressed
Then select World button
Can adjust
Background Color
Fog (based off of background color)
Stars
World Settings: World Settings Fog and stars settings are based off of the distance between particles
Less distance = more fog Quadratic Mist
Basic Materials: Basic Materials Once an object has been added, properties can be assigned:
Default is gray
To get started, select the object, click the Shading button, then click the Materials button
Then, add a new material
Setting Colors: Setting Colors Good idea to change the preview Can name and reuse
the material Set the color Set the alpha channel Can also turn on/off lights to see specular highlights Set specular reflection color To remove the material (unlink it) click the X
Setting Specular andTransparency: Setting Specular and Transparency For transparency, make sure you turn on ZTransp Set the amount of ‘ambient’ reflection Specular and Hardness settings
Halos: Halos Makes a halo per vertex Turn on Halo Can add rings and lines, as well as change their color
Raytracing: Raytracing Does excellent reflections!
First, remember to turn on “Ray” under your initial settings
Then, turn on “Ray Mirror”
Texture Mapping: Texture Mapping Once a material has been created, you can apply a texture map to the object
There are several procedural textures in Blender:
wood
clouds
marble
environment map
Can load image as well
Using Procedural Textures: Using Procedural Textures Select the Shader, then Texture button
Add a new Texture (similar to material)
Choose your texture type
Go back to materials to change color
Example: Marble: Example: Marble Under Texture:
Under Materials:
Have to change the color to white
Loading Images: Loading Images If you can find the texture, you can load it into Blender
Under Texture Type, select Image, then browse to it
Under the material, change basic shape (for how to map)
Note: textures from http://www.oera.net/How2/TextureMaps2.htm
Bump Mapping: Bump Mapping Use the texture to perturb the normals
Yields a more realistic image
Bump Mapping: Bump Mapping Create a new texture for the object
preferable with high contrast
Go back to the material settings
Under the Map To settings:
deselect Col (color)
select Nor (normals)
This maps the texture to effect the normals
Animation: Animation Animation is based off of keyframes
Basic idea:
Lock model into place in one frame
Increase the frame number
Lock model again
Let Blender interpolate movement
Use the ‘i’ key to do this
Usually, you have to tweak by editing the splines by hand
Simple Example: Simple Example We can rotate the moon by locking the ‘rot’ in frame one (rotation)
Then go to, for example, frame 41
Then, rotate the model, and lock its rotation again.
Go back to frame 1.
Press ALT-a to see animation
Slide43: Note: The window type is the IPO curve editor. Here, you can edit the curve to whatever you want.
Editing the Curves: Editing the Curves Select the curve by right-clicking on it.
Press TAB to get into edit mode
Break it up by pressing ‘v’
Grab an end (using the ‘g’ key) and edit the curve.
For good animation, you must know this...
Also, there are options under the ‘curve’ menu that allow for repetition/extrapolation
Slide45: Extrapolating two points
makes an infinite line. In
our example, this will cause
the moon to rotate ‘forever’.
Particle Systems: Particle Systems Particle System is good for:
smoke
fire
explosions
Basic idea: make particles come from vertices in a random fashion
A Simple Particle System: A Simple Particle System Start by creating a circle of 16 or 32 vertices
Under the object settings, click the effects tab, then NEW EFFECT
Clicking the ‘Build’ button, you can see particles
Change rand to 0.110 and the Z under Force to be 0.05
Apply a texture (such as a halo) as the material
Particles Running: Particles Running Change rand and Z-force to be
non-zero. Also, look into start,
end, and life of the particle
Importing Models: Importing Models It is possible to import DXF models, as well as some VRML models
For version 1.18, there is a script that imports 3DS Max files
Several free models/textures can be found here at http://www.3dcafe.com/asp/freestuff.asp
Words of Advice: Words of Advice Making simple movies isn’t hard, but it takes a long time
Start early, or you won’t finish!