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# Organic Chemistry/Periodic table +----------------------+----------------------+----------------------+ | `<span style=" | \ | `<span style=" | | color:green;">`{=htm | | color:green;">`{=htm | | l}1`</span>`{=html}\ | | l}2`</span>`{=html}\ | | **H** | | **He** | +----------------------+----------------------+----------------------+ | 3\ | 4\ | 5\ | | **Li** | **Be** | **B** | +----------------------+----------------------+----------------------+ | 11\ | 12\ | 13\ | | **Na** | **Mg** | **Al** | +----------------------+----------------------+----------------------+ | \ | `<span style="c | | | | olor:green;">`{=html | | | | }35`</span>`{=html}\ | | | | **Br** | | +----------------------+----------------------+----------------------+ ------------------------------------------------------------------------ Some of the good news about organic chemistry is that it focuses on a subset of the periodic table, so there are fewer elements to worry about. These are the main elements with which we must concern ourselves, although occasionally a few others will be used in reactions. ------------------------------------------------------------------------ Organic chemistry \> Periodic table
# Organic Chemistry/Templates ![](Go_To_Organic_Chemistry_Contents.png "Go_To_Organic_Chemistry_Contents.png") ------------------------------------------------------------------------ ## Review table +----------------+ | ```{=html} | | <center> | | ``` | | ```{=html} | | <H1> | | ``` | | Header | | | | ```{=html} | | </H1> | | ``` | | ```{=html} | | </center> | | ``` | | body goes here | +----------------+ ## Note table +-----------------------+ | ## Note | | | | note contents go here | +-----------------------+ ## Equations +---------------------------+ | ## Title | | | | CH~4~ Br^-^ → No reaction | +---------------------------+
# Blender 3D: Noob to Pro/Glossary |previous=Intro-GE-Source |subcat=Reference }} ``` ## A - **Alpha Channel** is an additional channel in a 2D image for transparency. In an image element which stores a color for each pixel, an additional value is stored in the alpha channel containing a value between 0 and 1. A value of 0 means that the pixel does not have any coverage information; i.e. there was no color contribution from any geometry because the geometry did not overlap this pixel. A value of 1 means that the pixel is fully opaque because the geometry completely overlapped the pixel. ```{=html} <!-- --> ``` - **Ambient Light** is light that doesn\'t seem to come from a specific source, but is just there. Look under the desk - it\'s pretty dark, but there\'s some light there. In the real world, this is caused by stray photons bouncing around and occasionally ricocheting under the desk. Ambient light is the basic, minimal amount of light in the whole scene. Adding too much ambient light makes a scene look washed out. Since the light doesn\'t come from anywhere, all sides of an object are illuminated equally, and it won\'t have any shading on it. ```{=html} <!-- --> ``` - **Ambient Occlusion** (AO) is a ratio of how much ambient light a surface point would be likely to receive. It simulates a huge dome light surrounding the entire scene. If a surface point is under a foot or table, it will end up much darker than the top of someone\'s head or the tabletop. ```{=html} <!-- --> ``` - **Armature** is the interconnection of bones that form the skeleton of an animated figure. The Inverse Kinematics library contains the code to make armatures move. The armature must still be rigged with 3D objects to give shape to its head, hands, trunk, feet, etc. ## B - **Background image**: a 2D image (\"picture\") that is placed \"behind\" the entire 3D scene, like a backdrop on a movie set. Blender permits the placement of these images in all six directions from the origin: back, front, top, bottom, left, right. - **Bake**: to precompute computationally-intensive elements of an animation. For example, in a physics simulation involving the behaviour of fluids or clothing, you would set up the physical parameters, then compute (*bake*) the positions and shapes of the objects over the duration of the animation. Afterwards, you can assign materials and lighting, and then render the frames to produce the actual animation. Doing the baking as a separate step, and saving the results from that, means you can change your mind about the materials and lighting and rerender the frames more quickly. - **Bézier surfaces** were first described in 1972 by the French engineer Pierre Bézier who used them to design automobile bodies. Bézier surfaces can be of any degree, but bicubic Bézier surfaces generally provide enough degrees of freedom for most applications. ```{=html} <!-- --> ``` - **BF** is Blender Foundation ```{=html} <!-- --> ``` - **Blend** - *to Blend*, working with Blender; also Blender\'s file extension. ```{=html} <!-- --> ``` - **Bounce Light**: Simple lighting situations have a single light, called a key light, illuminating one side of an object. This creates strong shading and definition of the volume of the object. However, a 3D light will often make the contrast too great - the dark side of the object is completely black since no light is hitting it. In reality it would still be lit a little, just not as much as the brightly lit side, because of light bouncing around the room and hitting the dark side of the object. In realtime 3D, bounce light is not calculated, so you have to create it yourself. Either add a little ambient color, or put a second, less bright directional light pointing the opposite direction to give a little light to the shadows. ```{=html} <!-- --> ``` - **Bump mapping** is a technique where at each pixel, a perturbation to the surface normal of the object being rendered is looked up in a texture map and applied before the illumination calculation is done. Bump Mapping use a gray-scale image map to change the direction of surface normals. You can use this to simulate height, so that you can paint wrinkles and bumps. 50 % grey means neutral (no change is made), lighter means higher, darker means lower. Note that the position of faces is not actually changed; by rotating just the normals, lighting will change too, to give the illusion of a height difference. This has downsides too: the outline of objects isn\'t changed, so the trick is given away. For similar effects you can use Displacement Mapping and Normal Mapping. ## C - **Caustics** in optics is a bundle of light rays. For example a caustic effect may be seen when light refracts or reflects through some refractive or reflective material, to create a more focused, stronger light on the final location. Such amplification, especially of sunlight, can burn --- hence the name. A common situation when caustics are visible is when some light points on glass. There is a shadow behind the glass, but also there is a stronger light spot. Nowadays, almost every advanced rendering system supports caustics. Some of them even support volumetric caustics. This is accomplished by raytracing the possible paths of the light beam through the glass, accounting for the refraction, reflection, etc. - **CG** is Computer Graphics - **CGI** is Computer Generated Imagery ## D - **Depth of Field** (DOF) is the distance in front of and behind the subject which appears to be in focus. For any given lens setting, there is only one distance at which a subject is precisely in focus, but focus falls off gradually on either side of that distance, so there is a region in which the blurring is tolerable. This region is greater behind the point of focus than it is in front, as the angle of the light rays change more rapidly; they approach being parallel with increasing distance. ```{=html} <!-- --> ``` - **Diffuse Light** is even, directed light coming off a surface. For most things, the diffuse light is the main lighting we see. Diffuse light comes from a specific direction or location, and creates shading. Surfaces facing towards the light source will be brighter, while surfaces facing away from the light source will be darker. ```{=html} <!-- --> ``` - **Directional Light** is a light that has a specific direction, but no location. It seems to come from an infinitely far away source, like the sun. Surfaces facing the light are illuminated more than surfaces facing away, but their location doesn\'t matter. A Directional Light illuminates all objects in the scene, no matter where they are. ```{=html} <!-- --> ``` - **Displacement Mapping** uses a greyscale heightmap, like Bump Mapping, but the image is used to physically move the vertices of the mesh at render time. This is of course only useful if the mesh has large amounts of vertices, but the (relatively) new \"Simple Subdiv\" subsurf option allows you to add more vertices at render time which will be moved by the displacement. This makes it much slower than Bump Mapping, as there need to be many more faces to render, but it is much more realistic. ## E - **Environment Maps** (EnvMaps) is the method of calculating reflections. Involved rendering images at strategic positions and applying them as textures to the mirror. Now in most cases obsoleted by Raytracing, which though slower is easier to use and more accurate. ## F - **Focal Length** of a lens is the distance along the optical axis from the lens to the focus (or focal point). The inverse of a lens\' focal length is called its power. ```{=html} <!-- --> ``` - **Focus "wikilink")** of a lens is the point onto which collimated light parallel to the axis is focused. ```{=html} <!-- --> ``` - **Foreshortening** ```{=html} <!-- --> ``` - **Fresnel** lens is a type of lens invented by Augustin-Jean Fresnel. Originally developed for lighthouses, the design enables the construction of lenses of large size and short focal length without the weight and volume of material which would be required in a lens of conventional design. As it relates to rendering, fresnel refers to the tendency of materials to be more reflective when light strikes at a high angle of incidence\-- think of how sunlight reflects from distant water, but penetrates closer water, or of how road glare is most extreme at dawn or dusk. This varies with material, and specification of fresnel is an important part of material definition. ## G - **GE** is Game Engine. ```{=html} <!-- --> ``` - **Global Illumination** (GI) is a superset of radiosity and ray tracing. The goal is to compute all possible light interactions in a given scene, and thus obtain a truly photorealistic image. All combinations of diffuse and specular reflections and transmissions must be accounted for. Effects such as colour bleeding and caustics must be included in a global illumination simulation. ```{=html} <!-- --> ``` - **Gouraud shading** is a method used in computer graphics to simulate the differing effects of light and colour across the surface of an object. In practice, Gouraud shading is used to achieve smooth lighting on low-polygon surfaces without the heavy computational requirements of calculating lighting for each pixel. The technique was first presented by Henri Gouraud in 1971. ## H - **High Dynamic Range Image** (HDRI) is a set of techniques that allow a far greater dynamic range of exposures than normal digital imaging techniques. The intention is to accurately represent the wide range of intensity levels found in real scenes, ranging from direct sunlight to the deepest shadows. The use of high dynamic range imaging in computer graphics has been popularised by the work of Paul Debevec. Blender uses Yafray for these techniques. ## I - **Index Of Refraction** (IOR) is about the way that light passes through different types of materials\... diamond, glass, water etc. When a light ray travels through the same volume it follows a straight path. However if it passes from one transparent volume to another, it bends. This is why a straw in water looks bent. The amount of bending differs between materials. The angle by which the ray is bent can be determined by knowing two things: the angle at which the incoming ray has been cast and the Index of Refraction. This IOR value is unique for every material. Glass has an IOR of about 1.5 and water 1.3. By increasing the IOR value for a Blender material, you can control how much the environment behind the transparent object is distorted, and thus improving the realism of the shader. ```{=html} <!-- --> ``` - **Interpolation** (IPO) is an animation curve: it indicates how the object must \"move\" between an initial and a final position, at the rate determined by the rendering engine. Objects can be animated in many ways. They can be animated as Objects, changing their position, orientation or size in time; they can be animated by deforming them; that is animating their vertices or control points; or they can be animated via very complex and flexible interaction with a special kind of object: the Armature. ```{=html} <!-- --> ``` - **Inverse Kinematics** (IK) is the process of determining the movement of interconnected segments of a body or model, starting from the desired motion of the endpoints of the armature. Using ordinary Kinematics on a hierarchically structured object you can for example move the shoulder of a puppet. The upper and lower arm and hand will automatically follow that movement. IK will allow you to move the hand and let the lower and upper arm go along with the movement. Without IK the hand would come off the model and would move independently in space. The Blender Armature System includes Inverse Kinematics. For general armatures there are many possible solutions to the IK. ## J - **JPEG** Acronym for Joint Photographic Expert Group (pronounced jay-peg) is a commonly used standard method of lossy compression for photographic images. The file format which employs this compression is commonly also called JPEG; the most common file extensions for this format are .jpeg, .jfif, .jpg, .JPG, or .JPE although .jpg is the most common on all platforms. ## K - **Keyframe** is a frame in an animated sequence of frames that was drawn or otherwise constructed directly by the user. When all frames were drawn by animators, the senior artist would draw these frames, leaving the \"in between\" frames to an apprentice. Now, the animator creates only the first and last frames of a simple sequence; the computer fills in the gap. This is called tweening. ## L - **Luminosity** (more properly called luminance) is the density of luminous intensity in a given direction. In astronomy, luminosity is the amount of energy a body radiates per unit time. It is typically expressed in the SI units watts, in the cgs units ergs per second, or in terms of solar luminosities, Ls; that is, how many times more energy the object radiates than the Sun, whose luminosity is 3.827×1026 W. ## M - **Motion Blur** is the simulation of the phenomenon that occurs when we perceive a rapidly moving object. The object appears to be blurred because of our persistence of vision. Doing motion blur makes computer animation appear more realistic. It can be thought of as adding back some of the time dependence expressed in the Rendering Equation. ## N - **Nabla**. *Ton wrote:* Almost all procedural textures in Blender use derivatives for calculating normals for texture mapping (with as exception \"Blend\" and \"Magic). The texture normal, the derivative, is calculated by using four samples in the texture formula: `s0= texture(x, y, z)`\ `s1= texture(x+nabla, y, z)`\ `s2= texture(x, y+nabla, z)`\ `s3= texture(x, y, z+nabla)` `normal[0]= s0-s1`\ `normal[1]= s0-s2`\ `normal[2]= s0-s3 ` Up to now, the \"nabla\" offset was a constant (0.025) which worked fine in most cases, but doesn\'t give proper control over the way a texture is sampled, for example to make the effect smoother or sharper. This feature especially is useful in combination with the ColorBand feature. - **Non-Linear Animation** (NLA) allows the animator to edit motions as a whole, not just the individual keys. Nonlinear animation is not just about editing and manipulating groups of keyframes, but it also allows you to combine, mix, and blend motions to create entirely new animations. ```{=html} <!-- --> ``` - **Nonuniform Rational B-Splines** (NURBS) is a computer graphics technique for generating and representing curves and surfaces. ```{=html} <!-- --> ``` - **Normal** (Surface Normal) to a flat surface is a three-dimensional vector which is perpendicular to that surface. A normal to a non-flat surface at a point p on the surface is a vector which is perpendicular to the tangent plane to that surface at p. ```{=html} <!-- --> ``` - **Normal Mapping** is similar to Bump Mapping, but instead of the image being a greyscale heightmap, the colours define in which direction the normal should be shifted, the 3 colour channels being mapped to the 3 directions X, Y and Z. This allows more detail and control over the effect. ## O - **Orange** is the first Blender open movie project. ```{=html} <!-- --> ``` - **Oversampling** (OSA), also called **Anti-Aliasing** is the technique of minimizing aliasing when representing a high-resolution signal at a lower resolution. In most cases, anti-aliasing means removing data at too high a frequency to represent. When such data is left in a signal, it causes unpredictable artifacts. ## P - **Phong** shading term is used indiscriminately to describe both an illumination model and an interpolation method in 3D computer graphics. Phong reflection is a local illumination model and can produce a certain degree of realism in three-dimensional objects by combining three elements - diffuse, specular and ambient for each considered point on a surface. It has several assumptions - all lights are points, only surface geometry is considered, only local modelling of diffuse and specular, specular colour is the same as light colour, ambient is a global constant. ```{=html} <!-- --> ``` - **Point Light** is a light that has a specific location and radiates equally out in all directions. Examples of point lights would be candles or bare lightbulbs. Surfaces close to the point light are brighter than those which are far away. Point lights have attenuation, which controls how quickly the light intensity drops off as you move away from it. Lights with high attenuation are very localized, while lights with low attenuation will spread farther. ```{=html} <!-- --> ``` - **Polygonization** *(of meta-surfaces)* is the process of approximating the meta-surface via polygons so it can be displayed/rendered in Blender. ```{=html} <!-- --> ``` - **Purple** runs as a normal Verse client. It implements a node database to mirror the contents of its host. It loads the plug-ins, which reside in libraries, from local disk as DLLs or shared objects depending on the platform. ## Q - **Quaternion** is a representation of 3D rotations with four numbers. It can be interpreted as an extension of complex numbers to 3D. The interpretation of the four numbers is not very intuitive for a human, but the numerical advantage of quaternions is that it is the smallest mathematical representation that does not suffer from the gimbal lock singularity problem. This problem occurs for example with Euler angle representations, when a small change in the 3D orientation can give rise to a large change in Euler angles. ## R - **Radiosity** is a more accurate but also more process-intensive technique than raytracing, that calculates patterns of light and shadow for rendering graphics images from three-dimensional models. One of the many different tools which can simulate diffuse lighting in Blender. ```{=html} <!-- --> ``` - **Raytracing** works by tracing the path taken by a ray of light through the scene, and calculating reflection, refraction, or absorption of the ray whenever it intersects an object in the world. More accurate than Scanline, but much slower. ```{=html} <!-- --> ``` - **Render**: to generate actual viewable images from a 3D model or scene. This may or may not need to happen in real time; for example an interactive game requires real-time rendering, whereas a feature film does not. These situations require very different rendering techniques. ```{=html} <!-- --> ``` - **Refraction** in geometric optics is the change in direction of a wave due to a change in velocity. It happens when waves travel from a medium with a given refractive index to a medium with another. At the boundary between the media the wave changes direction; its wavelength increases or decreases but frequency remains constant. For example, a light ray will refract as it enters and leaves glass. ```{=html} <!-- --> ``` - **Relative Vertex Keys** (RVK) are part of a keyframe animation system that operates on vertex level objects. Each (shape) key is stored as a morph target such that several keys may be blended together to achieve complex mesh animation. With RVK you can create facial expressions, speech, and other detailed animated keyframed movements within your mesh-based models. ```{=html} <!-- --> ``` - **Rig:** the controls that aid in the manipulation of a digital character. ```{=html} <!-- --> ``` - **Rigging** is the process by which a person creates constraints and relationships between objects that will generate controls to aid in the manipulation of a digital character. ## S - **Scanline** is one row of pixels in the final render. Also the term for one of the methods of rendering which Blender can use. It is much faster than Raytracing, but allows fewer effects, such as reflections, refractions, motion blur and focal blur. ```{=html} <!-- --> ``` - **Seed**: a starting number for generating a random-looking number sequence. Using the same seed will always give you the same sequence. Technically, such a sequence is not truly random, it is only *pseudorandom*. ```{=html} <!-- --> ``` - **Shader**: an algorithm for computing the appearance of a given material based on the colour, angle and intensity of the light. *Specular* shaders produce a more shiny, mirrorlike finish, while *diffuse* shaders give a duller surface appearance. There are also *toon* shaders, which are deliberately designed to produce an effect more akin to a cartoon drawing, with delineated object borders and less gradation of colours over a surface. ```{=html} <!-- --> ``` - **Shadows**: simulated lights don\'t normally cast shadows. And, they also pass through solid objects - so a light inside a closed box would actually illuminate things outside the box as if the box were transparent. The shading on objects is only calculated based on the angle of the surface. ```{=html} <!-- --> ``` - **Specular Light** refers to the highlights on reflective objects, like diamonds, billiard balls, and eyes. Specular highlights often appear as bright spots on a surface, at a point where the light source hits it directly. Ambient, Diffuse, and Specular are called the three components of a light source. Each one is given a color, which, when added together, create the final color of a light. For most lights, the main overall color of the light is defined by the Diffuse color. Sunlight or lightbulbs would be white, while moonlight would be a darker blue, and a candle would be yellow. You can use the ambient color to adjust the overall color range of the light source; or, you can get a slight tint to shadows by making the diffuse component yellow and the ambient a slight blue. In many lights, the ambient color is left at black, meaning that it won\'t have any effect. Specular components are often left at white, but you can make them different colors to get interesting effects. Most of the time you can completely ignore the specular and diffuse settings on a light, but just be aware that the way you set the color is by specifically setting the diffuse color. The final color that an object appears to be is a combination of the light hitting it and the color of the surface. ```{=html} <!-- --> ``` - **Spotlight** is a light with both location and direction. A spotlight sends out a cone of light defined by the spotlight angle, and illuminates only objects within that cone. Spotlights also have attenuation, as well as a parameter that controls whether the spot of light is sharply defined or has smooth edges. These 4 types of lights are listed in order of computational complexity; the more lights you have, the more work the computer has to do. Generally it\'s a good idea to use directional lights whenever possible, since they\'re the cheapest, and use pointlights and spotlights sparingly. ```{=html} <!-- --> ``` - **Stucci** is one of the classes of blender textures. *Stucci* is not an English word, but is used in Blender as the plural of stucco. ```{=html} <!-- --> ``` - **Subdivision Surface** (Subsurf) is the tool which subdivides your model at render-time, without affecting your mesh at design-time. There are two subsurf algorithms in Blender to choose from - *Simple Subdiv*, which doesn\'t affect the shape of your mesh, and is used to add detail to displacement mapping or render-time radiosity, both of which operate on a per-vertex basis. The other is *Catmull-Clark*, a common subdivision algorithm which smooths out curves, and allows you to make complicated smooth surfaces (e.g. people, plants, etc.) with very few faces. However this algorithm can sometimes (read: often) have strange results with meshes containing triangles or vertices with many edges (\"poles\"), unless it is correctly handled. ```{=html} <!-- --> ``` - **Sub Surface Scattering** (SSS) is a mechanism of light transport in which light penetrates the surface of a translucent object, is scattered by interacting with the material, and exits the surface at a different point. All non-metallic materials are translucent to some degree. In particular, materials such as marble, skin, and milk are extremely difficult to simulate realistically without taking subsurface scattering into account. ## T - **Tuhopuu** is an experimental version of Blender that is like a code playground, developers can put their new code in there to be tested and played with by users before it gets put into the official Blender. Tuhopuu is Finnish for \"Tree of destruction\". ```{=html} <!-- --> ``` - **Tweening** is short for in-betweening, the process of generating intermediate frames between two images to give the appearance that the first image evolves smoothly into the second image. Tweening is a key process in all types of animation, including computer animation. Sophisticated animation software enables one to identify specific objects in an image and define how they should move and change during the tweening process. Another word for tweening is interpolation. ## U - **UV Mapping** (UV) This refers to the process of re-parameterizing a 3d object with dimensions x, y and z into a 2d plane with coordinates u and v. Most texturing requires this step because it tells the program HOW to apply a 2d image map onto a 3d object. If all your textures must be 2d and flat, the easiest way to determine what pixel goes where is if your model is flattened and made 2d. It also establishes a relationship between a 2d image and the mesh such that if the mesh deforms, the image map will deform along with it. Think of it as skinning a cat and pinning its hide onto cardboard to facilitate painting it! ## V - **Verse** is a network protocol that lets multiple applications act together as one large application by sharing data over a network. If one application makes a change to shared data, the change is distributed instantly to all the other interested clients. ## W - **WC** is Weekend Challenge. ```{=html} <!-- --> ``` - **WIP** is Work In Progress. ## X ## Y - **Yet Another Free Raytracer** (YafRay) is an open source ray tracing program that uses an XML scene description language. It has been integrated into, and is often used to render scenes made in, Blender. ## Z
# Blender 3D: Noob to Pro/Unit 1: Knowing Before Making |previousFull=Blender 3D: Noob to Pro |subcat=Background }} ``` Blender is a powerful and complex 3D modeling and rendering package. However, before you can make anything, you need to understand several concepts used in 3D modelling and related fields. Examples include: - Understanding the process of 3D modeling and rendering - Understanding how the axis and 3D coordinates work in Blender. - Understanding orthographic and perspective views. - Local coordinates, parent objects, and child objects. - Blender\'s user interface and how to navigate it. - Viewing a scene from different camera angles Don\'t be scared by their long names; a lot of these are actually pretty intuitive and easy to grasp. Of course, since you\'re not doing any actual modelling in this unit, you might be tempted to skip ahead, and that\'s completely fine! Just know that understanding these concepts well will help you a lot in the long run, and proceeding through tutorials in order will build a strong foundation for you to build on. Prior knowledge also plays a huge part in this, so if you\'re coming from other 3D software, you should already be familiar with these concepts. That said, the actual fun (making stuff in Blender) comes in the next unit. However, keep in mind that Blender is not the kind of software you can jump into and experiment with. It\'s notorious for having a steep learning curve. It\'s less like exploring an unfamiliar city and more like flying a spaceship; if you hop into the pilot\'s seat without knowing the fundamentals, it\'s going to be near impossible to get off the ground. ### Blender-specific terminology. Like any subject, 3D graphics has its own words and terminology used to describe specific ideas. In this book, important words are and defined on their first use. If you\'ve missed or forgotten the meaning of a word, try looking it up in the Glossary. ### Things you\'ll need. In order to follow the tutorials, you need a computer with Blender installed. You can download the latest Blender release here. Depending on your system, you may also need the appropriate Python installation. Each version of Blender requires a specific version of Python, but it\'s usually packaged with Blender. The Blender team has the Blender Long Term Support program which provides a stable Blender version with 2 years of support. During the 2 year support window, no new features, UI changes, API changes or other enhancements will be done; only critical fixes will be applied. This allows teams working on long-lasting blender projects to use a single supported version over a 2 year period. Long term versions are indicated below with the LTS suffix and a year indicating the last year of support. Blender version Python version ----------------- ---------------- 2.79 3.5 2.83 LTS 2022 3.7 2.90 3.7 2.93 LTS 2023 3.9 3.0 3.9 3.1 3.10 3.3 LTS 2024 3.10 3.4 3.10 You can check Python version on Scripting workspace using: ``` python3 import sys print(sys.version) ``` Since Blender is open-source software, you can download the source code and build it yourself, but it\'s easier to download a pre-built binary. As of Blender 3.4.1, compiled releases are provided for the following operating systems: - Windows 8.1, 10, and 11 - macOS 10.13 Intel · 11.0 Apple Silicon - Linux Along with the website, many Linux distributions have Blender available in their package repositories, though it may be a slightly older version. You can use your system\'s package manager to download and install the package. It\'s also available on steam. Windows users can also choose between an executable installer (\"setup wizard\") and a ZIP archive. After the installation process is finished, Blender should appear in the Graphics section of your desktop environment application menu. You may also want to download a 2D image editor, such as GIMP, Paint.NET, or Photoshop or a media player, such as VLC. It\'s a good idea to have pencil and paper handy for sketching and taking notes. There\'s a lot to absorb. Taking notes as you go will pay dividends later. ### Where to Go for Help If you get stuck, you can ask for help from other Blender users in the appendices. ## Additional Resources Many modules have a section like this at the bottom, listing websites with information on the topics covered in the module. - Blender system requirements ko:블렌더_3D_배우기/만들기_전에_알아야할_것
# Blender 3D: Noob to Pro/What Blender Can Do |next=3D Geometry |subcat=Background }} ``` In this module, you\'ll learn what Blender does, both in terms of the product (images) and the process (3D modeling). \_\_TOC\_\_ Blender is a free software package for authoring \"three-dimensional\" (3D) graphics (also known as *computer graphics* or "CG"), including still images, games, and video. While the end-product of most Blender projects is a two-dimensional (2D) raster image on a flat surface (be it a monitor, movie screen, or sheet of paper) except for Head Mounted Virtual Reality applications, the images are said to be \"3D\" because they exhibit the . In other words, someone looking at the image can easily tell which parts are meant to be closer and which are farther away. ## An Example Here\'s a realistic still image that was created with Blender. !\"A Lonely House\", by Mayqel{width="400"} Look closely at the building. - Because it is obscured by the building, you can tell that the tree-lined hillside is *behind* the building instead of vice versa. - The way the top and bottom edges of the front wall appear to converge toward the base of the tree allow you to judge the angle between the front wall and your viewpoint. - Your brain interprets dark portions of the wall as shadows, allowing you to estimate where the light is coming from, even though the sun is outside the frame of the image. While an illusion of depth can be authored by hand with 2D graphics software (or a paintbrush!), Blender provides a much easier way. It\'s likely that the lonely house never existed outside of the artist\'s mind. Instead of building a big set on a rural lot in Germany, waiting for the right light, and photographing it, the author built a scene in a virtual 3D world---one contained inside a computer. This is called CGI (Computer Generated Imagery). They then used Blender to the scene (convert it into a 2D image). You can view more of what Blender can do at the Blender gallery: <http://www.blender.org/features/> ## Steps in the 3D Production Process To produce an image like the one above involves two major steps to start with: - , which is the creation of your miniature 3D world, also known as a or . This involves defining the geometry of the objects, making it look like they are made out of particular , setting up the , and defining a viewpoint. - , which is the actual generation of the image of the world from the viewpoint of the camera (taking a "photograph" of the scene, if you like), for your audience to enjoy. 3D is often used to produce not just single still images, but as well. This requires some additional steps: - --- setting up a , namely a way of (changing the shape of) a character in various repeatable ways to convincingly mimic joint movements, facial expressions and other such actions of real-life people or animals. - --- choreographing the positions of the objects and their parts in the 3D scene over time, using the previously-created animation rigs - Rendering now involves creating a whole of frames representing movement over time, rather than just a single still frame. But that's not all. There are frequently additional processes to embellish the results of the above, to make them look more realistic: - --- a more organic form of modelling objects by shaping them as though they were made out of clay. This produces more complicated, irregular shapes which mimic real objects found in nature, as opposed to clean, simple, geometrical ones which mostly only exist in the world of mathematics. - --- You're probably familiar with programs that let you paint an image on a 2D digital canvas. Such programs are commonly used in 3D production, to create which are "wrapped" around the surfaces of 3D objects to give them a more interesting appearance. 3D programs also often allow direct painting on the surfaces of those objects, so the effect of the design can be observed immediately, instead of having to go through a separate paint-on-a-flat-surface-then-wrap sequence of steps. - --- simulating the behaviour of real-world objects subject to real-world forces, for example hard balls colliding, soft cloth draping itself over an obstacle under gravity, water flowing and pouring. Mathematical formulas are available for these that give results very close to real life, all you need is the computing power to calculate them. - , or : producing convincing animations, particularly ones that look like the movements of real people (walking, running, dancing etc) can be hard. Hence the technique of capturing the motions of live actors, by filming them with special markers attached to strategic points on their bodies, and doing computer processing to track the movements of these markers and convert them to corresponding movements of an animation rig. - --- this is where 3D renders are merged together with real photographic/live-action footage, to make it look like a rendered model is in the middle of a real-world scene, or conversely a real live actor is in the middle of a rendered scene. If done with proper skill, in particular due care to matching the effects of lights and shadows, the viewer becomes unable to tell what is real and what is not! And just to add another complication to the mix, there are two kinds of rendering: - rendering is rendering that has to happen under tight time constraints, typically for interactive applications like video gaming. For example, most gamers expect the screen to be updated 60 times per second in order to render smooth motion and respond quickly enough to player actions. These time constraints impose major limitations on the kinds of rendering techniques that can be used. - rendering is where the time constraints are not so tight, and quality is the overriding factor. For example, when producing a single still frame, it may not matter so much that it takes minutes or hours to do so, because the beauty and detail of the final image is worth it. When rendering a Hollywood-quality movie, it may still take hours per frame, but the use of a of hundreds or thousands of machines, all working on different frames at the same time, allows the entire sequence to complete in just a few weeks. **But wait, there's more:** There are also some areas, which might be considered to be stepping outside of traditional 3D production work, where Blender provides functionality: - **Video editing** --- having rendered your animation sequences and shot your live-action footage, you will want to combine them in a properly-timed linear sequence to tell a coherent story. - **3D printing** --- Many people are interested in creating physical objects using 3D printers. The shape data may be obtained from real objects with 3D scanning, or it may be created from scratch using 3D modelling, or you can even combine both processes. Blender is a capable tool for every single one of these processes. There's quite a lot there, isn't there? But don't be too intimidated: this Wikibook will take things step by step, and you will be able to produce some fun stuff from early on. ## Additional Resources - - - - - - Blender Art Gallery - Blender Homepage
# Blender 3D: Noob to Pro/3D Geometry |previous=What Blender Can Do |subcat=Background }} ``` \_\_TOC\_\_ If you haven\'t previously studied 3D graphics, technical drawing, or analytic geometry, you are about to learn a new way of visualizing the world, an ability that\'s fundamental to working with Blender or any 3D modeling tool. 3D modeling is based on , the branch of mathematics concerned with spatial relationships, specifically , which expresses these relationships in terms of algebraic formulas. If you have studied geometry, some of the terminology will be familiar. ## Coordinates And Coordinate Systems Look around the room you're in. The odds are it will have a cuboidal shape, with four vertical walls at right angles to each other, a flat, horizontal floor, and a flat, horizontal ceiling. Now imagine there's a fly buzzing around the room. The fly is moving in three-dimensional space. In mathematical terms, that means its position within the room at any given moment, can be expressed in terms of a unique combination of three numbers. There are an infinite number of ways ---*coordinate systems*--- in which we could come up with a convention for defining and measuring these numbers, i.e. the *coordinates*. Each convention will yield different values even if the fly is in the same position. Coordinates only make sense with reference to a specific coordinate system! To narrow down the possibilities (in a purely arbitrary fashion), let us label the walls of the room with the points of the compass: in a clockwise direction, North, East, South and West. (If you know which way really is north, feel free to use that to label the walls of your room. Otherwise, choose any wall you like as north.) Consider the point at floor level in the south-west corner of the room. We will call this (arbitrary) point the *origin* of our coordinate system, and the three numbers at this point will be $(0, 0, 0)$. The first of the three numbers will be the distance (in some suitable units, let's say metres) eastwards from the west wall, the second number will be the distance north from the south wall, and the third number will be the height above the floor. Each of these directions is called an *axis* (plural: *axes*), and they are conventionally labelled X, Y and Z, in that order. With a little bit of thought, you should be able to convince yourself that every point within the space of your room corresponds to exactly one set of $(x, y, z)$ values, and that every possible combination of $(x, y, z)$ values, with $0 \le x \le W$, $0 \le y \le L$ and $0 \le z \le H$ (where $W$ is the east-west dimension of your room, $L$ is its north-south dimension, and $H$ is the height between ceiling and floor) corresponds to a point in the room. The following diagram illustrates how the coordinates are built up, using the same colour codes that Blender uses to label its axes: red for X, green for Y and blue for Z (an easy way to remember this if you\'re familiar with RGB is the order \-- Red X, Green Y, Blue Z). In the second picture, the *x* value defines a plane parallel to the west wall of the room. In the third picture, the *y* value defines a plane parallel to the south wall, and in the fourth picture, the *z* value defines a plane parallel to the floor. Put the planes together in the fifth picture, and they intersect at a unique point. ![](BlenderCoordinates.png "BlenderCoordinates.png"){width="800"} Another simple way to understand what the coordinates of a point say (x,y,z) means is, if one starts from origin and moves x, y, and z units of distance parallel to x, y, and z axes respectively, in any sequence, one will reach that point. Thus, for example, a coordinate of (3,4,5) means the point which is reached when one moves, starting from origin, 3 units of distance along x-axis, 4 units of distance along y-axis and 5 units of distance along z-axis. This style of coordinate system, with the numbers corresponding to distances along perpendicular axes, is called *Cartesian coordinates*, named after René Descartes, the 17th-century mathematician who first introduced the concept. Legend has it that he came up with the idea after watching a fly buzzing around his bedroom! There are other ways to define coordinate systems, for example by substituting direction angles in place of one or two of the distance measurements. These can be useful in certain situations, but usually all coordinate systems in Blender are Cartesian. However, in Blender, switching between these coordinate systems is simple and easy to do. ### Negative Coordinates Can coordinate values be negative? Depending on the situation, yes. Here we are only considering points within our room. But suppose instead of placing our origin in the bottom southwest corner, we put it in the middle of the room, halfway between the floor and ceiling. (After all, it is an arbitrary point, we can place it wherever we like, as long as we agree on its location.) If the X-coordinate is the distance *east* from the origin, how do we define a point *west* of the origin? We simply give it a negative X-coordinate. Similarly, points north of the origin have a positive Y-coordinate, those south of it, have negative Y-coordinates. Points above the origin have a positive Z-coordinate, those below it, a negative Z-coordinate. ### Handedness Of Coordinate Systems It is conventional for most Cartesian coordinate systems to be *right-handed*. To understand this, hold the thumb, index finger and middle finger of your right hand perpendicular to each other: !**Figure 1:** The three axes form a right-handed system{width="200"} Now orient your hand so your thumb points along the X-axis in the positive direction (direction of increasing coordinate numbers), your index finger along the positive Y-axis, and your middle finger along the positive Z-axis. Another way of looking at it is, if you placed your eye at the origin, and you could see the three arrows pointing in the directions of positive X, positive Y and positive Z as in Figure 1, the order X, Y, Z would go counter clockwise. !**Figure 2:** Another view of right-handed system Another way to visualize this is to make a fist with your right hand, with your curled fingers towards you. Stick out your thumb directly to the right (X). Now aim your pointer finger straight up (Y). Finally, make your middle finger point toward yourself (Z). This is the view from directly above the origin. ## Axes Of Rotation Consider a spinning sphere. Every point on it is moving, except the ones along the axis. These form a motionless line around which the rest of the sphere spins. This line is called the *axis of rotation*. More precisely, the axis of rotation is a point or a line connecting points that do not change position while that object rotates, drawn when the observer assumes he/she does not change position relative to that object over time. Conventionally, the *direction* of the axis of rotation is such that if you look in that direction, the rotation appears clockwise, as illustrated below, where the yellow arrow shows the rotational movement, while the purple one shows the rotation axis: ![](RotationAxisDirections.png "RotationAxisDirections.png") To remember this convention, hold your right hand in a thumbs-up gesture: ![](Right-hand_grip_rule.svg "Right-hand_grip_rule.svg"){width="100"} If the rotation follows the direction of your curled fingers, then the direction of the axis of rotation is considered to be the same as the direction which the thumb is pointing in. This gesture is a different form of the right-hand rule and is sometimes called *the right-hand grip rule*, *the corkscrew-rule* or *the right-hand thumb rule*. From now on we will refer to it as \'the right-hand grip rule\'. When describing the direction of a rotating object, do not say that it rotates *left-to-right/clockwise*, or *right-to-left/counterclockwise*. Each of these on their own are meaningless, because they\'re relative to the observer. Instead of saying this, find the direction of the axis of rotation and draw an arrow to represent it. Those who know the right-hand grip rule will be able to figure out what the direction of rotation of the object is, by using the rule when interpreting your drawing. ## Additional Resources - the *Geometry* wikibook - - - -
# Blender 3D: Noob to Pro/Orthographic Views |previous=Coordinate Transformations |subcat=Background }} ``` \_\_TOC\_\_ ## Orthographic Views An view (or projection) of a 3D scene is a 2D picture of it in which parallel lines appear parallel, and all edges perpendicular to the view direction appear in proportion, at exactly the same scale. Orthographic views are usually aligned with the scene\'s primary axes. Edges parallel to the view axis disappear. Those parallel to the other primary axes appear horizontal or vertical. The commonly used orthographic views are front, side, and top views, though back and bottom views are possible. Uniform scale makes an orthographic view very useful when constructing 3D objects, not only in computer graphics, but also in manufacturing and architecture. Here\'s one way to think about the orthographic view: Imagine photographing a small 3D object through a telescope from a very great distance. There would be no foreshortening. All features would be at the same scale, regardless of whether they were on the near side of the object or its far side. Given two (or preferably three) such views, along different axes, you could get an accurate idea of the shape of the object, useful for \"getting the feel\" of objects in a virtual 3D world where you\'re unable to touch or handle anything! ## Example Here is a drawing of a staircase: !An isometric view of a staircase{width="300"} and here are three orthographic views of the same staircase, each outlined in red: !**Figure 1:** \"First Angle\" Orthographic views of a staircase{width="600"} The views are from the front, top, and left. Dashed lines represent edges that, in real life, would be hidden behind something, such as the left wall of the staircase. (Think of each view as an X-ray image.) The leading edges of the steps are visible in both the front and top views. Note that they appear parallel and of equal length in 2D, just as they are in 3D reality. ## Additional Resources -
# Blender 3D: Noob to Pro/Perspective Views |previous=Orthographic Views |subcat=Background }} ``` As you know, the main reason for modeling 3D objects in Blender is to render images that exhibit the illusion of depth. Orthographic views are great for building a house, but seriously flawed when it comes to creating realistic images of the house for use in a sales brochure. While a builder wants blueprints that are clear and accurate, a seller wants imagery that\'s aesthetically pleasing, with the illusion of depth. Blender makes it easy to use tricks like perspective, surface hiding, shading, and animation to achieve this illusion. How does perspective work? The essence of is to represent parallel edges (in a 3D scene) by edges (in the 2D image) that *are not parallel*. When done correctly, this produces (nearby objects are depicted larger than distant ones) and contributes to the illusion of depth. Perspective is challenging to draw by hand, but Blender does it for you, provided you give it a 3D model of the scene and tell it where to view the scene from. If you\'re confident you understand perspective, you can skip the rest of this module and proceed to . ## One-point Perspective !**Figure 1:** 1-Point Perspective.{width="200"} Drawing classes teach various kinds of perspective drawing: one-point perspective, two-point perspective, and three-point perspective. In this context, the word \"point\" refers to what artists call the *vanishing point*. When you\'re looking at a 3D object head-on and it\'s centered in your view, that is an example of one-point perspective. Imagine looking down a straight and level set of train tracks. The tracks appear to converge at a point on the horizon. This is the . The image on the right is a 2D image of a cubic lattice or framework. Like any cube, it has six square faces and twelve straight edges. In the 3D world, four of the edges are parallel to our line-of-sight. They connect the four corners of the nearest square to the corresponding corners of the farthest one. Each of these edges is parallel to the other three. In the 2D image, those same four edges appear to converge toward a vanishing point, contributing to the illusion of depth. Since this is one-point perspective, there is a single point of convergence at the center of the image. ## Two-point Perspective !**Figure 2:** 2-Point Perspective.{width="200"} Now the cube is at eye level, and you\'re near one of its edges. Since you\'re not viewing it face-on, you can\'t draw it realistically using one-point perspective. The horizontal edges on your left appear to converge at a point on the horizon to the left of the cube, while those on the right converge to the right. To illustrate the cube with a good illusion of depth, you need two vanishing points. ## Three-point Perspective !3-Point Perspective.{width="200"} Now imagine you\'re above the cube near one of its corners. To draw it, you\'d need three vanishing points, one for each set of parallel edges. From that perspective, there are no longer any edges which appear parallel. The four vertical edges, the four left-right edges, and the four in-out edges each converge toward a different vanishing point. ## Additional Resources -
# Blender 3D: Noob to Pro/Coordinate Spaces in Blender | previous=Perspective Views | subcat=Background }} ``` \_\_TOC\_\_ !**Figure 1:** Objects in a three dimensional space. In the center of the coordinate system is the origin of the global coordinate system.{width="400"} We\'ll start looking at how 3D scenes are represented in Blender. As was explained in , Blender represents locations in a scene by their coordinates. The coordinates of a location consist of three numbers that define its distance and direction from a fixed origin. More precisely: - The first (or x-) coordinate of the location is defined as its distance from the YZ plane (the one containing both the Y and Z axes). Locations on the +X side of this plane are assigned positive x-coordinates, and those on the -X side are given negative ones. - Its second (or y-) coordinate is its distance from the XZ plane, with locations on the -Y side of this plane having negative y-coordinates. - Its third (or z-) coordinate is its distance from the XY plane, with locations on the -Z side of this plane having negative z-coordinates. Thus the origin (which lies at the junction of all three axes and all three planes) has the coordinates (0, 0, 0). ## Global and local coordinates Blender refers to the coordinate system described above as the , though it\'s not truly global as each scene has its own global coordinate system. Each global coordinate system has a fixed origin and a fixed orientation, but we can view it from different angles by moving a virtual camera through the scene and/or rotating the camera. Global coordinates are adequate for scenes containing a single fixed object and scenes in which each object is merely a single point in the scene. When dealing with objects that move around (or multiple objects with sizes and shapes), it\'s helpful to define a **local coordinate system** for each object, i.e. a coordinate system that can move with, and follow the object. The origin of an object\'s local coordinate system is often called the **center of the object** although it needn\'t coincide with the geometrical center of the object. 3D objects in Blender are largely described using (points in the object, singular form: **vertex**). The global coordinates of a vertex depend on: - the (x, y, z) coordinates of the vertex in the object\'s **local** coordinate system - the location of the object\'s center - any rotation (turning) of the local coordinates system relative to the global coordinate system, and - any scaling (magnification or reduction) of the local coordinate system relative to the global coordinate system. For example, the teacup in Figure 1 is described by a mesh model containing 171 vertices, each having a different set of local (x, y, z) coordinates relative to the cup\'s center. If you the cup (move it without rotating it), the only bits of the model that have to change are the global coordinates of the center. The local coordinates of all its vertices would remain the same. ### Coordinates of child objects !**Figure 1b:** A parent serves as the source of the global coordinates for its child object. The child is the cup; the parent\'s orientation is shown with the colored arrows. !Animation of the above{width="200"} {width="400"} Any object can act as a for one or more other objects in the same scene, which are then referred to as its . (An object cannot have more than one direct parent, but parent objects may themselves be the children of other objects.) If an object has a parent, its position, rotation, and scaling are measured in the parent\'s local coordinate system, almost as if it were a vertex of the parent. i.e. the position of the child\'s center is measured from the parent\'s center instead of the origin of the global coordinate system. So if you move a parent object, its children move too, even though the children\'s coordinates have not changed. The orientation and scaling of a child\'s local coordinate system are likewise measured relative to those of its parent. If you rotate the parent, the child will rotate (and perhaps revolve) around the same axis. Parent-child relationships between objects make it simpler to perform (and animate) rotations, scaling and moving in arbitrary directions. In **Fig. 1b** the teacup is a child object of the coordinate cross on the right. That cross is itself the child of an invisible parent. (It is both a parent and child.) In the cup\'s local coordinate system, it is not rotating, but as the cross on the right rotates around its Z axis, it causes the cup to rotate and revolve. In real animations, it will be much easier when the character holding the cup rotates, the cup changes its position respectively. ## View coordinates !**Figure 2:** View coordinates and Projection Plane{width="400"} Taking the viewer of the scene into consideration, there is another coordinate space: the view coordinates. In **Fig. 2** the viewer is symbolized by the camera. The Z axis of the view coordinates always points directly to the viewer in orthographic projection. The X axis points to the right, the Y axis points upwards (**Fig. 3**). !**Figure 3:** View coordinates in viewing direction{width="200"} In fact you always work in view coordinates if you don\'t set it any other way\*. This is particularly useful if you have aligned your view prior to modeling something, e.g. if an object has a slanted roof and you want to create a window to fit in that roof, it would be very complicated to build the window aligned to the local coordinate system of the object, but if you first align your view to the slanted roof, you can easily work in that view coordinate system. (\* In the Blender 2.6 series, the default has been changed to global coordinates. View coordinates remain as an option.) If you work in one of the three standard views (Front/Top/Side) the alignment of the view coordinates fits the global coordinates. Therefore, it is quite natural to model in one of the standard views and many people find this the best way to model. ## Normal coordinates !**Figure 4:** Normal coordinate spaces for faces. The normal is shown in blue.{width="400"} Although Blender is a 3D program, only objects\' faces are visible. The orientation of the faces is important for many reasons. For example, in our daily lives it seems quite obvious that a book lies flat on a table. This requires the surface of the table and that of the book to be parallel to each other. If we put a book on a table in a 3D program, there is no mechanism that forces these surfaces to be parallel. The artist needs to ensure that. The orientation of a face can be described with the help of the so-called . It is always perpendicular to the surface. If several faces are selected, the resulting normal is averaged from the normals of every single face. In **Fig. 4** the normal coordinates of the visible faces are drawn. This concept can be applied to individual points on the object, even if the points themselves have no orientation. The normal of a point is the average of normals of the adjacent faces. ## UV Coordinates In later parts (for example, talking about textures) you will come across coordinates labelled "U" and "V". These are simply different letters chosen to avoid confusion over "X", "Y" and "Z". For example, a raster image is normally laid out on a flat, two-dimensional plane. Each point on the image can be identified by X and Y coordinates. But Blender can take this image and wrap it around the surface of a 3D object as a texture. Points on/in the object have X, Y and Z coordinates. So to avoid confusion, the points on the image are identified using U and V to label their coordinates instead of X and Y. We then refer to "UV mapping" as the process of determining where each (U, V) image point ends up on the (X, Y, Z) object.
# Blender 3D: Noob to Pro/User Interface Overview |previous=Coordinate Spaces in Blender |subcat=Background }} ``` Blender\'s **user interface** (the means by which you control the software) is not particularly easy to learn. However, it has improved over time and is expected to continue doing so. The current version of the Blender software is available for download from the Blender Foundation\'s website. The tutorials in this section will familiarize you with the basics of the user interface. By the end of this section, you should be able to: - resize, split, and merge any Blender window; - change the type of any Blender window; - access user preferences; - access panels containing buttons and other controls; - change the viewpoint of a viewport. For those new to Blender, this is a fundamental section of the book. ### Advice on Customization Blender is a complex software package with many customizable features. You can customize the user interface to assign new functions to buttons and hotkeys. In fact, you can change almost anything to suit yourself. However, this complicates the giving and following of directions. It is recommended you adhere to the default screen arrangements of Blender in order to be able to follow the remaining parts of these tutorials. Blender ships with 4 to 5 screen-content arrangements which are suitable for almost any kind of job you\'ll want to use it for - from creating motion and animation to making games. We recommend leaving Blender\'s user interface in its \"factory settings\" while working through the *Noob to Pro* tutorials. At the very least, wait until you\'ve mastered the basics before you customize the interface --- and we know you definitely will when you master it!
# Blender 3D: Noob to Pro/Keystroke, Button, and Menu Notation |previous=User Interface Overview |subcat=Background }} ``` As you read through these tutorials, you will encounter cryptic codes such as and *Timeline → End Frame*. They describe actions you perform using the keyboard and mouse. The notation used in this book comes from the standard used by the Blender community. We will try to import those standards here to facilitate our studies. If you\'re reading this book online, you may wish to print this page for future reference. In addition, or as an alternative, you can bookmark it in your browser for faster reference. ## Hotkeys !A typical numpad{width="100"} Most computer keyboards have number keys in two different places. A row above the letters, and in a (numeric keypad) to the right of the keyboard. While many applications use these two sets of keys interchangeably, Blender does not. It assigns different functions to each set. If you\'re using a laptop keyboard without a separate numeric keypad, this might cause some difficulty. You\'ll need to use your *function key* to do some things. It is possible to indicate to Blender the type of keyboard you are using, but we strongly recommend you use a standard external keyboard if you use a laptop for these tutorials as it will make your studies and usage of Blender much more straightforward and enjoyable. This book often assumes your keyboard has a numpad. If yours doesn\'t, consult the tutorial on Non-standard Input Devices for alternative ways to access the numpad\'s functions. ### Key Notation ```{=html} <div style="float:left; margin-left:50px; margin-right:20px"> ``` +----------------------------------+----------------------------------+ | Notation | Corresponding key or action | +==================================+==================================+ | ```{=html} <div style="float:left; margin-left:50px; margin-right:20px"> ``` When a key is used in a module, it means press that key. For exammple: - means \"press the **M** key\" - means \"press the **0** key thats found on the numpad.\" Combinations that involve holding down a key while performing another action are written with a plus sign (+). For example: - means \"press while holding down \" - means \"press while holding down both and \" ```{=html} </div> ``` ```{=html} <div style="float:left"> ``` ### Mouse Notation Blender uses three mouse buttons and the scroll wheel, if you have one. If your mouse only has one or two buttons, consult the tutorial on Non-standard Input Devices for alternative ways to access the functions assigned to these buttons. ```{=html} <div style="margin-left:50px"> ``` +-----------------------+---------------------------------------------+ | Notation | Corresponding action | +=======================+=============================================+ | Mouse and keyboard actions are often combined. means to click while holding down . ```{=html} </div> ``` ```{=html} <div style="float:left"> ``` ## Navigating Menus Blender uses both pop-up and pull-down/pull-up menus. Many menus have **sub menus** (menus that are reached via another menu). If a menu item displays a triangle, that means it leads to a sub menu. !The File menu{width="100"} You can move through items in a menu by either: - Moving the mouse pointer up and down ```{=html} <!-- --> ``` - Pressing and You can enter a sub menu by either: - Moving the mouse pointer to the right ```{=html} <!-- --> ``` - Pressing while hovering over a menu item that shows a triangle on its side. You can leave a sub menu by doing one of the following: - moving the mouse pointer to the left ```{=html} <!-- --> ``` - pressing To initiate a menu action, you can: - click ```{=html} <!-- --> ``` - press You can escape from a menu by: - moving the mouse pointer away from the menu ```{=html} <!-- --> ``` - pressing For each menu, Blender remembers your last choice and highlights it for you the next time you enter the menu. ### Notation Menu notation is fairly self-explanatory. *Mesh → UV Sphere* Means: 1. Press Shift+A 2. In the menu that pops up, move through the items until *Mesh* is highlighted 3. Enter the *Mesh* sub menu 4. Move through the items until *UV Sphere* is highlighted 5. Press Enter or click the left mouse button to initiate the action ```{=html} </div> ``` ```{=html} <div style="float:left"> ``` ## Additional Resources - ```{=html} </div> ```
# Blender 3D: Noob to Pro/Non-standard equipment |previous=Keystroke, Button, and Menu Notation |subcat=Background }} ``` This module is applicable only to users with non-standard input devices. If you have both a three-button mouse and a keyboard with a numpad, you can skip this module. \_\_TOC\_\_ ### Keyboards lacking a numpad Most modern laptops have a , a set of keys in the main keypad which double as a numpad. The keys typically used for this purpose are: +----------------+----------------+----------------+----------------+ | ` | ` | ` | ` | | ``{=mediawiki} | ``{=mediawiki} | ``{=mediawiki} | ``{=mediawiki} | | {{B3D | {{B3D | {{B3D | {{B3D | | :N2P/Do|7key}} | :N2P/Do|8key}} | :N2P/Do|9key}} | :N2P/Do|0key}} | | ``` | ``` | ``` | ``` | +----------------+----------------+----------------+----------------+ | ` | ` | ` | ` | | ``{=mediawiki} | ``{=mediawiki} | ``{=mediawiki} | ``{=mediawiki} | | {{B3D | {{B3D | {{B3D | {{B3D | | :N2P/Do|Ukey}} | :N2P/Do|Ikey}} | :N2P/Do|Okey}} | :N2P/Do|Pkey}} | | ``` | ``` | ``` | ``` | +----------------+----------------+----------------+----------------+ | ` | ` | ` | ` | | ``{=mediawiki} | ``{=mediawiki} | ``{=mediawiki} | ``{=mediawiki} | | {{B3D | {{B3D | {{B3D | {{B3D:N2P/ | | :N2P/Do|Jkey}} | :N2P/Do|Kkey}} | :N2P/Do|Lkey}} | Do|SEMICOLON}} | | ``` | ``` | ``` | ``` | +----------------+----------------+----------------+----------------+ | ` | ` | ` | ` | | ``{=mediawiki} | ``{=mediawiki} | ``{=mediawiki} | ``{=mediawiki} | | {{B3D | {{B3D | {{B3D | {{B3D: | | :N2P/Do|Mkey}} | :N2P/Do|,Key}} | :N2P/Do|.Key}} | N2P/Do|SLASH}} | | ``` | ``` | ``` | ``` | +----------------+----------------+----------------+----------------+ | | | | | +----------------+----------------+----------------+----------------+ When used as a pseudo-numpad, these keys typically act as the following keys from a true numpad: +----------------+----------------+----------------+----------------+ | ` | ` | ` | ` | | ``{=mediawiki} | ``{=mediawiki} | ``{=mediawiki} | ``{=mediawiki} | | {{B3D | {{B3D | {{B3D | {{B3D | | :N2P/Do|Num7}} | :N2P/Do|Num8}} | :N2P/Do|Num9}} | :N2P/Do|Num/}} | | ``` | ``` | ``` | ``` | +----------------+----------------+----------------+----------------+ | ` | ` | ` | ` | | ``{=mediawiki} | ``{=mediawiki} | ``{=mediawiki} | ``{=mediawiki} | | {{B3D | {{B3D | {{B3D | {{B3D | | :N2P/Do|Num4}} | :N2P/Do|Num5}} | :N2P/Do|Num6}} | :N2P/Do|Num*}} | | ``` | ``` | ``` | ``` | +----------------+----------------+----------------+----------------+ | ` | ` | ` | ` | | ``{=mediawiki} | ``{=mediawiki} | ``{=mediawiki} | ``{=mediawiki} | | {{B3D | {{B3D | {{B3D | {{B3D | | :N2P/Do|Num1}} | :N2P/Do|Num2}} | :N2P/Do|Num3}} | :N2P/Do|Num-}} | | ``` | ``` | ``` | ``` | +----------------+----------------+----------------+----------------+ | ` | ` | ` | ` | | ``{=mediawiki} | ``{=mediawiki} | ``{=mediawiki} | ``{=mediawiki} | | {{B3D | {{B3D:N2P | {{B3D | {{B3D | | :N2P/Do|Num0}} | /Do|NumENTER}} | :N2P/Do|Num.}} | :N2P/Do|Num+}} | | ``` | ``` | ``` | ``` | +----------------+----------------+----------------+----------------+ | | | | | +----------------+----------------+----------------+----------------+ The numpad functions of these keys can often be toggled with or on PCs or with on Macs. Alternatively, you can often temporarily activate the numpad behavior by holding down . If your keyboard has the alternate labellings but you don\'t know how they work, consult your laptop owner\'s manual. As a last resort, you can use the \"Emulate Numpad\" feature of Blender. This will allow you to use the normal numeric keys as if they were numpad numerics. Instructions for enabling this feature may be found in . Blender uses the numeric keypad quite a bit. If you envision using your laptop for this kind of work, it may be worth investing in a *USB Numeric Keypad*. On eBay, prices for simple external numpads start around \$10 USD. ### Non three-button mouse For single-button mouse users, make sure that *Input* for Blender 2.79 (under \"User Preferences\" on the left-most drop-down menu) → *Emulate 3 Button Mouse* is enabled. On many computers with two-button mice, can be emulated by simultaneously clicking and . On Windows machines you\'ll need to enable this in the mouse settings in the Control Panel. On a Mac, open the *Keyboard and Mouse* preference pane and enable *Use two fingers to scroll*. Alternatively, by selecting *Emulate 3 Button Mouse* under *User Preferences*, can be emulated by simultaneously clicking and . Recent IBM Thinkpad laptops allow you to disable the \'UltraNav\' features of the middle mouse button in order to use it as a \'normal\' third button. Alternatively, some laptops allow areas (called gestures) on the movement pad to act as or , and these can be set up in the Control Panel in the Mouse Pointer options, selecting gestures and editing features there. #### Apple single-button mouse +--------------------+-----------------------+-----------------------+ | Notation | Single-button | Description | | | Substitute | | +====================+=======================+=======================+ | - Input devices (version 2.7x)
# Blender 3D: Noob to Pro/Operating System specific notes |previous=Non-standard equipment |subcat=Background }} ``` This tutorial covers user-interface issues that are specific to particular operating systems or window managers. Read the section that applies to your computer; you may skip the rest. ## GNU/Linux is used for changing the angular view on two angular axes of the 3D View window, if moves the current window, then there\'s a conflict with your window manager. You can resolve the conflict or use or instead. (Also, you may have activated Compiz-\>Rotate Cube. Default configuration for rotating the Cube is also ; you may have to change this binding to an alternative configuration.) If you are running KDE this can be resolved by: on the title bar of the main Blender window → select *Configure Window Behavior* → go to *Actions → Window Actions* → in the *Inner Window, Titlebar and Frame* section → select the Modifier key to be and set all the select boxes beneath it to *Nothing*. An alternate method within KDE might be to click on the title bar of the main Blender window; then select *Advanced* → *Special Application Settings\...* → *Workarounds* and then click *Block global shortcuts* with *Force* selected and checked. In Gnome, Click *System → Preferences → Window Preferences*. Look for the last three options *Control*, *Alt* and *Super*. Select *Super*. Or in Xfce, click *Whisker → Settings → Window Manager Tweaks*, and in the *Accessibility* pane, change *Key used to grab and move windows* to *Super*. Now you can press and hold or to drag windows around, and use and as normal. ### KDE Under KDE, through are by default configured to switch to the corresponding one of the first four desktops, while brings up Plasma settings. You can change these in System Settings. Alternatively you can suppress global shortcuts while inside blender by adjusting the kwin rules for this application, which you can access with a click on the title bar of the window and pressing more actions-\>add program rule. ### Gnome You\'ll want to disable the *Find Pointer* functionality in Gnome, which will impair your ability to use certain functions such as *Snap to grid* and the lasso tool. If your mouse pointer is being highlighted when you press and release , go to: *Mouse* in Gnome\'s *Desktop Settings* and uncheck the box *Find Pointer*. ### Ubuntu As of Ubuntu versions prior to about 09.10 ("Karmic Koala"), there was a known incompatibility between Blender and the Compiz Fusion accelerated (OpenGL) window manager used in Ubuntu. By default, Compiz Fusion is enabled in Ubuntu, causing the problems to manifest themselves in Blender as flickering windows, completely disappearing windows, inconsistent window refreshes, and/or an inability to start Blender in windowed mode. The fix for this is simple. Install compiz-switch (might be in universe). Go to *Applications → Accessories → Compiz-Switch*. This will disable compiz temporarily. Do the same to turn compiz back on when you\'re done using Blender. This is no longer needed for current releases of Ubuntu. ## Mac OS X You may need to press in order to use the through keys. To expand a section in Blender, you would usually press . On a Mac, if "Spaces" is enabled, you may have to use . ## Microsoft Windows ### Two Ways to Launch Blender Blender requires a console for displaying error messages, so if you launch Blender by means of an icon, two windows will appear: the graphical user interface plus a console window. Closing either window will terminate Blender. These windows are indistinguishable in the Windows taskbar in versions of Windows before Windows 7, which leads to confusion. Also, launching this way does not provide any way to pass command-line arguments to Blender. Launching Blender from a command prompt is extra work, but it overcomes these issues: 1. *Start → Run\...* 2. enter `cmd` 3. enter `cd c:\Program Files\Blender Foundation\Blender` 4. enter `blender` Blender version 2.6 onwards doesn\'t have this problem, and hides the console window by default. You can show it by clicking Window \> Toggle system console ### Sticky Keys Pressing five times in a row may activate , an accessibility option which alters how the computer recognizes commands. If a StickyKeys dialog box appears, you should the \"Cancel\" button. If you don\'t need the accessibility features, you can disable sticky keys: 1. *Start → Control Panel* (**OR** search for \"Accessibility Options\" on the Start menu/Search) 2. double-click on *Accessibility Options (Ease of Access Center in Windows 10)* 3. the *Keyboard* tab 4. for each of the options *StickyKeys*, *FilterKeys*, and *ToggleKeys*: 1. clear the *Use ...* checkbox 2. the *Settings* button 3. uncheck the *Use Shortcut* checkbox in the settings 4. the *OK* button for the settings 5. the *OK* button for *Accessibility Options/Ease of Access Center.* ### Multiple Keyboard Layouts On systems with multiple keyboard layouts, pressing can alter the layout. (For instance, it might change from QWERTY to AZERTY or vice versa.) Because of this issue, *Noob to Pro* avoids hotkeys. If you find your keyboard layout altered, press again to change it back. You can also disable the hotkey: 1. *Start → Control Panel* 2. double-click on *Regional and Language Options* 3. the *Languages* tab 4. the *Details* button 5. the *Key Settings* button 6. the *Change Key Sequence* button 7. uncheck the *Switch Keyboard Layout* checkbox 8. the *OK* button ### Additional Resources - Input method editor keyboard shortcut (CTRL+SHIFT+0) switches the input language in Vista --- Microsoft Support Knowledge-Base -
# Blender 3D: Noob to Pro/Blender Interface |previous=Operating System specific notes |subcat=Background }} ``` \_\_TOC\_\_ Here\'s a preview screenshot of Blender\'s interface, after a new installation. !Blender initial startup display{width="800"} For those familiar with older versions of Blender, this will look very different. The redesign makes it much easier to find things. For a detailed rationale explaining the redesign, read this. ## Why does Blender use its own windowing system instead of the operating system\'s? Blender follows its own user interface conventions. Instead of making use of multiple windows as defined by your particular OS/GUI, it creates its own "windows" within a single OS/GUI window, which is best sized to fill your screen. Many people accustomed to how applications normally work on their platform of choice, get annoyed by Blender's insistence on being different. However, there is a good reason for it. The essence of the Blender UI can be summed up in one word: *workflow*. Blender was originally created by a 3D graphics shop for their own in-house use. Being a key revenue engine for them, they designed it for maximum productivity, speed and smoothness of operation. That means avoiding "bumps" that slow down the user. For example, windows never overlap, so there's no need to keep reordering them. You don't have to click in a window to make it active, just move the mouse. There is a minimum of interruption from popups asking for more information before performing some action. Instead, the action is immediately performed with default settings, which you can adjust afterwards and get immediate feedback on the results. Blender may not be "intuitive" to start learning, in that you cannot simply sit down in front of it and figure out things on your own, especially from a position of knowing nothing at all. But once you have picked up some basic conventions, you will find it starts to make sense and *then* you will be free to experiment and discover things on your own. ## \"Save changes on exit\" prompt As of Blender version 2.79, you are prompted on exit when there are unsaved changes. You can change this behaviour in *Edit → Preferences → Save & Load → Save Prompt*. Prior to that version, Blender was not asking about unsaved changes. Instead, Blender saved changes, when it closes, to a file called \'quit.blend\'. The next time you use Blender, you had to select *File → Recover Last Session* to resume right where you left off.
# Blender 3D: Noob to Pro/Blender Windowing System |previous=Blender Interface |subcat=Background }} ``` The Blender user interface may appear daunting at first, but don\'t despair. This book explores the interface one step at a time. In this module, you\'ll learn about Blender windows: - recognizing windows and their headers, - the different types of windows, - how to activate and resize windows, - how to split and join windows. You\'ll also practice launching and leaving Blender. ## An Interface Divided Blender\'s user interface is divided into rectangular areas called (or sometimes, ). The overall arrangement of windows is called a . If you haven\'t already launched Blender, go ahead and do so. You should soon see something that resembles the following. Blender has had some major changes to its user interface (UI) since version 2.4x. Some of these changes include moving buttons and changing the space bar hot key from the "add menu" to the "search menu" ( is now the \"add menu" hot key). This is important to know when trying to follow tutorials. Other changes include the addition of the tool bar and window splitting widget. The shelf widget (indicated by a plus sign) opens hidden tool shelves. The object tool shelf can be toggled on and off by pressing . The properties tool shelf can be toggled on and off by pressing the . The split window widget allows you to split and join windows. Blender 2.69 is shown below. ![](Blender269DefaultView.png "Blender269DefaultView.png"){width="800"} - You may be running a different version of Blender - perhaps a newer version. The screenshot was made using the 2.69 release. : : If you\'re running an older version, you should probably upgrade. Download instructions are in the Introduction. - The user-interface settings on your computer may have been changed. : Try resetting the user interface with *File → Load Factory Settings*. : : To take a video in Blender, press , and click *Make Screencast*. This will record what\'s on your screen until you click the red *Close* button on the info header. The screencasts will be saved in the *tmp* folder. In Microsoft Windows, the *tmp* folder is located at \'C:\\tmp\'. ## Window Headers Did you find all five headers? Every Blender window has a header. A header can appear at the top of the window, at the bottom of the window, or it can be hidden. Let\'s take a closer look at the headers. If you click with on the header, a menu pops up which lets you move the header (to the top if it's at the bottom, or vice versa), or maximize the window to fill the entire workspace: ![](Blender269HeaderMenu.png "Blender269HeaderMenu.png") To hide the header completely, move the mouse to the edge of the header furthest from the edge of the window (i.e. the top edge of the header if it is at the bottom of the window, or vice versa); it will change into a vertical double-headed arrow. Now click with and drag towards the window edge, and the header will disappear. In its place, you will see the following symbol appear at the corner of the window: ![](Blender274RevealShelfIconBrightened.png "Blender274RevealShelfIconBrightened.png"). Click this with to bring the header back. ## Window Types Blender has many types of windows (there are 16 of them in Blender 2.69) and a Console for the Python programming language. You\'ve just encountered the Info, 3D View, Properties, and Outliner windows. The rest will be introduced as needed in later modules. Every window header in Blender has an icon at the left end to indicate the window type. For instance: - ![](Blender_2.59_Info_ico.png "Blender_2.59_Info_ico.png") = Info - ![](Blender_2.59_User_Prefs_ico.png "Blender_2.59_User_Prefs_ico.png") = User Preferences - ![](Blender_2.59_3d_view_icon.png "Blender_2.59_3d_view_icon.png") = 3D View - ![](Blender_2.59_Outliner_ico.png "Blender_2.59_Outliner_ico.png") = Outliner - ![](Blender_2.59_Properties_ico.png "Blender_2.59_Properties_ico.png") = Properties If you on the icon, a menu will pop up. (If you don\'t know what means, please review the Keystrokes, Buttons, and Menus Notation module.) If you\'ve changed any window\'s type, please change it back (or reload the factory settings with *File → Load Factory Settings*) before continuing with this tutorial. ## The Active Window The **active window** is the one that will respond if you press a key. Only one Blender window is active at any given time. The active window is usually the one containing the mouse pointer. (Blender uses a \"focus follows mouse\" user interface model. When a hotkey fails to work as expected, it is often because the mouse pointer has strayed into a neighboring window.) To change the active window, simply move the mouse pointer into the window you wish to activate. Practice changing the active window by moving your mouse between the 3D View and the Timeline windows. The Timeline window is directly below the 3D View header. At this point, it\'s worth mentioning that the header for the 3D View window and Timeline window is at the BOTTOM of its own window instead of the top as the name \"header\" implies. ## Resizing Windows Resizing windows is easy. ### Dragging on a Border Whenever you increase the size of one window, you decrease the size of another. That\'s because Blender has a : unlike many other programs, it does not permit windows to overlap. Neither does it move windows; it just resizes them. If you find that you cannot increase the size of a window (e.g. the Info window) any further although there seems to be enough space to do so, it may be because you decreased the size of another window (e.g., the Outline window) to its minimum size (i.e, just the heading). ### Maximizing a Window Another way to resize a window is to maximize it. When Blender a window, it makes the window as large as possible. The previous window configuration is saved. - To maximize the active window, press , or . On a Mac, if "Spaces" is enabled, you may have to use . - When a window is maximized, use , or to restore the previous (unmaximized) window configuration. Practice maximizing and un-maximizing the 3D View and Timeline windows. ## Shelves You will notice that the 3D View ![](Blender2693DViewIcon.png "Blender2693DViewIcon.png") window (the largest window in the screenshots above) has several buttons down the left side. This rectangular portion is called the *Tool Shelf*. This is like a window within a window - you can drag the boundary between it and the main part of the 3D View to resize. If you drag all the way to the window boundary, the shelf will disappear. In its place, the following symbol will appear: ![](Blender274RevealShelfIconBrightened.png "Blender274RevealShelfIconBrightened.png"). Click it to bring the shelf back. ## Too Much To Fit If a window or shelf contains too much information to fit within its display area, scrollbars will appear along the bottom or right edge. You can scroll the contents by dragging these with ; alternatively you can drag with directly within the contents. A window header may also contain more than fits within its displayable area. There is no explicit visual clue for this (though some of the widgets at the right edge might not be visible), but if that happens, you can drag sideways within the header with to scroll its contents. ## Splitting And Joining Windows At the top right and bottom left of every window, you will see something like this: ![](Blender254WindowWidget.png "Blender254WindowWidget.png"). If you move the mouse over the icon, you will see the pointer turn into a cross. At that point, you can do one of the following by clicking and dragging with : - Split the window into two copies horizontally by dragging horizontally away from the edge. - Split the window into two copies vertically by dragging vertically away from the edge. - Join the window to the adjacent one horizontally (getting rid of it and taking over its space) by dragging towards it. - Join the window to the adjacent one vertically (getting rid of it and taking over its space) by dragging towards it. Of course, the last two are only possible if there *is* in fact another window in that direction. Note: you can only join windows horizontally that are the same height, and windows vertically that are the same width. ## The Default Workspace If you look at the above screenshot of the default workspace, you will see the following window types: - The menu bar at the top (outlined in green) is actually a window, called Info ![](Blender269InfoIcon.png "Blender269InfoIcon.png"). In previous versions of Blender, you could resize this to reveal the User Preferences, but in 2.5*x* they have been moved to their own window type. Instead, all you can see here if you enlarge the window are some debug messages, which may be removed in a future version of Blender. As of 2.70, the debug messages are still present in this menu. - The largest window on the screen is the 3D View ![](Blender2693DViewIcon.png "Blender2693DViewIcon.png"). This is where you work on your model. - The Properties ![](Blender269PropertiesIcon.png "Blender269PropertiesIcon.png") window is the tall area on the right; this is where most of the functions are located for performing operations on models, materials etc. In previous versions of Blender this was called the Buttons window. Over time, it evolved into a disorganized area that made it difficult to find things. It has been cleaned up significantly in 2.5*x*. Note that it defaults to a vertical layout, rather than the horizontal one of previous versions. The new design prefers a vertical layout, which better suits today's widescreen monitors. - The Outliner ![](Blender269OutlinerIcon.png "Blender269OutlinerIcon.png") (at the top right) gives you an overview of the objects in your document. As your models get more complex, you will start to appreciate the ability to quickly find things here. - The Timeline ![](Blender270TimelineIcon.png "Blender270TimelineIcon.png") (across the bottom) becomes important when you're doing animation. The default layout may not be optimal. For example, if you're doing a static model or scene, not an animation, you can get rid of the Timeline. If you're doing heavy script development, you'll probably want the Console available to try things out. And so on. ## Workspace Presets In the Info window/titlebar, you will see a menu with an icon like this ![](Blender267ScreenLayoutIcon.png "Blender267ScreenLayoutIcon.png"). Clicking on it with will show the following menu: ![](Blender255WorkspaceMenu.png "Blender255WorkspaceMenu.png") Selecting from this menu lets you quickly switch between various predefined workspace layouts, tailored to various workflows. Try it and see. You can return to the default layout by selecting "Default" (but note that any changes you make to the layout are immediately associated with the name being displayed here). The menu has a search box at the bottom. Typing text here will restrict the menu to showing items containing only that text. It might not appear to have much use, but in a complicated project that needs dozens of different layouts, the search function could become very useful indeed! The name of the currently selected item appears to the right of the menu icon. In the illustration above, this is \"Default\". Blender allows you to rename the current menu item by clicking on it with the and typing a new name, so take care not to do so unless you actually want to rename the menu item. For example, if you replace the name \"Default\" with \"MyDefaults\", you will subsequently see that \"MyDefaults\" appears in the list of menu items. Note also the "+" and "X" icons to the right of the menu; clicking "+" creates a new entry which is a duplicate of the last-selected entry, while clicking "X" gets rid of the currently-selected entry. You will see these conventions appear consistently in menus elsewhere in Blender's new, revamped interface. ## One Document At A Time Blender can only work with one open document at a time (this does not apply to blender 2.79, which allows multiple instances of blender to run concurrently). To save changes to the current document, select one of the Save options from the File menu (or press to save under the last-saved name). To open a new document (actually load a copy of your last-saved user preferences), select "New" from the File menu (or press ), and select "Reload Start-Up File" from the popup that appears, but be aware *this will not automatically save any changes to the previous document*. ## Scenes A *scene* is like a separate Blender-document within-a-document. Different scenes within the same document can easily share objects, materials etc. You can define them once and make different renderings and animations from them. You create, delete and switch scenes using the scene ![](Blender267SceneIcon.png "Blender267SceneIcon.png") menu in the info header. A new document starts by default with just one scene, called "Scene". ## Leaving Blender To exit Blender: 1. If there\'s a tool active, press to exit the tool. 2. Press . This brings up an *OK?* menu. 3. Confirm *Quit Blender* by clicking or pressing . ## Additional Resources - - ```{=html} <!-- --> ``` - -
# Blender 3D: Noob to Pro/User Preferences Windows |previous=Blender Windowing System |subcat=Background }} ``` !A screenshot of the Blender Preferences window in Blender 2.80 In this module, we\'ll take a closer look at the Blender Preferences window. ## Accessing Blender Preferences To open the Blender Preferences window click *Edit → Preferences\...* In Blender 2.79, you will find it under *File → User Preferences\...* ## Configuring Your Preferences In order to get to modeling and rendering sooner, this tutorial will cover only a few of the many user-settable preferences. If you ever need to restore Blender to its factory settings, click *File → Defaults → Load Factory Settings* ### Save & Load → Auto Save As the name suggests, Auto Save automatically saves the current .blend after a specified period of time. You can turn this on and off using the checkbox labelled \"Auto Save\". You can also adjust the amount of time between each save, by adjusting the \"Timer (Minutes)\" field. ### System → Undo Steps By default, Blender remembers your last 32 actions and allows you to undo them one at a time by either pressing or by selecting a frame under *Edit → Undo History*. However, you can change the number of *Undo Steps* stored to remember more or less actions, in case you want to conserve memory or simply stay on the safe side. You can also use the *Undo Memory Limit* slider to specify the amount of RAM (in megabytes) used for storing the undo levels. In case you\'re not too worried about memory, you can set the *Undo Memory Limit* field to 0 to remove the memory limit. ### Input → Numpad Emulation Blender uses numberpad keys (such as ) to control the 3D View and ordinary numeral keys (such as ) to change layers. If you are working on a laptop or if you find the numberpad inconvenient, you can select *Emulate Numpad* to reassign the 3D View controls to the ordinary numeral keys. ### Input → Emulate 3 Button Mouse Blender makes significant use of all three buttons on a standard computer mouse. If you do not have a mouse with three buttons, enabling this setting will let you perform -related actions with ### Keymap In Blender 2.79 and earlier, Blender used right click for selection. However, in Blender 2.8, this was changed to left click on default, along with some changes to keyboard shortcuts for efficiency. To stay compatible with different users\' preferences, three keymap presets are provided on installation: \"Blender\", the new default keymap, \"Blender 27x\", which includes very few changes compared to earlier versions, and \"Industry Compatible\", designed to be used by those coming from other 3D software, such as Maya and ZBrush Since much of this book was written before the 2.8 update came out, you may find pages that still use the old \"right click to select\" option, along with some outdated keybinds. If you\'re following a lot of tutorials for Blender 2.79 or earlier, you can go into *Keymap* and select *Blender 27x* under the presets list. You can always switch back if needed. ## Additional Resources - The Blender manual pages on Preferences - The tutorial on Non-standard Equipment describes other workarounds for numpad issues.
# Blender 3D: Noob to Pro/Properties Window The properties window lets you change many settings and properties relating to the current scene and selected objects. You can edit many options, including customizing materials and textures, controlling how your scene is rendered and at what quality, among many other things. The properties window is divided into categories, which themselves group individual tabs. Each tab, in turn, groups a selection of properties and settings. For example, the *World Properties* tab, under the *Scene* category, lets you control the color and texture of the background of the scene (i.e. the sky), and allows you to add volumetric effects to the scene (i.e. fog or mist). Each tab has their own, unique, icon. Some tabs will even change depending on the type of object selected! ## Active Tool and Workspace settings ### Active Tool and Workspace settings As the name suggests, this simply configures the active tool (for example, the move tool) and various workspace settings (such as switching to object mode when a workspace is opened). ## Scene ### Render Properties This tab lists settings that control the how the resulting render of a scene is displayed, such as performance-related settings, color management settings, and effects like motion blur. These settings will change depending on the render engine used, which can also be edited from this tab ### Output Properties This tab controls various settings that determing the output of a render. This includes resolution, frame rate, file format, among other ### Scene Properties This tab lets you choose which camera to use for rendering, change the units and edit the gravity settings for the current scene. You can also select another scene to be a "background" for this scene. That is, all renders of this (foreground) scene will also include the contents of the background scene, as though they had been copied into this scene. While the background appears in the 3D viewport when editing this scene, none of its contents are editable, or even selectable; that has to be done in the background scene itself. ### World Properties This lets you change the environment of the scene. In this tab, you can edit the background color and texture (i.e. the sky color), and add volumetric effects such as fog or mist. ## Collection ### Collection Properties This tab lets you control various collection settings, such as whether its contents are selectable, or whether it can be seen in render. ## Object ### Object Properties This tab lets you control general object properties, such as transformations (i.e. location, rotation, scale), parent-children obejct relationships, collections, and other. Note that even if you have multiple objects selected, these properties only control the active object, which is usually the last object selected. ### Modifier Properties This tab lets you add, edit, and remove modifiers. Object modifiers are operations that affect your object in a non-destructive way (i.e. it can always be reversed later). For example, adding the bevel modifier to a cube applies a bevel to the geometry of the cube, but you can adjust the bevel or remove the bevel whenever you like. Some object types, such as lights and cameras, can\'t have modifiers. ### Visual Effects Properties This tab lets you add visual effects to grease pencil objects, such as pixelation and blur effects. These effects treat the object like an image. Unlike modifiers, these can not be applied to the object. ### Particle Properties This tab lets you add particle systems to objects, which can let you create effects such as smoke, flames or sparks. Particles in Blender can also be used to generate hair or fur. Particles can be set to custom objects, to produce effects like blades of grass, water droplets on a wet surface, or even entire buildings to make up a large cityscape! ### Physics Properties This allows you to simulate real-world physics, such as simulating solid dice colliding with each other, or simulating how water in a cup reacts when you move it. ### Object Constraint Properties Constraints limit various object properties, such as the location, rotation, and scale of the object. These are usually to set animate objects, such as making the wheels of the bus rotate together. ## Object Data ### Object Data Properties These control settings specific to the object type such as text font, lamp settings, and camera settings. This is reflected in the icon, which changes according to the type of object selected. ## Object Shading ### Material Properties The material settings for an object control its appearance, e.g. its colour, whether it has a shiny or dull surface, how transparent it is, and so on. You can also control the material of an object using shader nodes. ### Texture Properties Textures in Blender used to control the surface of an object, alongside the materials. Nowadays, it has been replaced by the shader nodes, and is only used for texture painting.
# Blender 3D: Noob to Pro/3D View Windows |previous=Properties Window |subcat=Background }} ``` 3D View ![](Blender2693DViewIcon.png "Blender2693DViewIcon.png") windows are used to visualize 3D scenes. You'll do a lot of work in these windows, so you will need to learn your way around. In this module, you\'ll learn: - to recognize 10 things commonly seen in viewports - to tell which mode Blender is in - how to change viewport options and viewpoints - how to position the 3D cursor You\'ll also learn the fundamentals of: - visibility layers ## The Viewport and its Contents Aside from its header, the remainder of a 3D View window is its . You use viewports any time you need an up-to-date view of the scene you\'re working on. Viewports are busy places. Go on a scavenger hunt and see what you can find in a simple viewport. 1. Launch Blender. 2. Just so we\'re all looking at the same scene, load the factory settings using *File → Defaults -\> Load Factory Settings*. 3. Confirm the "Load Factory Settings" popup with (or ). 4. If the NumLock indicator on your keyboard is unlit, press so that numpad hotkeys will work properly. (If you\'re unsure what means, please review the Keystroke, Button, and Menu Notation module.) You should see something like this: ### A Virtual Scavenger Hunt Look at the default scene and find the following eight items: In the Center 1\. ![](Blender-2.5_cube_object_mode.PNG "Blender-2.5_cube_object_mode.PNG"){width="60"} a solid gray cube with orange edges. :\* This is the , your first Blender object! 2\. ![](Blender_3D_Manipulator_screenshot.png "Blender_3D_Manipulator_screenshot.png"){width="60"} Three arrows, one red, one green and one blue, their tails joined to a white circle :\* This is not an object (part of your model/scene), but part of Blender's user interface for manipulating objects. It is the , also known as the . :\* The arrows represent the directions of the , and axes of the currently chosen coordinate system. Initially this is the . :\* The circle represents the center of the selected object (the cube). :\* If you don\'t know what the \"global coordinate system\" is, please review the module on Coordinate Spaces in Blender. - It\'s possible that a tool is active. Press to cancel any tool action. - Another possibility is that the manipulator has been disabled: - Toggle it on or off with . 3\. ![](Blender_2.49b_cursor.png "Blender_2.49b_cursor.png") A red-and-white striped circle with black cross-hairs :\* This is not an object. It is the **3D Cursor**, which indicates where newly-created objects will appear in the scene. :\*The cursor is similar to the insertion point in a text editor, which indicates where new text will be inserted in a document. In the Lower Left Corner 4\. ![](Blender_3D_mini_axis_screenshot.png "Blender_3D_mini_axis_screenshot.png") :\* This is not an object. It is the **mini axis**, and its orientation matches that of the global coordinate system, with the usual conventions: red for X, green for Y and blue for Z. Think of it as a little compass, reminding you which way is left/right, front/back and up/down. 5. The notation \"(1) Cube\" : This is not an object. It is , indicating that: - You\'re viewing the first frame of an animation. : and - The current or most recently selected object is named \"Cube\". ```{=html} <!-- --> ``` In the Upper Left Corner 6\. The notation "User Persp" : This is not an object. This tells you which mode the viewport is in. The first word will change if you select one of the *perfect* views or the camera view (see below), otherwise it just says "User", and the second word is "Persp" or "Ortho" to indicate whether this is a perspective or orthographic view. ```{=html} <!-- --> ``` To the Right of Center 7\. ![](Blender_2.49b_lamp_icon.png "Blender_2.49b_lamp_icon.png") A black round thing that resembles a sun symbol : : This represents a **lamp**, a light source for the scene. (It is an object.) 8\. ![](Blender_2.49b_camera_icon.png "Blender_2.49b_camera_icon.png"){width="50"} A pyramidal wireframe item : : This represents a **camera**, a viewpoint that can be used for rendering. (It too, is an object.) The camera is looking at the base of the pyramid. The solid triangle attached to one side of the base is to remind you which way is up in the image that the camera takes. : On a small display, the camera might initially lie outside of the viewport and thus be invisible. In that case, to zoom out until it becomes visible. ```{=html} <!-- --> ``` Throughout 9\. A dark gray background, divided into squares by lighter lines. This is the , which you can (but don't have to) use as a ground plane for positioning your models. : : Each grid square is one **blender unit** (or **BU**) on a side. A BU can be whatever you wish, e.g. an inch, a centimeter, a mile, or a cubit. Blender lets you choose your scene scale in the Scene tab of the Properties Panel. 10\. Three mutually perpendicular coloured lines associated with the grid floor: the red and green ones lying horizontally in the floor and the blue one running vertically. These are the global coordinate axes for orienting your scene. Red is the X-axis, green the Y-axis, and blue the Z-axis. - In Blender 2.67a, you can\'t see the blue line for Z-axis here, but you **can** see it in Front or Side view. ## Modes Blender has many **modes**, i.e. settings that affect its behavior, and this is especially true of the 3D View window. Sometimes it\'s not obvious which mode is active. This leads to **mode errors** where Blender will do something you didn\'t expect because you thought it was in one mode and it was actually in another. The function performed by a hotkey or mouse button can depend on: - what mode the user interface is in, - whether the keyboard is in NumLock mode, - which window is active, - the mode the active window is in, - which item or items are selected, - whether you\'ve initiated a hotkey sequence. It helps to recognize the common modes and how to get out of them. ### Object Mode vs. Edit Mode The 3D View windows are normally in Object Mode. In this mode: - - The mouse pointer is the default arrow normally used on other programs. - is used to select objects in the scene. - In versions 2.8 and above Use to select objects in the scene If there are objects in the scene, you can get into five other modes: - Edit Mode: used to edit the shapes of objects - The mouse pointer is a thin inverse-video cross. - is used to select vertices, faces or edges of the current object. - Press to enter/exit this mode. - Sculpt Mode/Vertex Paint/Texture Paint/Weight Paint - The mouse pointer is now a thin, orange (white in Texture Paint) circle. These modes are also indicated by a menu in the 3D View header. You can use this menu to change modes. ![](Blender-2.5_mode_menu.png "Blender-2.5_mode_menu.png") These modes are a setting shared by all 3D View windows. In other words, when you change the mode in one window, any other 3D View windows change mode also. ## Viewport Options ### Solid vs. Wireframe By default, the 3D View window draws objects using the Solid drawtype, in which surfaces are opaque. To toggle between Solid and Wireframe drawtype (edges only, no faces) for a particular viewport: 1. Activate the 3D View window ```{=html} <!-- --> ``` 1. Press . Alternatively, you can choose these and other drawtypes from the \"Viewport shading\" menu in the 3D View window header. ### Orthographic vs. Perspective By default, viewports draw orthographic views. To toggle a viewport between orthographic and perspective views: 1. Activate the 3D View window. 2. Press . (If you\'re unsure what the difference is, please review and .) Note this perspective versus orthographic setting for the 3D viewport is completely separate from the similar setting in the camera properties. The former takes effect while you're working on the model, the latter when you render. So why have a separate setting for the 3D view? Because certain aspects of modelling are easier in one view than another. If the final render will be using perspective, then showing perspective in the 3D view naturally gives you a better idea of how the final render will look. But perspective foreshortening can sometimes make it hard to ensure the model has the proper shape, which is why there is the option to switch to orthographic view. \... you should activate the View Name option. This is enabled by default and causes the name of the current view (\"User Persp\", for instance) to appear in the upper left corner of every viewport. If there is no text, then you can enable it by: 1. Accessing the User Preferences window. 2. Click on the *Interface* tab. 3. Enable *View Name*. ## Changing Your Viewpoint, Part One Each viewport has a **viewpoint**, which takes into account: - the location of the viewer in the 3D scene (There doesn\'t need to be an object at that location.) - the direction the viewer is looking - the magnification (or zoom factor) used Changing your viewpoint allows you to navigate your way through a 3D scene. We\'ll start with three very basic techniques: - Zooming - Orbiting/View Rotation - Perfect Views. Additional techniques will be covered later in this module. ### Zooming Blender offers several ways to zoom in and out: - Use - Click and drag vertically with . - Use and to zoom in and out in small increments. Note the following limitations of Blender\'s zoom feature: - If the viewport is in orthographic mode, Blender zooms as if looking through a telescope. You can increase the magnification, but the viewpoint\'s location doesn\'t change. For this reason, you cannot zoom into or through objects in orthographic mode. - If the viewport is in perspective mode, Blender zooms to the center of the viewport. The viewpoint can pass through objects, but can\'t pass beyond this point, no matter what you do. Zooming only gets slower and slower and slower. If the center of the viewport is somewhere you don\'t expect, zooming may appear to be broken. ### Orbiting and View Rotation Let\'s fly around the default cube, viewing it from different angles. In this way you\'ll see that it really is a cube, centered on the origin, half above the X-Y plane and half below it. 1. Activate the 3D View window by placing the mouse pointer inside it. 2. Now you can: - Click and drag with to orbit freely around the center of the view. - Use to rotate the viewpoint vertically around the center of the view. - Use and to rotate the viewpoint vertically around the center of the view in 15-degree increments. - Use to rotate the viewpoint around the Z axis. - Use and to rotate the viewpoint around the Z axis in 15-degree increments. If this is all very confusing for you, don\'t worry! You\'ll learn as you get more experience. When you are finished flying around the cube, you can restore the original view by reloading the factory settings with *File → Load Factory Settings*. You may have pressed number keys above the letters instead of the ones on the numpad. If you do, the default cube will vanish. This is because the scene consists of multiple layers. The default cube is in layer 1, and you\'ve told Blender to switch to the layer of the number you just pressed. The selected object (the cube in this case) remains in layer 1, which is no longer visible. For instance, tells Blender to switch to layer 2. To switch to layer 1 again, press . You can view the different layers by clicking on the little squares on the layer map: ![](Blender-2.5_layers.png "Blender-2.5_layers.png") The Shift + Alt + Scroll and Ctrl + Alt + Scroll do not work for me with factory settings in Blender 2.92.0 ### Perfect Views It\'s often useful to get a **perfect view** of a scene, i.e. to view it along one of the main axes, with the other two main axes oriented up-down and left-right. +----------------+----------------+----------------+----------------+ | Hotkey | View | Axis Pointing | Axis Pointing | | | | Right | Up | +================+================+================+================+ | ` | \"top\" | ` | ` | | ``{=mediawiki} | | ``{=mediawiki} | ``{=mediawiki} | | {{B3D | | {{Red|+X}} | {{Green|+Y}} | | :N2P/Do|Num7}} | | ``` | ``` | | ``` | | | | +----------------+----------------+----------------+----------------+ | ` | \"bottom\" | ` | ` | | ``{=mediawiki} | | ``{=mediawiki} | ``{=mediawiki} | | {{B3D:N2P/ | | {{Red|+X}} | {{Green|-Y}} | | Do|Ctrl|Num7}} | | ``` | ``` | | ``` | | | | +----------------+----------------+----------------+----------------+ | ` | \"front\" | ` | ` | | ``{=mediawiki} | | ``{=mediawiki} | ``{=mediawiki} | | {{B3D | | {{Red|+X}} | {{Blue|+Z}} | | :N2P/Do|Num1}} | | ``` | ``` | | ``` | | | | +----------------+----------------+----------------+----------------+ | ` | \"rear\" | ` | ` | | ``{=mediawiki} | | ``{=mediawiki} | ``{=mediawiki} | | {{B3D:N2P/ | | {{Red|-X}} | {{Blue|+Z}} | | Do|Ctrl|Num1}} | | ``` | ``` | | ``` | | | | +----------------+----------------+----------------+----------------+ | ` | \"right side\" | ` | ` | | ``{=mediawiki} | | ``{=mediawiki} | ``{=mediawiki} | | {{B3D | | {{Green|+Y}} | {{Blue|+Z}} | | :N2P/Do|Num3}} | | ``` | ``` | | ``` | | | | +----------------+----------------+----------------+----------------+ | ` | \"left side\" | ` | ` | | ``{=mediawiki} | | ``{=mediawiki} | ``{=mediawiki} | | {{B3D:N2P/ | | {{Green|-Y}} | {{Blue|+Z}} | | Do|Ctrl|Num3}} | | ``` | ``` | | ``` | | | | +----------------+----------------+----------------+----------------+ : Perfect View Hotkeys The following screenshot shows all three perfect views plus camera perspective for the Suzanne primitive: ![](Blender-2.5_perfect_view_quad.png "Blender-2.5_perfect_view_quad.png"){width="600"} This layout is used so often, it has a keyboard shortcut: (). ## Positioning the 3D Cursor Positioning the 3D cursor is a very basic operation, yet one that many beginners find challenging. It touches on an issue common to all 3D graphics software: \"How do you specify points in a 3D scene when we can only see two dimensions at a time?\" ### Basic Technique 1. Go into either Object Mode or Edit Mode. 2. Move the mouse pointer to the desired position (in any viewport). 3. Click . ### Two Challenges **Challenge #1.** Using only tools presented thus far, try positioning the 3D cursor on the virtual camera. Try it! When you\'re done, check your work by orbiting the camera. Perhaps you thought you were done when you clicked on the camera. But the moment you changed your viewpoint, you probably found that the 3D cursor was actually behind (or in front of) the camera. Hints: - Try positioning the cursor in two different perfect views. - Use orthographic, not perspective, view. **Challenge #2.** Using only tools presented thus far, try repositioning the 3D cursor at the origin (that is, at the center of the cube). As before, check your work by orbiting the cube. Don\'t spend too much time on this. \"I found that I would select the cube when left clicking on it in object mode, if the **\"Use 3d transform manipulator\"** button was enabled. To toggle this off, you click on the **gray pointing hand** in the 3d panel header, or (Ctrl Space).\" \"When you want the cursor back into the cube, just select the camera with **RMB**, put the cursor into the cube following the steps above, and re-select the cube with **RMB**.\" \"I\'ve discovered it helps a lot if you are in Object Mode and not in Edit Mode. I wrote the following before discovering this: *The problem with this exercise, for me, is that left clicking on the cube selects the cube instead of moving the 3d cursor. If I click on the cube outside of its central white circle I can get the cursor to move there, but only to outside of this white circle, and even then this only works sometimes.*\" \"I failed at this until I had zoomed in close enough to the cube. When I was too far zoomed out I kept selecting the cube rather than creating an edit point.\" \"I had the same problem and found it was because the cube was selected. I made sure I was in object mode, right clicked on the camera to select the camera instead of the cube, and I could then position the edit point in the cube. However, doing this messed up the next part of the tutorial because you cannot switch into edit mode with the camera selected! Perhaps the suggestion of trying to put the 3D cursor in the cube should be dropped as it raises too many questions at this stage.\" \"You can deselect all by pressing the AKEY or the select button in the 3D View.\" \"Use wireframe mode works better to get the cursor in.\" \"To get it back in the cube: 1) Make sure you\'re in object mode. 2) Select the cube. 3) Object \> Snap \> Cursor to selection (cursor refers to the 3D cursor here) so it puts it right in the middle of the cube.\" \"I think it\'s an essential point to note that *in order to place the cursor inside the cube, the cube must NOT be selected*. AKEY was probably the best way to deselect the object.\" \"If I remember correctly, undo history gets cleared when you switch between object and edit mode.\" \"I wasted a lot of time here. *Thank you* to the reader who suggested (on the 3D view header) Object \> Snap \> Cursor to selection. It was the only thing that worked to get the cursor visible again and placed where clicked.\" \"I missed the point of the exercise first time around. You can\'t set a 3D point on a 2D screen without technique. Orthographic views are crucial. I am just learning, but take that, at least, away from it.\" \"Positioning the 3D cursor in othographic views always made it snap to the cube surface, making it impossible to center precisely. Fix this by disabling \"Cursor Depth\" on the \"interface\" tab under \"User Preferences\". \"The phrase *check your work by orbiting the camera* needs additional clarification, such as a referenced section or the precise commands to use.\" ### More Ways to Position the Cursor ![](Blender-2.5_snap_menu.png "Blender-2.5_snap_menu.png"){width="500"} Here\'s an easy way to position the cursor at the center of an object: 1. Make sure Blender is in Object Mode, with the object selected. 2. Move the mouse pointer to any 3D View window. 3. Snap the cursor to the selected object using either: - → *Cursor to Selected* : or - *Object → Snap → Cursor to Selected* Here\'s 2 easy ways to relocate the cursor to the scene\'s origin (0, 0, 0): 1. Move the mouse pointer to any 3D View window. 2. Press to reset the cursor to the origin. - Note that this also changes the view location, meaning that when you zoom in, you won\'t zoom in to the scene origin. 3. A better way is to click *Object → Snap → Cursor to Center* - You can also do this by → *Cursor to Center*. ## Changing Your Viewpoint, Part Two Now you\'ll learn some additional techniques for obtaining the view you want: - Panning - Centering - Jumping to the camera\'s viewpoint - Zooming in on a selected area ### Panning When you orbited the cube, the viewpoint\'s position and direction both changed at the same time. You also can shift the viewpoint up-down or left-right *without* changing its direction. (This is similar to the side-scrolling effect in the classic Mario and Sonic video games.) This is called *panning "wikilink")*, and it\'s an important skill to master. Try it now: 1. Activate a 3D View window by placing the mouse pointer inside it. 2. Now you can: - Use to pan up and down. - Use and to pan up and down in small increments. - Use to pan left and right. - Use and to pan left and right in small increments. - Click and drag with or to pan freely in the viewplane.\ \ You will likely find this to be a distraction in some cases. To move the viewpoint position back to the center, snap the cursor to the center, then click *View → Align View → Center View to Cursor*. You could also snap the cursor to the center then press .\ In versions ≥2.74 you can also use to center the view to the cursor. ### Centering When you zoom or rotate the view, you always zoom or rotate around the center of the view. To make sure everything in your scene is visible: 1. Press . To center the view on an arbitrary point: 1. Move the 3D cursor to the point of interest. 2. Verify the cursor position from a second viewpoint. 3. Press + to center the view. To center the view on an object in the scene: 1. Make sure Blender is in Object Mode. 2. Zoom out until the object is in the viewport. 3. If any objects are selected, use (or *Select → Select/Deselect All*) to deselect them. 4. Select the object of interest by clicking on it. 5. Press to center the view. ### Jumping to the Camera\'s Viewpoint To see the scene as the virtual camera sees it, press . Afterwards, you can rotate, pan, and zoom normally, but the virtual camera will not follow. To go back to your previous view, press again. (In the latest versions of Blender, the virtual camera can be made to follow all the changes made in viewpoint while in camera view by checking the option \"Lock Camera to View\" on the Transform panel. Hit on your keyboard to bring up the transform panel. To disable this option uncheck \"Lock Camera to View.\") ### Zooming into a Selected Area Suppose you want to get an extreme closeup of a particular area. Because there\'s no center mark on the viewport, you might have to pan and zoom several times to get the desired view. The shortcut for zooming to an area is: 1. Activate a 3D view window that contains the area of interest. 2. Press . A crosshair appears in the viewport. 3. Click and drag with to draw a rectangle around the area of interest. 4. When you release , the viewport will zoom in on the area you selected. ## View Navigation You can also change your viewpoint in the 3D view by "walking" or "flying" through it. To activate this, press . By default in Blender 2.70, this puts you in "walk" mode. Earlier versions only offered "fly" mode. (In Blender 2.70 and later, you can choose which one you prefer in User Preferences, under the Input tab.) In both modes, helpful prompts appear in the header of the 3D view window to remind you of the key functions while the mode is in effect. When you have reached the position and orientation you want, press or or to end the navigation mode and stay there, or or to abandon the navigation mode and be teleported immediately back to your original position and orientation. (In 2.77+, pressing will teleport you to where the cross hairs point towards.) ### Walk Mode In this mode, you move the mouse to turn your view up/down/left/right, and , , and or the corresponding arrow keys to move forward, left, back or right, and and to move up or down respectively. Hold a movement key down to keep moving. Movement stops as soon as you release it. Pressing will "teleport" you close to whatever objects lie within the crosshairs at the centre of the view. You can also use to turn on gravity. Make sure there is a floor or other object under you to land on! With gravity on, you can no longer use the vertical movement keys, but you can use to make jumps. Press again to turn gravity off. ### Fly Mode In this older mode, moving the mouse to change the view works the same as in Walk mode, but the above direction keys (, , , , , and the arrows) apply "thrust" in the respective directions, so you keep moving after releasing the key. Press the key repeatedly to increase your speed in that direction, or press the key for the *opposite* thrust direction to reduce your speed. You can roll the mouse wheel up to apply forward thrust, or roll it down to apply backward thrust. Your current velocity vector automatically changes direction with you when you turn. Thus, you can apply a single burst of sideways thrust while facing an object, then, without applying any additional thrust, keep turning to face the object, and you will go right around it. ## Visibility Layers Every object in the scene is assigned to one or more of 20 . Visibility layers have many uses: - You can put scenery, characters, particles, and lamps in different layers, to help organize your scene. - By changing which layers are visible, you can simplify your view of the scene and work with only one or two layers at a time. - When rendering, only visible layers are included. You can use this to render your scene layer by layer, checking each layer separately. - You can configure lamps to illuminate only objects in the same layer. !Left: Viewing layer 1 only.\ Right: Viewing all 20 layers. In Object Mode, you can tell which layers are visible by looking at the twenty small boxes located in the 3D View header between the Transform Orientation menu and the \"Lock\" button. The top row of boxes represents layers 1 through 10, with 1 being the leftmost and 10 being the rightmost. Similarly, the bottom row of boxes represents layers 11 through 20. ### Hotkeys - To view just one of layers 1 - 9, press .. . - To view just layer 10, press . - To view just one of layers 11 - 19, press .. - To view just layer 20, press . - To toggle the visibility of one of layers 1 - 9 without affecting the visibility of the other layers, press .. . - To toggle the visibility of layer 10 without affecting the visibility of the other layers, press . - To toggle the visibility of one of layers 11 .. 19 without affecting the visibility of the other layers, press .. . - To toggle the visibility of layer 20 without affecting the visibility of the other layers, press . - To make all layers visible at once, press . Press again to return to your previous layer visibility setting. On the AZERTY keyboard layout, the standard number keys are the &é\"\'(-è_çà keys. Do not use unless you want to toggle visibility as explained below. Holding down while selecting a layer (by keyboard or mouse) will, instead of making only that layer visible, toggle the visibility. In this way, you can select combinations or to hide particular layers. The key to press to select all layers at once differs by keyboard layout. It is: - (the key under Esc) on UK keyboards, - US, - German, Swedish, Finnish and Hungarian, - Swiss German, - Danish, - AZERTY, - Norwegian, - Spanish, - Portuguese, - Brazilian Portuguese, - Italian, and - Russian. After pressing the aforementioned key, holding down while pressing it again will restore the visibility settings you had *before* you made all layers visible. When only one layer is selected, new objects are automatically assigned to that layer. When two or more layers are visible, new objects are assigned to the most recently visible layer. ## Count Your Polys If you want to count the polygons in your scene, the data is available in the Info Header. As you can see in the above image, this scene has 507 vertices and 500 faces (polygons).
# Blender 3D: Noob to Pro/Object Mode |nextText=Meshes and Edit Mode |previous=3D View Windows |subcat=Basics }} ``` ## Introduction In this module, you will learn some basics about operating in . This is normally the default mode Blender is in when you open a new document. It is the mode where you operate on whole objects, rather than on their parts. Many of the conventions involving selection and manipulation of objects or parts of objects apply to other modes as well, so this is a good place to become familiar with those conventions. ![](Blender-2.5_mode_menu.png "Blender-2.5_mode_menu.png") !Cube selected in Object mode.{width="200"} Open a new document, then confirm you are in Object mode by checking the mode menu. Select the default cube by clicking on it with . You will see it framed in an orange outline. ## Object Origin When you select an object, you will notice a round dot appears, normally in the middle of the object, the same orange-yellow as the rest of the selection. This is the object's *origin*. It is the reference point for the object's local coordinate system. Certain kinds of edits to the object can cause this origin to end up at a position well outside the object. If that happens, operations like transformations applied with reference to the origin may not behave as expected. However, Blender has capabilities to deal with this. They will be explained when you need them. ## Multiple Selections You can select more than one object at a time. With the cube still selected, change your view until you can see both the cube and the default lamp. Select the lamp by clicking on it with ( for versions after 2.8), so both the lamp and the cube are selected. You will notice that the lamp takes on the orange-yellow colour, but the cube now has a more reddish highlight. The object is the last one selected. Other objects can be part of the selection, but the reddish-orange highlight indicates that they are not active. The Properties window shows properties for the active object, not the entire selection, although operations in the 3D view like moving and deleting objects will affect the entire selection. Some operations (like parenting, which you will learn about later) set up a special relationship between the active object and the rest of the selection, so for these, the order of selection of objects becomes important. You can remove the active object from the selection with ; the small spot indicating the origin of the object's geometry stays highlighted in the yellow-orange colour, even though the rest of the object loses the selection highlight. If you do this to an inactive object, it will make that object active. Pressing *inverts* the selection. i.e. it deselects what was previously selected, and selects everything else instead. It does not change the active object. ## Selecting Obscured Objects If multiple objects lie under the mouse, you can choose which one to select by clicking : this will bring up a menu listing the names of the selectable objects. Alternatively, you can add an object to the current selection, or remove it from the current selection, by clicking and selecting it from the menu. On Ubuntu 16.04 LTS, it appears that has the same effect as on a Window\'s title bar. But does the trick of **Selecting Obscured Objects**. ## Selecting Everything and Nothing Pressing does one of two things: if *anything* is selected, it clears the selection (i.e. selected objects are no longer selected). But if *nothing* is selected, then it selects *everything*. You will often see instructions to press either once or twice, to ensure that either nothing is selected, or everything is selected. ## Hiding Things When working on a complex model or scene, things are likely to get cluttered, making it hard to see the specific part you're working on. It is possible to *hide* objects, so they no longer appear in the 3D view. Select the object(s) you wish to hide, and press . This is purely a convenience for working in the 3D view, i.e. hidden objects remain unchanged when you render them. Pressing hides everything *except* the current selection. This is a quick way to remove the clutter and narrow the view to the objects of interest. Pressing brings back all hidden objects and selects them. If you lose track of what is hidden and what is visible, press this to bring everything back. ## Local Versus Global View is another way of selectively hiding parts of the scene. Pressing ( for emulated numpad) hides everything that is not selected, and automatically zooms in or out as necessary so the selected objects fill the 3D view. Pressing again, restores the items to the normal . This differs from simple hiding with in that a render done in local view only shows the objects currently visible in that view. In particular, if your lights are excluded from the local view, you are liable to see black blobs in place of your objects. **How do I determine the viewing mode?** Look at the words in the upper-left corner of the 3D view. They indicate your current view orientation and perspective settings (e.g. "User Persp"). If the word "(Local)" appears at the end of the string, you are in local view. Otherwise, you are in global view. ## Border Select (Box Selection) A quick way to select many objects at once is with the . Press to activate it. You will see a pair of dotted crosshairs appear centred at the current mouse position. Drag diagonally with to mark a selection rectangle, then release the . Everything within the rectangle will be added to the selection. If you didn\'t mean to engage box-selection mode, pressing exits border select mode. Alternatively, to remove things from the current selection, after pressing , drag the selection rectangle with . When you release the mouse button, everything in the drawn box will be deselected. ## Circle Select (Brush Selection) Another way to select several objects at once is with the , engaged by pressing . In this mode, clicking or dragging on objects with adds them to the selection, while *removes* them from the selection. Thus the mouse becomes a brush that you can use to "paint" objects in or out of the selection. The circle showing the size of the brush can be adjusted with the mouse wheel. This allows you to use a broad brush for selection of lots of objects at once, or a finer one for better control. Clicking or pressing terminates Circle Select mode. ## The Manipulator right\|framed\|Manipulator transformation buttons & orientation menu left\|framed\|Manipulator---translation right\|framed\|Manipulator---rotation left\|framed\|Manipulator---scaling The manipulator appears in the middle of the selection. There are three kinds of manipulator as shown in the illustrations. It can be used to apply translation (position changes), rotation, and scaling (size changes) to objects. Its appearance changes according to which of these functions are enabled. You can click on the menu transformation buttons that appear when the manipulator is visible, to choose a single transformation, or shift-click to enable more than one simultaneously. You can toggle the visibility of the manipulator with , or by clicking the menu button with the red, green and blue arrows. If you have troubles selecting the red arcs of the rotation manipulator select File→ User Preferences\... System → Selection and change it to \"OpenGL Select\" or \"OpenGL Occlusion Queries\". **Transform orientations:** the "Orientation" menu governs how the axes of the manipulator are aligned, with the default "Global" corresponding to the global coordinate system. Other useful options are "Local", which corresponds to the local coordinates system of *each object*, and "View", which is always aligned to your view. To demonstrate this, click on the camera with so that it is the only object selected. Set the manipulator to do only translations (blue arrow button is selected in menu), and ensure the orientation is set to "Global". Drag any of the manipulator\'s coloured arrows with to move the camera in the corresponding direction. Now switch the orientation to "Local". You will see the manipulator arrows re-orient themselves. Note that the Z-direction (blue arrow) is now in the direction of the camera view. The local co-ordinates of the camera have the optical axis of the camera running along the Z axis. By default, that is pointing towards the cube object. The cube, by default, has its own local Z-direction running vertically. With the manipulator orientation still set to Local, add the cube to the selection with . You will see the manipulator move so it is in the centre of the selected objects. It is now between the camera and the cube. Now if you drag the manipulator Z axis arrow with , each object will move along its *own* version of that axis. The camera moves towards or away from the cube and the cube rises or falls. Switch the orientation to "Global", and try dragging a manipulator arrow again. This time, both objects will appear locked together and will move in the same direction, along the same (global) axis. ## Transformation Hotkeys The manipulator is not the only way to apply transformations to objects. That can also be done via keyboard shortcuts. Hide the manipulator to reduce clutter. Select the cube, and only the cube, with . Now press to `<b>`{=html}G`</b>`{=html}rab the object. The selection outline around the object turns white, as it did when you were dragging with the manipulator, except this time, you didn\'t press any mouse buttons. Now move the mouse without pressing any buttons, and you will see the object move along with it. Press or to terminate the movement and leave the selected object at the new position, or or to cancel the operation and leave the object at its original location. Similarly, use to `<b>`{=html}R`</b>`{=html}otate the object, and to `<b>`{=html}S`</b>`{=html}cale it. You can *constrain* the movement to particular axes by pressing the appropriate axis key. For example, press to start moving the cube again, then press and you will see a bright colored line appear parallel to the global X-axis. Now when you move the mouse, the cube will move along only that colored line. Similarly and constrain movement to the Y and Z axes respectively. The colored lines that appear are a brighter reddish, green or blue that correspond to the red, green or blue lines for the X, Y or Z axes, respectively. **Transform orientations:** to constrain the transformation to a different set of axes, press the constraint key twice. The coordinate system used depends on the selection in the Transform Orientation menu: - Local or Global --- the transformation happens in the object's local coordinate system. - View --- the transformation is aligned to view coordinates. For example, with the default "Global" selection from this menu, select the camera with , press to move it, then press twice, and you will see the coloured line orient itself along the direction of view of the camera. The axis constraints also work with scaling, and rotation (which only happens *around* the specified axis). You can also constrain movement and scaling to happen along two axes, but not the third one, by holding down when typing the axis constraint. For example, followed by will constrain movement to the global X-Y plane (i.e. any direction *except* along the Z-axis). To constrain movement to the *local* X-Y plane, type the contraint twice: . Here\'s a summary of what the transformation hotkeys do, with and without constraints: +----------------+----------------+----------------+----------------+ | Key | without | followed by | followed by | | | constraint | *axis* | `{{B3D:N2P/Do | | | | | |SHIFT}}`{=med | | | | | iawiki}-*axis* | +================+================+================+================+ | ` | moves in plane | moves along | moves in plane | | ``{=mediawiki} | perpendicular | *axis* | perpendicular | | {{B3D | to view | | to *axis* | | :N2P/Do|GKEY}} | direction | | | | ``` | | | | +----------------+----------------+----------------+----------------+ | ` | rotates about | rotates about | | | ``{=mediawiki} | view direction | *axis* | | | {{B3D | | | | | :N2P/Do|RKEY}} | | | | | ``` | | | | +----------------+----------------+----------------+----------------+ | ` | scales | scales along | scales | | ``{=mediawiki} | uniformly | *axis* | uniformly in | | {{B3D | along all axes | | plane | | :N2P/Do|SKEY}} | | | perpendicular | | ``` | | | to *axis* | +----------------+----------------+----------------+----------------+ In addition, the hotkey sequence enables *free rotate*, i.e. the object can rotate around all three axes as you move the mouse. ### Transforming by Numbers Sometimes you need to position things accurately, using calculated numbers, instead of estimating by eye. Blender can do that too. Simply type the number after the transformation hotkeys before pressing to confirm the operation. For example, will move the selection by 1 unit in the positive X direction. will move by 1 unit along negative X. Decimal points are allowed, thus will scale the selection by a factor of 0.5, or 50%. Rotation works similarly, using degrees clockwise around the selected X, Y or Z axis. ### Transformation Menu ![](Blender263TransformPanel.png "Blender263TransformPanel.png") Yet another way is shown at right, in the Transform panel that appears at the top of the Properties shelf (press to toggle its visibility at the right side of the 3D view). Here you can see the existing transformations values. You can drag the sliders to change them, or click on them and enter new values. ## Choosing the Pivot Point ![](Blender263PivotPointMenu.png "Blender263PivotPointMenu.png") When you do a scaling or rotation operation, you can choose the , which is the central origin point that remains unaffected by the operation. By default this is the "Median Point", or centre point of the selection, but the Pivot Point menu lets you choose some other options. For example, select both the cube and the camera, and rotate them (). By default they will rotate around their common centre. Now go to the Pivot Point menu and choose "Individual Origins" and rotate your two selected objects with again, and you will see each one now rotates about its *own* centre, rather than the common one. Another useful pivot option is "3D Cursor", which places the transformation origin at the 3D cursor location. Finally, the button with three dots and a double-headed arrow immediately to the right of the one that pops up the Pivot Point menu is titled "Manipulate center points." Selecting this means transformations do not rotate the actual objects themselves, only their positions. To see the effect, you need to choose a pivot point that is not the object's origin. Now try rotating the object. You will see its centre describes an arc around the pivot point, without changing the object\'s orientation. Think how the seats in a Ferris Wheel rotate around the wheel\'s pivot, yet still maintain their orientation. Similarly scaling will change the distance between the chosen pivot point and the object's origin, but will not affect the size of the object itself. A bursting firework scales rapidly in this way. **Why can\'t I rotate or scale objects?** One pitfall you might encounter is that you select an object, try rotating with or scaling with , and nothing happens, though moving with still works. It\'s quite likely you have the "Manipulate center points" button active when you didn\'t mean to. Check if it\'s active, and click it to deactivate if so. **Hotkeys** --- there are keyboard shortcuts for all the above options: +---------------------------------+--------------------------+ | Pivot Option | Key | +=================================+==========================+ | Active Element | ## Basic Camera Technique The camera view is very useful for making adjustments to your camera while getting continuous feedback on how the render will look. This view shows a framing rectangle covering the area that will appear in the render, surrounded by a *passepartout* which gives a darkened view of the surrounding part of the scene. You can use the mouse wheel to zoom in and out, adjusting how much of your view is the rendered area and how much is passepartout. In this view, use on the framing rectangle to select the camera, and it will show the usual orange-yellow highlight. The manipulator will not appear even if enabled, so you must use the transformation hotkeys to perform camera transformations. Use to move the camera around parallel to the view plane. Since the view stays locked to the camera, you will see the scene move in the direction *opposite* of what you might expect. The camera's local Z-axis lies along its direction of view. This allows useful operations like to move the camera in or out without affecting the direction in which it\'s pointing. Also the X axis runs left to right in the camera view so rotating around X will adjust the up-and-down *pitch* angle. Rotating around the vertical Y axis will change the *yaw* (left-right) angle, and you can rotate around the optical axis of the camera using to produce an effect of *rolling* the view around the visual axis. Another useful technique is to position the 3D cursor at a point of interest, set the pivot point to the 3D cursor, then rotate the camera about a global axis, like the global Z-axis ( ), to adjust the angle of view while keeping the same objects in view, and without altering the distance of the camera from the point of interest. In real life you\'d get that effect by walking in a circle around your subject with your camera mounted on a *Steadicam* rig. Scaling the camera object changes its size as shown in the 3D view, but has no effect on the actual render. Regardless of what axis constraints you try to apply, the camera object will always scale uniformly along all axes. You can also use Fly mode in camera-view mode to fly around the scene, taking the camera with you. Another choice for moving your camera in Camera View is to bring up the Properties panel () and, in the View section, tick the box next to Lock Camera to View. Now you will be able to use the to \"move objects\" just as you move things around in other views such as the 3D view. Holding down the and dragging will rotate, will allow you to \"move the object\" around in the view (panning), and the scroll wheel will allow you to \"move the object\" closer or farther from the camera. You are actually moving the camera with these manipulations and not the object(s) themselves. ## Adding/Removing Objects, Undo/Redo, Repeat Select the cube with again. Press either or and, after confirming the popup, the cube disappears! It has been deleted from your scene. Unlike mere hiding, it really has disappeared. Press to undo your last operation, and it reappears. Click with to position the 3D cursor away from the default cube. Press to bring up the Add menu, go to its Mesh submenu, and add another cube to the scene. Again, undo with , and you are back to a single cube again. Now press : this will undo the undo, and *redo* the last operation you undid, bringing back the second cube. Try adding a third cube. Now should undo that and take you back to two cubes, and pressing again should undo the addition of the second cube, taking you back to one. Try at this point to restore the second cube, then again to restore the third one. Blender remembers up to the last 32 things you did (depending on the limit set in your user preferences) in its *undo stack*. You can go backward and forward through it with and . Sometimes you want to perform an action repeatedly. To repeat the last action, type . ## Assigning Layers Earlier, you learned about showing and hiding layers in the 3D view. To assign layers for selected objects, press . The same keyboard shortcuts apply here as when choosing which layers to display, i.e. for only the first layer, for only the second etc, to include/exclude the first layer and so on. **After assigning an object to a different layer, it disappears!** If this happens to you, it\'s because the layer(s) you assigned to the object, and the layer(s) you currently have visible in the 3D view, have nothing in common. Simply change the visible layers to include at least one of those you assigned the object to, and it will reappear. For example, if currently only layer 1 is visible, and you assign an object to only layer 2, it will disappear, but reappear when you change the visible layer to layer 2. ## Object, Action, Settings Bring up the Add menu again (). This time, add a new cylinder mesh to the scene. Look to the left of the 3D view, in the Tool Shelf (toggle its visibility with if it\'s not visible), at the bottom you should see a new panel has appeared, titled "Add Cylinder". Near the top of it is the "Vertices" number, initially defaulting to 32, which gives a fairly round-looking cylinder. Reduce it to 6, and adjust the view as necessary to get a good view of your "cylinder", and you will see it is now a hexagonal prism. Change the number of vertices to 3, and it becomes a triangular prism. This is an example of an important user-interface convention that runs right through Blender: first you select the object you want to perform an operation on as appropriate (not applicable here because we are creating a new object), then you perform the specified action with some default settings, and finally you adjust the settings to give the exact result you want. This way, instead of getting a popup *before* the action is performed, into which you have to put the right settings and hope they will give the right result, you get to interactively adjust the settings and immediately see the results, without having to continually redo the operation and deal with popups.
# Blender 3D: Noob to Pro/Mesh Edit Mode A is one of the most important and frequently-used object types in Blender. While there are other types of objects that can be used to model parts of a model or scene (text, NURBS patches, etc.), they often get converted to meshes at some point anyway, because it is the object type that offers the greatest amount of detailed control. And as it happens, Blender offers more functions, both built-in and available as addons, for dealing with meshes than for any other object type. is the mode in which you make changes to the internals of the *active* object. Not every object has an Edit mode (e.g. cameras), and the details of what you can do in Edit mode vary between the object types where it is available. This module specifically covers Edit mode for mesh objects. ## What Is a Mesh? A *mesh* is made up of one or more *vertices*; each *vertex* is just a point in space. A pair of vertices can be joined by a straight line called an *edge*, and a complete loop of edges can be filled in to form a *face*. It is the faces that make up the visible surface of the object. The edges and vertices are essentially geometrical \"scaffolding\" necessary to hold the object together. A face must have three or more sides (edges). Prior to version 2.63, only three or four sides were allowed, so faces had to be *triangles* or *quadrilaterals* (usually abbreviated to *quads*) respectively. Starting with v2.63, and the introduction of the BMesh architecture, that restriction has been lifted. You can have faces with 5 or more sides, but you will usually find that things work best if all faces, as far as possible, are quads. Particularly when constructing a model for animation purposes. ![](Blender263AddMeshSubmenu.png "Blender263AddMeshSubmenu.png") Blender's Object-mode "Add" menu () contains a Mesh submenu with a collection of pre-made mesh objects. Think of these as starting points. They make building your own objects easier by enabling you to modify an object that is an approximation of the form you want instead of having to construct a mesh entirely from scratch. ## Introduction to Edit Mode Start a new model. Hide the manipulator if it is visible (). You should be in Object mode. Click with on the default cube to ensure it is selected and the active object. framed\|right\|The default cube in Edit mode You can switch modes using the mode menu, as you previously learned. However, because switching between Object mode and Edit mode is such a frequent operation, it has a keyboard shortcut: . Do this now, and you should see the appearance of the cube change, as shown at right. The mode menu should also update. Press again, and you should be back in Object mode. Press once more before continuing, to ensure you are in Edit mode. Note the following features of the cube, and how they relate to the description of a mesh above: - The dots at the corners are the vertices. - The lines joining them are the edges. - The filled areas bordered by the lines are the faces. ## Selection Modes !Select mode buttons in a 3D View header, showing Vertex select mode active. (Found below the edit area.)") In Edit mode, the header (it\'s at the top) of the 3D View window changes to show the selection-mode controls. If you hover over each of the buttons in the group of three, you will see they represent vertex-select, edge-select and face-select respectively. You can shift-click to enable more than one at a time. In vertex-select mode, you select a single vertex by clicking on it with , and select more than one by shift-clicking on additional vertices with . Shift-clicking with on an already-selected vertex will deselect it. Pressing will select *all* vertices if none are currently selected, otherwise it will *unselect* all vertices. Edge-select mode works in a similar way, except with edges instead of vertices. Similarly, face-select mode will allow you to select and unselect faces. The single button immediately to the right of these three is titled "limit selection to visible". When it is active (the default), the mesh object being edited is displayed as *opaque* which means that vertices, edges or faces on the side away from you are hidden and cannot be selected. Click this button, and the object becomes translucent, allowing clicking *through* front faces to select parts of the mesh behind them. Another useful display mode for working in the 3D view is , which can be selected from the Viewport Shading menu or toggled with the key. In this mode, the faces become transparent, almost invisible, and the edges and vertices are displayed more prominently. ![](Blender263EditSelections.png "Blender263EditSelections.png") Here is what these various selection and display modes look like in combination: in the first row, a single vertex is selected. In the second row, a single edge, and in the third row, a single face. In the first column, limit-selection-to-visible is enabled. In the second column, it is disabled, and in the third column, wireframe mode is enabled. ### Selection Mode Hotkeys You can also switch selection modes with . In the menu that appears, you can switch to a single selection mode by selecting it with the mouse or up/down-arrow keys and pressing or . But if you press or that toggles the enabling of only that selection mode, without affecting the state of the others, as does shift-clicking on the icons above. In common with other Blender popup menus, you can quickly select an item from the menu and immediately confirm by pressing one of , or to select the first (vertex), second (edge) or third (face) item in the menu. Or, , and while the menu is up, will toggle the enabling of vertex, edge, and face-select modes respectively. ## Multiple Selections You can use to select multiple items, and to invert the selection, just like in Object mode. Only here, the "items" are vertices, edges or faces, depending on the selection mode in effect. The active (last-selected) part is shown in white, while the rest of the selection (if any) is drawn in the usual orange-yellow colour. As mentioned above, works similar to the way it works in Object mode, only instead of applying to everything, it applies to all parts of the object being edited. ## Hiding Things , and work in a way analogous to their behaviour in Object mode. Again, instead of applying to everything, they apply to all parts of the object being edited. **Remembering What\'s Hidden:** If you switch out of Edit mode with some parts hidden, they will reappear, then disappear again when you re-enter Edit mode, i.e. each object remembers what was hidden when you last edited it. ## Local Versus Global View You can toggle local/global view in Edit mode, as you can in Object mode. However, instead of narrowing the view to one or more selected objects, it narrows it to just the object being edited. ## Border Select (Box Selection) & Circle Select (Brush Selection) and work analogously to the way they do in Object mode, i.e. you select multiple items by drawing a box or by "painting" over them. ## Select More, Select Less Edit mode has some additional selection capabilities. To demonstrate them, let's use something other than the default cube, for a change. back to Object mode, and delete the cube. Now add () a Grid object. into Edit mode, and you will see that the grid is made up of 9×9 faces, or 10×10 vertices. Initially they will all be selected. Use to unselect them then to brush-select a few vertices in the middle. End brush-select mode with or . Now watch what happens to the selection when you press (select more). Additional vertices adjacent to those already selected are added to the selection. Now try (select less), and you will see the vertices on the edge of the selection are removed from it. ## Manipulator, Transformation Hotkeys, Pivot Point All of these are available for use in Edit mode as they are in Object mode, except for the "Manipulate center points" button. Note that scaling vertices scales the distances between them. The vertices themselves have no size, so they do not get larger or smaller. Similarly, rotating vertices only changes their direction relative to the pivot point, since a featureless point itself has no orientation. ### Transform Orientations The Global, Local and View options in the Transform Orientation menu apply in Mesh Edit mode as they do in Object mode. In addition there is Normal mode, where the transformation axes are aligned relative to the selection: - If a single face is selected, the X and Y axes are aligned along the face, while the Z axis is aligned perpendicular (normal) to the face. - If a single edge is selected, the Z axis is aligned along the edge, with the X and Y axes perpendicular to it. Other selections are also possible. Feel free to investigate their behaviour for yourself. Thus, with a single face selected, will move the face along its normal. In addition, it is possible to define the current Normal transformation orientation as a custom orientation for use in transforming other vertices and even other objects. To do this, you need to go to the Properties Shelf, which is made visible on the right of the 3D view with . Near the bottom is the Transform Orientations panel which contains a Transform Orientation menu which looks the same as the one in the header of the 3D View window, except it also has a "+" button next to it. Click the \"+\" and the current Normal transformation orientation will be added to the menu initially labeled "Vertex", "Edge" or "Face", depending on what is currently selected (and with a unique numeric suffix added if there is already a custom orientation defined with that name). Now if you look in either Transform Orientation menu, you will see a new selectable item, in a separate section above the five standard items. With your new orientation option selected, an editable text field will appear in the Transform Orientations panel, allowing you to change the name if you wish, and there is also a "X" button allowing you to delete the orientation item when you no longer need it. With your new orientation option selected, you can now select a different part of the object, or even into Object mode and select some other object. The manipulator and the doubled axis hotkeys will now align their transformations along this custom orientation. This is handy, for example, for aligning objects to a sloping plane. ## Proportional Editing When trying to produce natural, organic shapes, moving vertices one by one gets tedious. To produce smoother looking shapes, you need a mode where unselected vertices close to the selection also get some movement. In contrast to the sharp distinction between selected vertices which are moved and unselected ones that remain in place, there is a gradual transition from one to the other. This is where comes in. If you select "Mesh" in the header and examine the pop-up menu, you will see two submenus, titled "Proportional Editing" and "Proportional Editing Falloff". The former toggles the mode on and off, the latter controls the falloff function choice. There is also an icon for "Proportional Editing" in the header of the default 3D view. Look to the right of the \"Limit Selection to Visible\" (on edit mode). The hot key is the letter O. Pressing will toggle between Enable and Disable. Pressing + will change the Falloff type. The "Proportional Editing" submenu has 4 options: "Disable", "Enable", "Projected (2D)", and "Connected". Do you still have the Grid object you created in the "Select More, Select Less" section above? If not, add a fresh Grid object. Switch to Edit mode, and ensure that just a few vertices in the middle are selected. Enable proportional editing, and now use to move the selected vertices. You should notice 2 things: - unselected vertices near the selected ones also move, and - there is a white circle enclosing all the vertices that undergo any movement. Try using the mouse wheel while moving the vertices, and you will see the white circle grow or shrink, and the proportional region of influence will grow or shrink correspondingly. Try different falloff functions in the "Proportional Editing Falloff" submenu. Some ensure the mesh stays smooth and curvy, others give a more angular effect, etc. The third option to \"Disable\" and \"Enable\" proportional editing is \"Projected (2D)\". This view is similar to enabled, except depth is ignored. The radius of the influence region is applied to the mesh two dimensionally. The fourth option to "Disable" and "Enable" proportional editing is "Connected". This one makes a difference in more complicated meshes, which might have folds or concavities in them. In this situation, "Enable" affects all vertices within a particular distance of the selected ones, while "Connected" only measures the distance *via connected edges*, rather than directly through space. This lets you move one part of the mesh without affecting another part which might be located nearby purely as a result of a fold. Of course, proportional editing works with scale and rotate operations as well. ## Deleting Things ![](Blender263MeshDeleteMenu.png "Blender263MeshDeleteMenu.png") Now let's try deleting parts of a mesh. This is the menu that comes up when you press or when editing a mesh. For now, we will concentrate on the first three items. ![](Blender263MeshFaceDeleteBefore.png "Blender263MeshFaceDeleteBefore.png"){width="120"} ![](Blender263MeshFaceDeleteAfter.png "Blender263MeshFaceDeleteAfter.png"){width="120"} First, go into face-select mode. Select one face of the default cube, press the delete key, and select "Faces". As shown in the screenshots, the selected face should disappear. ![](Blender263MeshEdgeDeleteBefore.png "Blender263MeshEdgeDeleteBefore.png"){width="120"} ![](Blender263MeshEdgeDeleteAfter.png "Blender263MeshEdgeDeleteAfter.png"){width="120"} Use to undo your previous deletion. Now go into edge-select mode. Select one edge this time. Press delete again, this time select "Edges". As the screenshots show, the selected edge disappears, but *the faces bordering that edge also disappear*. Faces cannot exist without their bordering edges! ![](Blender263MeshVertexDeleteBefore.png "Blender263MeshVertexDeleteBefore.png"){width="120"} ![](Blender263MeshVertexDeleteAfter.png "Blender263MeshVertexDeleteAfter.png"){width="120"} Use to undo your previous deletion again. Go into vertex-select mode. Select one vertex, make sure it\'s the one closest to you so you get the best view of the effect. Press delete, and select "Vertices". Not only does the selected vertex disappear, but also the edges connected to that vertex. Edges cannot exist without their endpoint vertices. And since those edges disappeared, the faces dependent on them for their borders were deleted as well. So, to recap: ## Undo/Redo You can undo your last Edit-mode operation with , and undo your undo with , similarly to Object mode. However, Edit mode maintains its own undo stack, separate from the Object-mode stack. To undo/redo an Edit-mode operation, you must be in Edit mode, not Object mode. ## Adding Things Back to the default cube and Edit mode. Ensure you are in vertex-select mode with nothing selected. Do a somewhere near the cube. Do you see a little orange-yellow dot appear where you clicked? You just added a new, unconnected vertex to the mesh. (If not, you may need to set this hotkey in user preferences - and search for \"duplicate or extrude\".) Undo your addition (). Select an existing vertex with . Now to add a new vertex again. You will notice that it is connected to the previously selected vertex by a newly added edge as well. Since the newly added vertex is now the selected vertex, doing again at another position, and so on repeatedly, lets you construct a whole chain of new edges. But what good are edges and vertices without faces? To construct a face, you will need a closed loop of edges. To close a loop of edges, select all the vertices in the chain, and press . That will add another edge joining the first and last vertex into a complete loop of edges and fill in the loop with a new face. If you want to close the loop without filling in the face, select only the first and last vertex in the chain before pressing . Since only two vertices are selected, a new face will not be added, i.e. it will only add an edge joining the two vertices. You can also *extrude* new sections of mesh with a single click in this way. Try selecting two adjacent corner vertices of the cube (i.e. two joined by an edge). Now near them, and you will see you've created *two* more vertices, joined to the previous two by a new face. again, and you can construct a whole sheet of new mesh in this way. ![](BlenderCtrlLmbFace.png "BlenderCtrlLmbFace.png"){width="120"} Undo all your additions, and get back to the pristine cube. Now select all four vertices of a single face. near your selection, and you should have four new vertices (corresponding to the original four you selected), plus a new face connecting them, plus *four* new faces connecting them to the original four. (You may not have noticed it, but the face formed from the original four vertices has been removed as well.) Another does the same thing again. So with just a few clicks, you started with a cube and ended up with something (see at right) that is starting to resemble --- who knows? A square-cross-sectioned piece of some wonky-looking pipe, perhaps? ## Simplifying Things It is possible to remove vertices without leaving holes behind in the mesh, by two or more vertices into one. Select the vertices you want to merge, and press ; a menu will pop up with some options, including whether to position the resulting vertex in the middle of the ones being merged, or at the position of the first or last one you selected. The resulting vertex inherits all the edges that were connected to the vertices being merged, as well as the faces connected between those edges. Sometimes an operation creates duplicate vertices in exactly the same positions, or very close together. You can merge these *en masse* by ensuring you have selected all possible candidate vertices (e.g. the whole mesh), bringing up the Vertex Specials menu () and selecting the "Remove Doubles" item. Look for a message saying "Removed *n* vertices" to show briefly in the Info window. If *n* is 0, nothing was done. If you look in the lower left part of the Tool shelf, you will see a "Remove Doubles" panel has appeared, with a "Merge Distance" slider that governs the maximum distance allowed between vertices that are merged. Change this value as appropriate (either by clicking on the left and right arrows, or by clicking and typing in a new value and pressing ), and the Remove Doubles operation is immediately redone. A new message will indicate how many vertices were removed. Simply keep adjusting the value until you are satisfied you haven\'t removed too many or too few vertices.
# Blender 3D: Noob to Pro/Normals and Shading |previous=Mesh Edit Mode |previousText=Meshes and Edit Mode }} ``` ![](Blender263LowPolyUVSphere.png "Blender263LowPolyUVSphere.png"){width="120"} Open a new Blender document. Delete the default cube, and add a "UV Sphere" mesh. In the "Add UV Sphere" panel which appears at the lower left of the Toolshelf (press to make the Toolshelf visible if it's not), set both the Segments and Rings to a low number, e.g. 8. The result will be very angular, as shown to the right, not round like you would expect a sphere to be. ![](Blender263LowPolyUVSphereFlat.png "Blender263LowPolyUVSphereFlat.png"){width="120"} Press to do a quick render. The 3D view will be replaced with the ![](Blender269UVImageEditorIcon.png "Blender269UVImageEditorIcon.png") view, showing the rendered image, as at right. Press to return to the 3D view ![](Blender2693DViewIcon.png "Blender2693DViewIcon.png"). ![](Blender263LowPolyUVSphereSmooth.png "Blender263LowPolyUVSphereSmooth.png"){width="120"} Select the sphere object (). Now look in the Toolshelf for the shading buttons: ![](Blender263ShadingButtons.png "Blender263ShadingButtons.png"), and click on "Smooth". Now try a new render with . As you can see, the *surfaces* of the object look a lot smoother and curved, even though the *outline* or *silhouette* is just as angular as before. ![](Blender263LowPolyUVSphereNormals.png "Blender263LowPolyUVSphereNormals.png"){width="120"} Return to the 3D view with . Ensure the UV sphere object is selected, and you are in Edit mode. Bring up the Properties shelf at the right side of the 3D view with if it's not already visible. Look for the Mesh Display panel, and find the settings for Normals. ![](Blender263MeshDisplayNormalsSettings.png "Blender263MeshDisplayNormalsSettings.png"). If you check both icon boxes, the display of the UV sphere should change to look something like the image to the right. Those spiky little lines are the ; the green ones in the middle of each face are , the blue ones protruding from each vertex are . In the physical theory of light, the *normal* is a line perpendicular to the surface of the object the light is hitting. When your eye (or the camera) *C* is positioned on a plane through the normal of a particular surface observing a certain surface point *P* illuminated by a coplanar light source *L*, a specific amount of light will be reflected and hence be registered by the camera depending on the physical characteristics of the surface. The observed intensity of reflected light is at a maximum if the angle *C-P-L* is divided into two equal halves by the normal. In the real world, a lot of surfaces are curved or otherwise not flat. But a mesh can only be made up of straight edges and flat faces. So how can it represent an object with a curved surface? When you added the UV sphere to your scene, you had the option of specifying how many segments and rings it was made from. The more of those present, the closer the geometry approximates a curve. However, the more there are, the longer the render will take, and the more memory the model will consume to hold information about all the extra vertices, edges and faces. Which is where that "Smooth" shading button you clicked comes in. It applies a trick called *Phong shading*. Instead of doing the lighting calculation based on a normal for each face as the physical theory says you should, it starts with a normal assigned to each vertex, and interpolates the normal at each point on a face from the vertex normals at its corners, based on the distance at that point to those corners. The result fools the eye into seeing curved, rounded surfaces where there aren't any. This completely violates the laws of physics. To start with, how can you define a "normal" which is perpendicular to a *point*? But as you can see, the results look rather good, with relatively little extra computation involved, much less than actually generating all the extra geometry. As you learn more about computer graphics, you will come across more tricks like this. Physically accurate modelling is still very difficult to do, even with modern computers, and the results may not look all that good. But by adopting a bit of lateral thinking that goes completely against physics, we can often, ironically, come up with much more realistic-looking results. ## Not So Smooth? ![](Blender263LowPolyUVSphereSmoothGlitch.png "Blender263LowPolyUVSphereSmoothGlitch.png"){width="120"} If you have been adding lots of vertices, edges and faces to your mesh, you may end up with discontinuities in smooth shading causing unsightly blotches, as shown to the right. Assuming your mesh is constructed properly (e.g. no edges and faces cross each other in physically impossible ways), the most likely reason for this is the normals in the newly added vertices and faces are pointing the wrong way. To fix it, select the troublesome part of the mesh (or select the whole thing) in Edit mode, and press to recalculate all the normals. Re-render the scene to confirm the shading discontinuity has disappeared.
# Blender 3D: Noob to Pro/More Mesh Editing Techniques |previous=Normals and Shading }} ``` You previously scratched the surface of the tools that Blender provides for editing meshes. This page will introduce more of them. ## Adding More Mesh Pieces Start with the default cube again. Select it and into Edit mode. Press to bring up the Add menu. Instead of all the submenus with all the objects you could add in Object mode, you will see only a single menu containing only mesh objects. Select another cube, and use to move it away from the first cube. If you into Object mode, you will see that the two cubes look like separate, disconnected objects, but they are in fact one object, and cannot be selected separately in Object mode. You can back into Edit mode, and make connections between the vertices of the two cubes, which you cannot do with separate objects. Therefore: ## Linked Selections If you have some part of a mesh selected, pressing will select all other parts of the mesh that are connected to the already-selected parts. In the above case of the object made up of two disconnected cubes, you can on a single vertex of one cube, then use to select all the rest of that cube but not the other. Another way to do linked selections is to simply move the mouse over some part of the piece you want to select, and press to immediately select everything connected to that. Conversely, will *un*select everything connected to the vertex under the mouse. ## Separating and Joining Meshes You can separate a part of a mesh into its own object. The part you are separating doesn't have to be disconnected from the rest of the mesh. Simply select the part you want to separate in Edit mode, and press , and in the menu that appears, choose "Selection". You will see the selected part immediately change to a reddish-orange highlight, indicating it is part of the object selection but not the active object. Conversely, you can join two or more mesh objects into one. Select all the desired objects in Object mode, and press , and you will see them all immediately take on the orange-yellow highlight indicating they are *all* the active object. into Edit mode, and you can confirm all are editable as part of the same mesh object. ## Proper Extrusion You previously discovered how to add whole new sections to a mesh with . Blender also has a proper function, which lets you do this with a bit more control. Start with the default cube, as usual. Go into Edit mode. Select just the top four vertices. Press to start extruding, and move the mouse roughly along the direction of the Z-axis. You will find yourself dragging out a whole new face formed from four new vertices connected to the ones you previously selected. You will notice also that the movement of the newly-added part of the mesh is automatically constrained to be parallel to the Z-axis. Press or to finish the extrusion operation. Deselect everything. Now try selecting another four vertices of the original cube, say making up a face pointing along the X-axis. Now if you extrude these, you will see that the extrusion is automatically constrained to move only parallel to the X-axis. A quirk of the extrusion function is that if you press and then immediately abort with or , *the additional mesh piece is still created*, but it is left in the same position as the original mesh. To *really* abort the extrusion, you have to undo it with . ### More Extrusion Options brings up the Extrude menu, which gives you access to more options, depending on what you have selected: - "Region"---extrude the entire selected area as one, exactly equivalent to . - "Individual Faces"---if you have more than one face selected, then they are extruded separately. In particular, any edge common to two selected faces will give rise to two separate extruded edges, rather than one. - "Edges Only"---extrudes only the edges; new faces are created only connecting the new edges to the existing ones, not between the new edges. - "Vertices Only"---extrudes only the vertices; edges are created only connecting the new vertices to the existing ones, not between the new vertices, and no new faces are created. ## Edge Loop Selection *Edge loops* are an important concept when constructing meshes. They are so important that Blender provides a shortcut for selecting an entire edge loop with one click: on an edge or vertex that is part of the loop you want to select, and it will select the entire loop. Alternatively, adds an edge loop to the selection; or, if the part you click on is already selected, it will *deselect* the entire loop. For example, try experimenting with a UV sphere: every line of "latitude" and "longitude" in this mesh is an edge loop. ## Loop Cuts Sometimes you need to add more vertices to the interior part of a mesh, perhaps to flesh in some detail. The loop cut function lets you add more edge loops between existing ones. Ensure you are in Edit mode. It doesn't matter what parts of the mesh are currently selected. Press to activate the function. You will see a magenta-coloured loop wrap itself around different parts of the mesh as you move the mouse. You can press or to abandon the operation at this point, or once you see the loop appearing around the correct part of the mesh, you can use or to proceed. Now the magenta colour changes to the usual orange-yellow selection highlight, and will now restrict itself to sliding along this section of the mesh as you move the mouse. If you press or at this point, you will end up with a new loop of vertices and edges at the last-shown point, while or will still create the new loop, but leave it positioned at the midpoint. When the loop is still at the magenta stage, you can use the mouse wheel to increase the number of cuts to 2 or more. You can also type a number of cuts using \... . ## Edge Loop Deletion Conversely, you can get rid of edge loops as well, reducing the complexity of the surface without leaving holes in it. Select the edge loop (the quick way is on a component edge or vertex as described above), then bring up the deletion menu ( or ) and select "Edge Loop". The selected loop will disappear, and adjacent edges and faces will be merged. ## Subdividing Parts A loop cut always cuts a complete loop. Alternatively, you can just a selected part of the mesh: make your selection, then press to bring up the Vertex Specials menu, and select the top option, "Subdivide". This will create one cut, but a panel will appear at the lower left of the Toolshelf ( to make it visible at the left of the 3D view if it's not), where you can alter the number of cuts and other settings. This same option is also available on Edge Specials . Another option is the second one on the menu: "Subdivide Smooth". This one computes a Catmull-Clark interpolation to give more of a curve rather than a flat subdivision. ## Subdivision Surface Modifier A causes some change to the geometry of an object just before it gets rendered. The change does not affect the object as you view and edit it in the 3D view, or as it is stored in the document (unless you the modifier, which makes the change permanent). This allows you to create some complicated effects at render time, while the original mesh stays simple and easy to edit. Modifiers for the active object are applied and controlled in the Modifiers ![](Blender255ObjectModifiersContextButton.png "Blender255ObjectModifiersContextButton.png") tab in the Properties window. ![](Blender263ModifiersMenuSubsurf.png "Blender263ModifiersMenuSubsurf.png"){width="400"} A (also known as a "subsurf" modifier) applies the Catmull-Clark interpolation discussed above as a modifier. Being a modifier, it applies to the entire object, not just to selected vertices. But since the original mesh is preserved, you use it as a *control cage* to adjust the shape of the interpolated curve. ![](Blender263SubsurfModifierSettings.png "Blender263SubsurfModifierSettings.png") Start with the default cube selected in Object mode, as usual. Go to the Modifiers tab in Properties ![](Blender269PropertiesIcon.png "Blender269PropertiesIcon.png"). When you select "Subdivision Surface" from the "Add Modifier" menu, a new panel appears as at right. Notice the two value sliders under the "Subdivisions" heading; \'View\' controls the level of subdivision within the 3D view, while \'Render\' applies to the actual render; the higher the number of levels, the closer to a curve the interpolated geometry becomes. Having two separate settings for working environment and render allows for faster operation in the 3D view, with the usual tradeoff of lower quality, while still allowing maximum quality for the final render. `{{B3D:N2P/Note|'''Keyboard shortcuts:''' Because the Subdivision Surface modifier is so heavily used, there is a set of hotkeys for adding the modifier to the current object if it doesn’t already have one, and setting the number of subdivision levels in the 3D view: {{B3D:N2P/Do|CTRL|1KEY}} .. {{B3D:N2P/Do|CTRL|5KEY}} for setting the view levels to 1 .. 5 respectively. }}`{=mediawiki} ![](Blender263SubsurfedCubeObjectMode.png "Blender263SubsurfedCubeObjectMode.png"){width="120"} As soon as you add the modifier, the appearance of the cube should change to look something like at right (here shown with just one level of subdivision). The upper part of the panel (from the "Apply" and "Copy" buttons upwards) is common to all modifiers. Note the X button at the right. Clicking it gets rid of the modifier. Notice also a group of 4 icon buttons in the middle, the leftmost two look like a camera and an eye. The icons are defined as follows (from left to right): - Use the modifier during rendering - Show the modifier effect in the 3D view - Show the modifier effect in the 3D view in Edit mode (if this is unchecked and the previous one is checked, the modifier effect disappears while in Edit mode) - Show the mesh as though the modifier were applied to it in Edit mode. Unchecking the first one lets you disable the modifier without losing its settings. The remaining three can be handy if you're trying to disentangle the effects of different modifiers during editing. ![](Blender263SubsurfedCubeEditMode.png "Blender263SubsurfedCubeEditMode.png"){width="120"} When the third button is enabled, the mesh will look like this in Edit mode. The original mesh remains highlightable and editable. A preview of the effect of the modifier is also visible, and responds immediately to any changes made to the original mesh. (Try moving some vertices around, and see what happens.) ![](Blender263SubsurfedCubeEditModeApplied.png "Blender263SubsurfedCubeEditModeApplied.png"){width="120"} The fourth button goes one step further and acts as if the modifier has already been applied, while allowing you to edit only those parts corresponding to the original mesh. (This button affects the behavior of the third button. It cannot be used independently, and may disappear if the third button is unchecked.) ## Sharpening the Curves The subdivision surface modifier offers much more control over the resulting shape than might be apparent from above. For example, you may not want uniform curvature everywhere, you may want some parts of the shape to have sharper edges. This can be achieved in two ways: - by applying a *crease* value to selected edges - by strategic positioning of additional vertices in the control-cage mesh. ### Applying a Crease ![](Blender267SubsurfedCubeCreasedEdges.png "Blender267SubsurfedCubeCreasedEdges.png"){width="160"} Select the edges where you want the curve to be sharper. Press . Note how the curve gets pulled more or less closer to those edges as you move the mouse. The selected edges take on a magenta colour, indicating they have a nonzero crease value applied. The crease value can be seen and edited in the Transform panel at the top of the Properties Shelf at the side of the 3D view (you can toggle its visibility with . Values can range from 0.0 (no crease, the default) to 1.0 (maximum sharpness of the edge). ### Adding Vertices ![](Blender263SubsurfedCubeLoopCut1.png "Blender263SubsurfedCubeLoopCut1.png"){width="160"} For example, start with the subdivided cube example as above. Press to start a loop cut, and position the magenta outline something like this: ![](Blender263SubsurfedCubeLoopCut2.png "Blender263SubsurfedCubeLoopCut2.png"){width="160"} Press or \... ![](Blender263SubsurfedCubeLoopCut3.png "Blender263SubsurfedCubeLoopCut3.png"){width="160"} \... and move the mouse so the newly-added loop moves closer to one side of the cube. See how the subdivided mesh develops a sharper curve on this side? To confirm the placement of the new loop, press or . ### Which to Use? The basic principle is, the closer together the vertices are, the more control you have over the curve at that point. So the question is, do you just want a sharper edge, or do you want more detail? That will govern whether you need to add vertices, or just apply a crease to the existing edges.
# Blender 3D: Noob to Pro/Quickie Lighting |previous=More Mesh Editing Techniques }} ``` ![](Blender263DefaultRender.png "Blender263DefaultRender.png"){width="120"} Open a new default Blender document. Without doing anything else, hit to render the default cube with the default settings. The result should look something like the image to the right. Note the lower left visible face of the cube is completely black because the default light is at the upper right. ![](Blender263ShadelessRender.png "Blender263ShadelessRender.png"){width="120"} Go back from the render to the 3D view (). Now select (with ) the default light, and either delete it or move it to another layer (with ). Go to your World tab ![](Blender255WorldContextButton.png "Blender255WorldContextButton.png") in the Properties ![](Blender269PropertiesIcon.png "Blender269PropertiesIcon.png") window, and look for the Environment Lighting panel: ![](Blender263WorldEnvironmentLightingSettings.png "Blender263WorldEnvironmentLightingSettings.png") Check the box next to the title, and leave the "E:" (energy) value at its default 1.0. This gives us a pervasive, directionless light, illuminating all objects equally from all directions, which means there will be no shadows. Do another render, and it should now look like the image to the right. See how we have gone from inky-black shadows to no shadows at all. In the real world, lighting is almost never perfectly uniform, and this variation of light and shade is important to help us distinguish details of the scene around us. Without such variations, everything devolves into featureless blobs. ![](Blender263SoftenedDefaultRender.png "Blender263SoftenedDefaultRender.png"){width="120"} Now undo your deletion of the default lamp (or move it back to layer 1). Enable Environment Lighting again, but this time lower the Energy value to 0.1. Do another render, and it should now look like the image to the right. The shadowed face is still shadowed, but not enough to make it impossible to see any details it may have. This is usually the type of effect you want, unless you are aiming for really dramatic contrasts. So the lesson is: As you learn more, you will find that it is common to use two or three lights, or even more, to ensure proper illumination of a scene. In simple tutorials, where no explicit details are given about lighting, you can probably get by with the default light, plus some environment lighting (as we added earlier) to soften the shadows.
# Blender 3D: Noob to Pro/Quickie Model |previous=Quickie Lighting |subcat=Basics }} ``` !Your goal. In this module, you\'ll learn how to extrude and merge vertices of a mesh and how to save a model. This module also introduces the File Browser window type. Your first model will be a house, which we will develop over the course of several modules. Here we will start with four walls and a pyramidal roof. Simple! Since you\'re going to use the default cube as a base, all you actually need to build is the roof! Editing in Blender generally involves four steps: 1. Selecting an object to edit. 2. Activating Edit Mode on that object. 3. Selecting part(s) of the object to act upon. 4. Specifying the action(s) to be performed on those parts. ## Bring up the Default Cube !The default cube in Object Mode. 1. Launch Blender. 2. Load the factory settings using *File → Defaults → Load Factory Settings*. This should give you a perspective view of a scene containing three objects: - a cube, - a light source, - a camera. ## Setting up the Viewport It will be easier to work on the roof of your house in a perspective side view: 1. Press to switch to a \"perfect\" right side view. \"Right Persp\" will be shown on the top left of the 3D View. The \"up\" () direction in the scene is now \"up\" on your monitor as well. It will also help to zoom in a bit: 1. Make sure the 3D View window is active (which means your mouse cursor is in it). 2. or press a few times until the cube is about 1/3 the height of the viewport. Because you just loaded the factory defaults, the 3D transform manipulator will be enabled. For mesh editing, it will help to turn the manipulator off: 1. Make sure the 3D View window is active. 2. Press to toggle the manipulator on or off. Press once. This puts you into Edit Mode on the selected object, i.e. the cube. Here\'s how the cube should look at this point: The default cube is constructed as a mesh. Now that you\'re in Edit Mode, you can access the individual vertices, edges, and faces that make up the mesh. The default cube consists of eight vertices, twelve edges, and six faces. ## Adjusting the Height Right now, all eight vertices are selected, so any vertex edits you make will affect them all. For instance, if you were to move a vertex, the other seven vertices would follow. In order to build a roof peak for the house, you need to alter just the four top vertices of the cube. To do that, you must change the selection so that only *those* vertices are selected. 1. Turn \'Occlude Background Geometry\' off, so you can see all vertices. Note, in newer versions, this button is called \"Limit Selection to Visible.\" It is one of the buttons to the right of transform orientation which is to the right of the mode select which should be currently set to \"edit mode\". 2. Deselect the bottom four vertices, one by one, using . ![](Blender-2.5_quickie_model_stage2.png "Blender-2.5_quickie_model_stage2.png") The picture to the right shows the cube (in right perspective view and occlude background geometry \"off\") with the correct vertices selected. Now you\'ll adjust the height of your house\'s ceiling. Activate the **grab tool**: 1. Make sure Blender is in Edit Mode, with the relevant part(s) of the object selected. 2. Make sure the 3D View window is active. 3. Press . The 3D View header will be replaced by numbers: \"Dx: 0.0000 Dy: 0.0000 Dz: 0.0000 (0.0000)\". You want to lower the ceiling without making the walls crooked. This is hard to do freehand, but happily the grab tool provides an option for doing just that. With the grab tool activated: 1. Press to limit movement to the global Z-axis. When your ceiling is the height you want, confirm the grab with (or ). ## Extruding !Step 7: the extruded attic, ready to confirm{width="450"} Now you\'re going to \"add on\" to your house by **extruding**. Extrusion begins by duplicating selected parts of an object. Then the new parts are pulled away from the old ones, with new faces and edges created as necessary. To add an attic to your house: 1. Make sure Blender is in Edit Mode, with the top four vertices selected. 2. Make sure the 3D View window is active. 3. Press to activate the **extrude tool**. 4. Restrict movement to the Z axis and move the mouse pointer upward. 5. When the attic is the height you want, confirm the extrude with or . 6. Keep the extrusion visible: you will need it for the next exercise. ## Merging !The Specials menu{width="350"} You can change the roof from a flat one to a pyramidal one by merging the vertices of the roof: 1. Make sure that you still have the extruded roof from the previous exercise visible. 2. Make sure Blender is in Edit Mode, with the four top-most vertices selected. 3. Make sure the 3D View window is active. 4. Press to bring up the *Specials* menu. 5. Select *Merge*. (You can also access this by pressing +.) 6. The *Merge* menu should pop up, select *At center*. A message should appear on the Info header saying that 3 vertices have been deleted, this is because in order to merge four vertices into one, three vertices must be deleted. !Your house now has a pyramidal roof! ## Saving your Work !Saving the .blend{width="550"} We will be developing the house in later modules, so save your work now. To save the current scene in a `.blend` file: 1. Press (or select *File → Save As*). The active window temporarily changes into a File Browser window. 2. Navigate to the directory (folder) where you want to write the file by clicking on directory names in the File Browser window. (Clicking on \"..\" will take you up one level.) 3. If you wish to name the file something other than \"untitled.blend\", type a filename in the text box to the left of the \"Cancel\" button. (The .blend suffix will be added automatically.) 4. Click on the \"Save As Blender File\" button. As soon as the save operation is complete, the window will automatically revert to its former type. ### Saving Further Changes Once you have saved your work to a file for the first time, you can save subsequent changes to the same file name by pressing and confirming you want to overwrite the existing file. ## Additional Resources - A Video Tutorial on Edit Mode
# Blender 3D: Noob to Pro/Quickie Render |nextText=Enter the World |previous=Quickie Model |subcat=Basics }} ``` ![](Blender-2.5_quickie_model_render.png "Blender-2.5_quickie_model_render.png"){width="350"} If you haven\'t completed , do so now. You will need the resulting model for this module. Now that you\'ve created your first model, you\'ll probably want to try rendering it. Your first render, with a single light source and only nine faces, should finish quickly. However, as your 3D scenes become more complex, you\'ll find that rendering can take a long time. In this module, you\'ll render your quickie model and save the result in various file formats. You\'ll also learn how to aim cameras and create lamps. ## Rendering the Quickie Model 1. Launch Blender and load factory settings. 2. To load the house model from the previous module, select *File → Open Recent*, and select the file you saved. Alternatively, press or select *File → Open*, find the file, and open it. As soon as the operation is complete, the window will load the quickie model that you created in the previous exercise. 3. Press or select *Render → Render Image*. This opens the so you can watch the render progress. - With the new Apple keyboard, use to avoid the Mac Dashboard. - With Macintosh OS X 10.5, use . - With Gnome, use to avoid the Gnome Search Dialog. ## Seeing Your Render By default, pressing will switch to the UV/Image Editor window, and show your render there. You can switch back to the 3D view with . Pressing in the 3D view will switch you to the UV/Image Editor window without redoing the render, i.e. you will see the same image as last time. ## Aiming the Camera If you don\'t get a picture of the house, or if the picture is not framed well, try moving or re-aiming the camera: 1. Press to get back to Edit Mode, if needed. 2. Press to take the camera\'s viewpoint. 3. Press to put the 3D View window into . In camera fly mode, you can: - and by moving the mouse pointer up, down, left, or right. - Accelerate by forwards. - Decelerate by backwards. - Press any key or button to exit fly mode. (It works differently in version 2.70 and later, more like a FPS game with possibility to slide and so on, buttons are regular FPS controls) When you\'re done positioning the camera, try rendering again. ## Lighting If your cube is completely black, you may not have a lamp in the scene. Either the default lamp got deleted, or you\'re using a version of Blender that doesn\'t provide a default lamp. To add a lamp: 1. Make sure Blender is in Object Mode. 2. Place the 3D cursor where you want the lamp to go; or add the lamp then immediately grab it, and move it somewhere else. 3. Press . 4. In the popup menu, select *Lamp → Point*. ## Saving the Render This is old information and is no longer valid. Saving the scene (with , for instance) does not save any renders. Saving renders is a separate step. To save your current render : 1. Make sure you are in the Image Editor. If not press to render 2. Press . This temporarily changes the active window into a File Browser window. (in the older versions you use F3 but in the newer versions the button can be FN + S or SHIFT + S 3. Navigate to the directory (folder) where you want to write the file. 4. Type a filename in the text box (to the left of the \"Cancel\" button). 5. To the left of the window, choose your preferred file type. 6. Click on the \"Save as Image\" button. As soon as the save operation is complete, the window will return to the Image Editor. ## Renderer Selection ![](Blender263RendererSelectionMenu.png "Blender263RendererSelectionMenu.png") Blender offers a choice of different rendering engines for producing images. The menu for selecting from these appears in the Info window (the thin one that contains the menu bar at the top of the default layout). In most of these tutorials, you will leave this choice set at Blender Render. But it is worth knowing what other choices are available: - Blender Render---the oldest renderer, commonly known as the Blender Internal renderer. Built into Blender right from its early days. Can still produce good results with the right tricks, but considered by the Blender developers to be antiquated and not worthy of continuing development. - Blender Game---this is the renderer used by the Blender Game Engine. Designed to be fast enough for interactive use in a game, which means there are limitations in the quality of renders it produces. You also use this renderer to create rigid-body physics simulations. - Cycles Render---for this and other choices, see Advanced Rendering. ## Render Control ![](Blender263RenderRender.png "Blender263RenderRender.png") The top panel under the Render tab ![](Blender255RenderContextButton.png "Blender255RenderContextButton.png") in the Properties window shows 3 buttons and a menu. The first button renders a single frame, equivalent to . The other two buttons are more relevant to animations. ![](Blender263RenderDisplayMenu.png "Blender263RenderDisplayMenu.png") The "Display:" menu controls what happens when you press : the default "Image Editor" causes the 3D view to be switched to the UV/Image Editor showing the rendered image. "Full Screen" causes the UV/Image Editor display to take over the entire screen, while "New Window" makes it appear in a separate OS/GUI window (similar to how older versions of Blender used to work). Finally, "Keep UI" causes no changes to your window layout at all; you have to explicitly bring up the Image Editor with to see the rendered image. ## Render Image Dimensions ![](Blender263RenderDimensions.png "Blender263RenderDimensions.png") You can control the size of the image that Blender creates when rendering. This is specified in the "Dimensions" panel under Render ![](Blender255RenderContextButton.png "Blender255RenderContextButton.png") properties. Apart from the menu at the top, the settings in this panel are grouped into two columns: - The column on the left controls settings for a single image. - The column on the right specifies additional settings for rendering a whole sequence of images as part of an animation. These settings will be discussed later. At the upper left, under "Resolution:", we have the dimensions in pixels of the image (the default settings are 1920×1080 as shown in the screenshot), plus an additional scale factor slider below (showing 50% by default). With these settings, the image will actually be rendered at (1920×50%)×(1080×50%) = 960×540. Having the scale factor is a convenience. Rendering smaller, lower-quality images is faster, which speeds up initial work on your model, but you\'ll want full quality for the final result. Instead of mentally having to work out numbers for render quality, you can simply set the resolution to full quality, and use the scale factor to reduce this to, say, 50% or 25% for interim work, then set it to 100% for the final output. ## Image File Formats ![](Blender263RenderFormats.png "Blender263RenderFormats.png") You set the format and location for saving rendered images in the "Output" panel under the Render ![](Blender255RenderContextButton.png "Blender255RenderContextButton.png") properties. In current versions of Blender, the default format for saving rendered images is PNG. This is a *lossless* format which has the option for *alpha transparency* (which means the sky background is replaced by transparent pixels---enabled by clicking the "RGBA" button). This is a good format if you intend to do further work with the image (e.g. in an image editor like Gimp or Photoshop), but the files can be large. JPEG is a lossy image format, which means it throws away information that the human eye doesn't see. This produces much smaller files than PNG, and is adequate if you just want to upload the render directly for use in a Web page or other such document, but is not the best choice if you intend to do further processing of the image. It also doesn't support alpha transparency. To change the render file format: 1. Switch to the Render tab in the Properties window. 2. Look for the "Output" panel. 3. Click on the popout menu with the current file format. 4. Select your preferred format. ## Additional Resources - - Tutorial on Using Multiple Cameras ← Pictures are missing from this tutorial - Ira Krakow\'s Basic Blender Camera Positioning (Rigging)
# Blender 3D: Noob to Pro/World Settings In the properties panel, the World ![](Blender255WorldContextButton.png "Blender255WorldContextButton.png") settings control the background or sky settings for your scene. A scene doesn't have to have a World, in which case, the background will simply be black. If you save your images with a transparent Sky setting, the background doesn't matter. But in other situations, you will want to control what appears here. ![](Blender270WorldSettingsDefault.png "Blender270WorldSettingsDefault.png") Here is what the top two panels in the World Context look like in a new default document. (Settings further down for Ambient Occlusion, Environment Lighting and Indirect Lighting will be discussed later, when we discuss lighting.) "Ambient Color" is a sourceless, shadowless light, coming from all directions, applied to all objects. Trouble is, its effect is very "flat", i.e. it washes out detail. It\'s probably better to use the Environment Lighting or Ambient Occlusion options (in panels further down) to soften murky shadows. With none of the boxes checked, "Zenith Color" has no effect, only "Horizon Color" does. The sky will simply be a flat expanse of this colour. Selecting "Paper Sky" and "Real Sky" on their own has no effect, they work only in conjunction with "Blend Sky". Check "Blend Sky" on its own. Now the sky takes on a gradient from "Zenith Color" at the zenith (straight up) to "Horizon Color", not at the horizon, but at the nadir (straight down). Check both "Blend Sky" and "Real Sky". Now you get "Horizon Color" at the horizon, with a gradient to "Zenith Color" at both zenith *and* nadir. The effect of "Blend Sky" with "Paper Sky" is a bit more subtle. It means the horizon is always in the middle of the image, regardless of the orientation of the camera. The effect is more noticeable if you check "Real Sky" as well, otherwise it looks little different from "Blend Sky" on its own. ![](Blender270WorldSettingsExample1.png "Blender270WorldSettingsExample1.png") Here is an example with contrasting horizon and zenith colours. I also set the camera field of view to 90°. ![](Blender270WorldExample1BlendSky.png "Blender270WorldExample1BlendSky.png") With only "Blend Sky" checked, a render looks like this. ![](Blender270WorldExample1RealSky.png "Blender270WorldExample1RealSky.png") With "Blend Sky" and "Real Sky" checked, this is how the render comes out. Note how the cube is noticeably off-centre relative to the horizon band, because the camera view is at an angle to the horizontal. ![](Blender270WorldExample1RealPaperSky.png "Blender270WorldExample1RealPaperSky.png") With all three of "Blend Sky", "Real Sky" and "Paper Sky" checked, the result is this. The cube now looks like it is on the horizon, even though the camera angle is the same as the previous image. You can also add a texture to your sky. That will be discussed later.
# Blender 3D: Noob to Pro/Understanding the Camera |previous=World Settings |previousText=Enter the World |subcat=Basics }} ``` ## Real-World Cameras Before discussing the camera in Blender, it helps to understand something about how cameras work in real life. We have become accustomed to so many of their quirks and limitations when looking at real photographs, that 3D software like Blender often expends a lot of effort to mimic those quirks. When taking a photo with a real camera, a number of important factors come into play: - the *focus* --- because of the way lenses work, only objects within a certain distance range from the camera (the *depth of field*) will appear sharp in the image. Objects outside this range will begin to appear noticeably blurred, the blur getting worse the farther they are outside the focus range. The narrower the range of in-focus distances (the shallower the depth of field), the more quickly this blurring happens with objects outside it. - the *exposure time* --- how long the shutter remains open. The longer this is, the more light is captured, but also the more likely the image is to pick up *motion blur* from moving objects. - the *aperture* --- how wide the iris opening is. This is expressed, not as an actual distance measurement, but as a fraction of the *focal length* of the lens (loosely, distance between the lens and the image-capturing surface when the image is properly focused), written as *f*: thus, say, *f*/2.8 ("*f* over 2.8", not "*f* 2.8") is a larger number, hence representing a wider aperture, than *f*/8. A wider aperture increases the amount of light being captured *without* contributing to motion blur, but it reduces the depth of field. The extreme case of a *pinhole camera* has a very tiny aperture with infinite depth of field (no need to focus at all), but captures very little light, so it needs a very well-lit scene, a long exposure, or a very sensitive image-capturing surface. - the *sensitivity* of the image-capturing surface to light. In the days of film cameras, we talked about film sensitivity ("fast" film being more sensitive to light than "slow" film). Nowadays, with digital cameras we talk about the *gain* of the light-amplification system. High-sensitivity film was more likely to produce a grainy image. In a somewhat similar manner, high light-amplification in a digital camera is more likely to produce a noisy-looking image under low-light conditions. - the *field of view* --- how much of the scene the camera can see at once. A *wide-angle* lens gives a wider field of view, but you have to be closer to objects to be able to see them, and there is greater perspective distortion. At the other extreme, a *telephoto* lens gives a very narrow field of view, but can take pictures of things from much further away. A wide-angle lens also has a shorter focal length than a narrow-angle one (remember that aperture is expressed as a ratio of the focal length *f*), therefore the telephoto lens is going to capture *less* light than the wide-angle one with the *same* aperture width. You may also have heard of the *zoom lens*, i.e. one with a variable focal length. It can be adjusted from a wide-angle mode to a telephoto mode. As you can see, many of these different factors interact with each other. The brightness of the image can be affected by the exposure time, the aperture, the gain sensitivity and the focal length of the lens. Each of these have side-effects on the image in other ways. Blender and other computer graphics software are, in principle, free of the problems of focus, exposure time, aperture, sensitivity and focal length. Nevertheless, it is common to want to introduce deliberate motion blur into an image, to give the impression of movement. Sometimes it is useful to introduce a deliberately shallow depth of field, blurring objects in the background in order to draw emphasis to the important part of the image, i.e that which is in focus. Exposure (the total amount of light captured in the image) is also less of a problem in computer graphics than in real-world photography, because in computer graphics you always have total control over the amount and placement of lighting in the scene. Nevertheless, if you're not careful, you can produce overexposed (bright parts losing detail by saturating to a solid, featureless white) or underexposed images (dark parts losing detail by becoming solid black). The field of view issue arises from basic principles of geometry, and Blender's camera is just as much subject to that as real cameras. ## The Camera In Blender Here we are going to concentrate on the important issue of *field of view*. You can change the field of view in two ways - move the camera closer to or farther from the scene (called *dollying* in film/TV production parlance), or change the angle of the lens (*zooming*). You do the latter in the Object Data ![](Blender267CameraDataContextButton.png "Blender267CameraDataContextButton.png") tab in the Properties window (the Camera has to be selected by in Object Mode, or the required tab will not be visible). *Perspective* is the phenomenon where objects that are farther away from the viewer look smaller than those nearby. More than that, different parts of the *same* object may be at different distances from the eye, leading to a change in the apparent shape of the object called *perspective distortion*. The mathematical theory of perspective was worked out by Alhazen in the 11th century, and famously adopted by the Italian Renaissance painters four hundred years later. Here are two renders of the same scene with two different cameras, to illustrate the difference. This one moves the camera closer but gives it a wider field of view: ![](BlenderPerspWidepng.png "BlenderPerspWidepng.png") This one moves the camera back, while narrowing its field of view, to try to give the scene the same overall size. ![](BlenderPerspNarrow.png "BlenderPerspNarrow.png") The latter is like using a "telephoto" lens with a real camera. Notice how the wider field of view gives you a greater perspective effect. The boxes are all *cuboids*, with parallel pairs of opposite faces joined by parallel edges, yet there is a noticeable angle between notionally-parallel edges in both images, which is more pronounced in the upper image. *That* is what perspective distortion is all about. ### Specifying the Field of View ![](Blender267CameraDataContext.png "Blender267CameraDataContext.png") When you select a camera object, its settings become visible in the Camera Context ![](Blender267CameraDataContextButton.png "Blender267CameraDataContextButton.png") in the Properties window, which should initially look something like at right. Photographers are accustomed to working in terms of the focal length of the lens - longer means narrower field of view, shorter means wider field of view. But the field of view also depends on the size of the sensor (image capture area). Modern digital cameras typically have a smaller sensor size than the exposed film area in older 35mm film cameras. Thus, the focal length measurements have to be adjusted accordingly, in order to give the same field of view. Blender allows you to work this way, by specifying the focal length in the "Lens" panel, and the sensor size in the "Camera" panel. It even offers a "Camera Presets" menu, which sets the sensor size for any of a range of well-known cameras. Also, you might be doing compositing of your computer-generated imagery on top of an actual photograph. In which case, to make the results look realistic, you need to closely match the characteristics of the camera and lens that were used to take the photo. If you know the lens focal length and camera sensor size, it makes sense to be able to plug those values in directly. ![](Blender267CameraLensAngle.png "Blender267CameraLensAngle.png") But if you're *not* doing photo compositing, but generating completely synthetic imagery, you might consider this a somewhat roundabout way of working. Why not specify the field of view directly as an angle? Blender allows for this as well. From the popup menu in the Lens panel that says "Millimeters", select "Field of View" instead, and the Focal Length field will turn into a Field of View field, showing the angle in degrees directly. This is *much* easier to relate to the geometry of the scene! ## See Also - Improving Blender Renders with Photography Techniques --- another explanation covering similar ground. es:Entendiendo la cámara
# Blender 3D: Noob to Pro/Improving Your House |previous=Understanding the Camera |subcat=Basics }} ``` !Your goal. In this module, you\'ll refine the house model you created two modules ago. In the process, you\'ll learn how to access Blender\'s predefined meshes and how to set a pivot point. You\'ll also learn how to select, extrude, delete, and subdivide the edges and faces of a mesh model. \_\_TOC\_\_ To begin, set up Blender as follows: 1. Launch Blender and load the factory settings. 2. If you have a numpad, make sure NumLock is on. 3. Load the house model you created in . 4. If the 3D manipulator is active, disable it. 5. Adjust the viewpoint until you can clearly see two walls of the house and two sides of the roof. ## Adding a Ground Plane Your house needs some ground to rest on. You can model the ground as an object in your scene. Blender has many predefined mesh objects built in. Happily, one of these is a flat, square surface. Recall that new objects are added at the 3D cursor. Before creating the ground, you should position the cursor at ground level: 1. Select the house by clicking on it. 2. Enter Edit Mode by pressing . 3. Select one of the bottom vertices by clicking on it. 4. Bring up the *Snap* menu by pressing . 5. Choose *Cursor to Selected*. 6. Leave Edit Mode by pressing so your ground is created as a separate object. !The ground added. Now create the ground object: 1. Activate a 3D View window. 2. Press . 3. Choose *Mesh → Plane*. !The scaled ground.{width="200"} To enlarge (or scale) the ground object, use the : 1. Make sure Blender is in Object Mode. 2. Select the ground by clicking on it. 3. Activate the scale tool by pressing . 4. Type to enlarge the ground 7x. 5. Press or to confirm and exit the scale tool. ## Scaling with a Pivot Suppose you want to shrink the house by 50%. As you can probably guess, this would be done with the scaling tool. However, if you did so right now without the right pivot point, the reduced house would no longer rest on the ground (check this by selecting the house and scaling it to 0.2). Blender scales (and rotates) objects around a , which by default is located at the (geometric center) of the selected object(s). In order to scale the house while keeping its base on the ground, you need the pivot point to be at ground level. Since the 3D cursor is at ground level, you can do this as follows: !Origin to 3D Cursor Menu Item. 1. Make sure Blender is in Object Mode. 2. Select the house by clicking on it. 3. In the 3D View header, click on menu item \"Object\" and put the mouse cursor over *Transform* and select *Origin to 3D Cursor* from the pop-up menu. This can also be done with Ctrl+Shift+Alt+C, select *Origin to 3D Cursor* from the pop-up menu. (A.K.A. select \"Object\" which is just left of where you\'ve been going into object mode/edit mode, as shown in the image. So Object\>Transform\>Origin to 3D Cursor) The origin of the house is now at the center of the 3D cursor. If you scale the house, the place where the 3D cursor is located will remain fixed, and everything else will expand or contract from that point. The pivot is marked with an orange-filled circle. Do not mistake it for a selected vertex. ## Edge Selection It is often useful to select edges instead of vertices. !The select mode buttons. 1. Make sure Blender is in Object Mode. 2. Select the house by clicking on it. 3. Press to enter edit mode. 4. Click on the Edge select mode button in the 3D View header. In Edge select mode, edges appear as orange or white line segments when they\'re selected and as black line segments when they\'re not. Just as you selected vertices in Vertex select mode, you can now select (and deselect) edges in the same way as vertices. This is also the same for Face select mode. It may be because those edges are . This can happen if you cancel an extrude operation and forget to undo the duplication. Here\'s a solution: 1. Switch to Vertex select mode. 2. Activate a 3D View window. 3. Select all vertices by pressing once or twice. 4. Press to bring up the \"Specials\" menu. 5. Choose *Remove Doubles*. ## Extruding Edges You can extrude edges in much the same way as you extrude vertices. !Step 5{width="200"} To add an overhang to the roof of your house, first move the pivot point to the peak of the roof: 1. Switch to Vertex select mode. 2. Select just the vertex at the peak of the roof. 3. Press to bring up the Snap menu. 4. In the Snap menu, choose *Cursor to Selected* to move the 3D cursor to the peak. 5. Use the \"Pivot\" menu (located to the left of the 3D Manipulator button) in the 3D View header to change the pivot to \"3D Cursor\". !After step 2 Now extrude by scaling from that point: 1. Switch to Edge select mode. 2. Select just the four edges at the base of the roof. 3. Press to activate the extrude tool. The effect is that you have just made a copy of the four edges. 4. Press to scale the four edges uniformly from the pivot point. 5. As you move the mouse pointer away from the pivot point, the roof of your house will expand. 6. When the roof is the size you want, confirm by (or pressing ). 7. Press to toggle the manipulator on then make the overhangs slanted by holding on the blue arrow that appears in the center of the house, and dragging down. !After step 7 ## Face Selection It is often useful to select faces. !The select mode buttons after step 2 1. Make sure you\'re in Edit Mode on the house. 2. Click on the Face select mode button in the 3D View header. In Face select mode, the center of each face is marked with a small square. Faces appear as orange or stippled grey areas with orange edges when they\'re selected (depending on which face is active), and as grey areas when they\'re not. Just as you selected edges in Edge select mode, you can now select (and deselect) faces: - If any faces are selected, press to deselect all faces. - If no faces are selected, press to select all faces. - To select a single face (and deselect the rest), click (or ) on the center of the face. - To toggle the selection status of a face (without affecting the rest), click on the center of the face. !The three faces on the +X side, selected Use these techniques to select all three faces (two roof and one wall) on the +X side of your house, as shown. - Remember that the positive direction of the axis is the direction the arrows point to. ## Extruding Faces Just as you extruded edges to grow the roof, you can extrude faces to grow the entire house. !After step 6 To double the size of your house without changing the pitch of the roof: 1. With the three faces on the +X side selected, activate a 3D View window. 2. Press to activate the extrude tool. 3. Press to extrude along the X axis 4. As you move the mouse pointer in the +X direction, the +X half of your house will expand. 5. Press to expand by exactly 2 Blender units. (If you scaled your house earlier, you must change this value accordingly, e.g. scaling by 50% means you press .) 6. Confirm and exit the extrude tool by clicking (or pressing ). ## Deleting Edges !After step 2{width="250"} If you look closely at the model, you\'ll notice an extra edge, inside the house, connecting the seams between the two halves of the roof. To delete this edge: 1. Edit the house object in Edge select mode. 2. Select just the edge you want to delete. 3. Press or . 4. When the \"Delete\" menu comes up, choose *Edges*. ## Subdividing Faces In order to add openings such as doors or windows to the walls of your house, you\'ll need to subdivide the wall (vertical) faces into smaller faces. !After step 2{width="150"} To subdivide each wall face into a 10x20 grid: 1. Make sure you are not in wire-frame mode (otherwise the occlude hidden geometry button will not appear) 2. Edit the house object in Face select mode. 3. Select all six wall faces of your house. 4. Press to bring up the *Specials* menu. 5. Choose *Subdivide*. 6. Set the number of cuts to 9 in the Operator panel (also accessible through F6). You might be wondering why to make 9 cuts instead of 10, the reason is that in case of dividing a finite surface along one axis there will be always n-1 cuts to generate n single faces. Here the number of cuts is applied in 2 dimensions. So, if you count the number of faces on the subdivided walls, you will find a 10x20 grid. The reason why there are 20 faces instead of 10 lengthwise is because you doubled the size of the house along the X axis (lengthwise). !After step 6{width="150"} !Step 2 !After step 3.2{width="150"} Now you can extrude windows and doors: 1. Edit the house object in Face select mode. 2. Turn on the \"Limit selection to visible (clipped with depth buffer)\" (for old Blender versions \"Occlude background geometry\") option by clicking on the toggle button in the 3D View header. 3. For each wall of the house: 1. Go to the perfect view for that wall: - for \"front\" - for \"back\" - for \"right\" - for \"left\" 2. Select faces where you want to create a window or door. An easy way to do this is by: 1. Deselecting all faces by pressing once or twice. 2. Pressing to activate the Border Select tool. 3. Clicking and dragging to delimit a rectangular area. 4. After you release , all faces in the rectangular area will be selected. 3. Press to activate the extrude tool. 4. Extrude inward 1/10th of a BU by typing and confirming it with or . ## Final Steps 1. Adjust the position of the lamp and aim the camera until you obtain a good render. 2. Save your work!
# Blender 3D: Noob to Pro/Modeling a Simple Person |previous=Improving Your House |subcat=Basics }} ``` !Your simple person will look like this. In this module, you will model a simple human figure. Along the way, you will practice using extrusion and learn additional ways to select vertices, edges, and faces. \_\_TOC\_\_ ## Start a New Scene 1. Start with the default cube (*File → Load Factory Settings*) and NumLock \"on\". 2. Press to edit the cube. 3. Scale the cube down 50% by pressing . ## Selection Methods Just as you did for the house model, you will begin by selecting the top four vertices of the cube. This section presents six methods for doing so. Ease of selection depends partly on the viewport settings and viewpoint. For greatest ease, you want a view in which the parts you are trying to select are both visible and close together. For clarity, use a view of the cube in which all vertices are visible: - Go to right side view with . - Disable the manipulator widget with . - Make sure the Limit selection to visible option is \"off\". ![](Blender-2.5_quickie_model_stage2.png "Blender-2.5_quickie_model_stage2.png"){width="450"} The picture on the right shows the cube with the correct vertices selected. To begin, make sure you start in Vertex select mode. ### Border Select Tool The selects things that lie in a rectangular region of the viewport. 1. Activate (place the mouse pointer in) a 3D View window. 2. Deselect all vertices by pressing . 3. Press to activate the border select tool. Two dashed gray lines should appear, one vertical and one horizontal, forming a crosshair in the viewpoint. 4. Click and drag diagonally across the area you want to select. The area will be outlined in dashed gray lines. 5. When you release the mouse button, the vertices inside the rectangle will be added to the selection. Practice selecting the top four vertices this way. If you make a mistake, press and try again. ### Circle Select Tool The selects or deselects things that lie in a circular region of the viewport. 1. Activate a 3D View window. 2. Deselect all vertices by pressing . 3. Press to activate the circle select tool. A dashed gray circle should appear. note: Prior to Blender 2.5 twice. When this tool is active, you can do various things: - To move the select area, simply move the mouse pointer. - To resize the select area, use or /.. - To select all vertices within the circle, click . - To deselect all vertices within the circle, click or + . - To deactivate the tool, press or . Practice selecting the top four vertices this way. If you make a mistake, press and try again. ### Lasso Select Tool Like many graphics programs, Blender 3D has a . 1. Activate a 3D View window. 2. Deselect all vertices by pressing . 3. Click and hold . 4. Drag the mouse pointer in a loop around the vertices you want to select. As you drag, a dashed gray line will appear. 5. You can deselect with lasso by pressing ++. 6. Release the when you\'re done. ### Vertex by Vertex Selection You can select (or deselect) vertices one by one, as you did in . 1. Click on a vertex to make it the only selected vertex. 2. Toggle the select state of additional vertices by clicking . ### Edge Select Mode You can select (or deselect) edges one by one, as you did in . 1. Click on the Edge select mode button in the 3D View header. 2. Select the top left edge of the cube by clicking on it with . 3. Toggle the select state of top right edge of the cube by clicking on it with . 4. Switch back to Vertex select mode by clicking on the Vertex select mode button in the 3D View header. After you switch back to Vertex select mode, all four vertices in the two selected edges are selected. ### Face Select Mode You can select (or deselect) faces one by one, as you did in . 1. Click on the Face select mode button in the 3D View header. 2. Select the top face of the cube by clicking on its center dot with . 3. Switch back to Vertex select mode by clicking on the Vertex select mode button in the 3D View header. After you switch back to Vertex select mode, all four vertices in selected face are selected. ## Extruding Limbs !The view menu. The illustrations in this section are in front orthographic view, so: - Use (or *View → Orthographic*) to switch to orthographic view. - Use (or *View → Front*) to switch to front view. ### Region Extrusion 1. Make sure you\'re still in Edit Mode, with the top four vertices selected. (Only two will be visible in front ortho view.) 2. Activate the extrude tool by using (or *Mesh → Extrude Region*). 3. Move the mouse pointer upwards. As you do, four *new* vertices will appear, each connected to one of the four that were previously selected. The new vertices and their associated edges will move with the mouse pointer. You can lock them into place with or ). ### Extruding a Leg ![](Blender-2.5_simple_person_snapping.png "Blender-2.5_simple_person_snapping.png") Suppose you want to extrude a region the same size as the default cube \-- in other words, one Blender unit on a side. 1. Undo your previous extrude by pressing . 2. Activate the extrude tool again by using (or *Mesh → Extrude Region*). 3. This time, as you\'re moving the extruded vertices around, hold down the key. You\'ll see that the new vertices will only move in multiples of a Blender unit. This is called , and it makes it easy to extrude by exactly one blender unit. The size of the snapping depends on the zoom level; if you are zoomed out a long way from the object the snapping will be done in large increments and if you are zoomed in close you can snap in finer amounts. Continue extruding until you have five cubes of equal size stacked atop one another. This will be one leg of your figure. ### Extruding the Pelvis ![](Blender-2.5_simple_person_step2.png "Blender-2.5_simple_person_step2.png") 1. Press until all vertices are deselected. 2. Rotate the view (by dragging ) so you can see all four vertices on the right face of the top cube. 3. Select those four vertices. 4. Extrude twice to the right. ### Extruding the Rest of the Body The same trick is repeated over and over to build the rest of our simple body. 1. Create a second leg by extruding down four times from the last cube of the pelvis. 2. Create the torso by extruding up five times from the middle cube of the pelvis. 3. Extrude to each side from the next-to-top cube of the torso to create arms. (Making sure there are five on each side. Refer to the picture on the top of the page) Image:Blender-2.5_simple_person_step3.png\|Legs and Pelvis Image:Blender-2.5_simple_person_step4.png\|Torso Image:Blender-2.5_simple_person_step5.png\|Arms To be safe, remove any double vertices you may have inadvertently created: 1. In Vertex select mode, press until all vertices are selected. 2. Make sure that you are in Edit Mode, Press to bring up the Vertex Context Menu. 3. Scroll over Merge Vertices, and then select By Distance. Now check your work: 1. Return to Object Mode by pressing . 2. Make sure the viewport draw type is Solid. (Press if it isn\'t.) 3. Rotate the viewpoint and examine the body from every side (it might be useful to return to perspective view for this). This is easily fixed. To create a face: 1. Press to go back into Edit Mode. 2. Select four vertices. 3. Press (or choose *Mesh → Faces → Make Edge/Face* from the 3D View header). - Note that you can also make edges with this tool if you select two vertices. ## Adding the Head ![](Editmodewithhead.PNG "Editmodewithhead.PNG") 1. Move the 3D cursor to a point above the neck by clicking with the . 2. Adjust the cursor position in orthographic top, front and side views (, , and respectively) until the 3D cursor is about where the center of the head should be. It may help to use → *Snap* → *Cursor to Grid*. 3. Make sure you\'re in Edit Mode with a 3D View window active. (If you create the head in Object Mode, it will be a separate object from the body, and changes to the body later in this tutorial won\'t affect the head.) 4. Create a sphere using → *Mesh* → *Icosphere*. 5. Leave the default settings for subdivisions and size in the bottom left of the screen. (Note: Your computer may slow down if you set subdivisions above 6) You should now have a small sphere at the top of the body. To make it more proportional to the body, resize it using the scale tool: 1. Make sure you\'re still in Edit Mode, with a 3D View window active and the head selected. 2. If necessary change the pivot point to *Median Point*. 3. Activate the scale tool by pressing (or *Mesh → Transform → Scale*). 4. Move the mouse pointer until the head is the size you want. You may also adjust its position using the grab tool: 1. Make sure you\'re still in Edit Mode, with a 3D View window active and the head selected. 2. Activate the grab tool by pressing (or *Mesh → Transform → Grab/Move*). 3. Move the mouse pointer until the center of the head is where you want it. Now check your work: ![](Objectmodeverification.PNG "Objectmodeverification.PNG") 1. Return to Object Mode by pressing . 2. Make sure the viewport draw type is Solid. (Press if it isn\'t.) 3. Rotate the viewpoint and examine the body from every side. Make sure that the head connects properly to the neck. ## Save Your Work You will continue working on your simple person model in the next module. To save the scene in a `.blend` file: 1. Press + (or select *File → Save*). 2. Navigate to the directory (folder) where you want to write the file. 3. Type a filename in the text box to the left of the \"Cancel\" button. 4. Click on the \"Save Blender File\" button.
# Blender 3D: Noob to Pro/Detailing Your Simple Person 1 |previous=Modeling a Simple Person |subcat=Basics }} ``` !Your goal. Few real-life objects have perfectly sharp edges. People, in particular, consist of mainly smooth surfaces. How does one model a smooth object using flat faces and sharp edges? In this module, you\'ll learn how to smooth a mesh by using subsurfaces and smooth shading. \_\_TOC\_\_ You\'ll need the simple person model from the previous module. If you haven\'t done it, either go back and do it now or download the pre-made model from . If the model doesn\'t look solid, your Viewport Shading setting may be set to Wireframe. To switch to Solid shading: 1. Activate the 3D View window. 2. Press . ## Subsurfaces !The sub surface modifier. So far, all the meshes you\'ve created have had sharp edges, giving them a faceted appearance like that of a cut diamond. To model a smooth object (like a human body) you might think you need a huge number of vertices and faces. partly solves this problem by automatically subdividing a mesh into a finer mesh suitable for smooth rendering. You subsurface in Blender by adding a to an existing mesh object. A is simply an algorithm (automatic process) which can be added to an object. (Blender modifiers are analogous to Photoshop adjustment layers.) To get started, make sure Blender is in Object Mode, with only the simple person object selected: 1. If Blender is in Edit Mode, press . 2. To select the simple person, on it. To add a subsurf modifier to the selected object: 1. Click on the modifiers tab (wrench icon) in the Properties window. 2. *Add Modifier → Subdivision Surface*. You could also add subsurf modifier by pressing . The object\'s appearance should immediately become more faceted and more rounded. In addition, several subsurface controls will appear in the Modifiers tab. The model may include some double vertices. To get rid of these: 1. Edit the model in Vertex select mode. 2. Select all vertices. 3. *Mesh → Vertices → Remove Double* 4. Try again. You need to look in to upgrading (or possibly even downgrading) your graphics drivers. Having the right graphics driver can avert many problems. What just happened? The default subsurf modifier (one level of Catmull-Clark) subdivided each face of the object into four smaller faces that are progressively angled. This softened the sharp edges of the original model where faces met at 90-degree angles. ### Controls For this model, one level of subsurf isn\'t quite enough. To increase the number of levels to two, just increase the number in the text box directly underneath *Subdivisions*. The *View* setting controls the number of subdivision levels visible in the viewport. This is very useful when you have a high-poly scene, just decrease the number of visible subdivisions to speed up viewport action. You can specify additional levels of subsurfing to be used during renders. For extra smooth renders, you might want three levels of subsurfing. Set this with the *Render* control immediately below the *View* control. The *Apply* button applies the modifier to the mesh. Do not click it yet. We\'ll be playing with the model a bit longer before we apply the changes. While useful with some modifiers, applying a subsurf modifier produces a very complex mesh, and there\'s no need to do so here. Remember that you can undo any accidental modifications with . Blender can combine a series of modifiers by them. For this reason, the Modifier tab includes buttons for arranging and removing modifiers. You can hide edges created by the modifier by activating the *Optimal Display* toggle button. The effect is especially clear with the Wireframe draw type. You can edit the mesh in modified form (without actually applying the modifier) by activating the *Adjust edit cage to modifier* toggle button, a small button with a triangle and vertices, to the left of the Up/Down arrows (the arrows are for changing the position of the modifier in the stack) in the Modifier panel. ![](Modifier_editmode.png "Modifier_editmode.png") Try this out: 1. Press to enter Edit mode. 2. Make sure Blender is in Vertex select mode. : Note that the vertices no longer lie on the surface of the object. 3. Activate the *Adjust edit cage to modifier* button. : Now all vertices lie on the surface of the object, and you can adjust the (modified) vertices directly. However, any additional vertices created by the modifier cannot be directly edited without applying the modifier. You will be editing the boxy version of the simple person awhile longer, so before continuing, deactivate the *Apply modifier to editing cage during Editmode* button. ## Smooth Shading !Your simple person after setting smooth.{width="400"} Subsurfaces do a good job of smoothing out corners in meshes. Even with two levels of subsurfaces, however, the simple person does not look completely smooth; when viewed close up, it has a scaly appearance. This is because each face is ---shaded to resemble a flat surface---resulting in sudden changes in brightness at most edges. For a smooth object, you want , which smooths out the changes in brightness. 1. Go to Object Mode. 2. Set the draw type of a 3D View window to \"Solid\". 3. Select your subsurfed object. 4. In the Toolshelf on the left, look for a caption called *Shading*. Under it should be a button called *Smooth*. : All the mesh edges will be smoothed out, leaving no sudden changes in brightness. The faces blend smoothly into one another, making the edges nearly invisible. If the icosphere has not smoothed properly and is dimpled, enter Edit Mode by pressing , select all vertices (A) and recalculate the normal direction (CTRL+N). This is also available in the Toolshelf under *Normals*. 5. Click the other button under *Shading* in the Toolshelf, named \'Flat\'. : The edges will reappear. Now you know the difference between Flat and Smooth. 6. Since the model looks better with smooth shading, click on the \"Smooth\" button again. Note that if you didn\'t have subsurf enabled, then the mesh wouldn\'t look much different. This is because smooth shading doesn\'t affect the mesh shape, it just changes how the computer draws the triangles. Smooth shading also removes a lot of definition. A good way to get rid of this is simply to add a subsurf modifier like you just did. The modifier will not only require fewer vertices, but add definition. <File:Blender3D_FlatShading.PNG%7CFlat> Shading <File:Blender3D_SmoothShading.PNG%7CSmooth> Shading Save your work. You will continue refining this model in the next module. ### Additional Resources - For more about modifiers, see - For more about Blender subsurfaces, see .
# Blender 3D: Noob to Pro/Detailing Your Simple Person 2 |previous=Detailing Your Simple Person 1 |subcat=Basics }} ``` In this module, you\'ll edit a subsurfed mesh using the scale and grab tools, all the while improving your character. \_\_TOC\_\_ You\'ll need the simple person model from the previous module. If you haven\'t done it, either go back and do it now or else download the pre-made model from . ## Widening the Torso To be realistic, the simple person\'s torso needs to be three times wider. In order to keep the torso symmetrical, you\'ll expand it by scaling both sides from a central point. ![](Blender-2.5_simple_person_detailed2_torso_scale.png "Blender-2.5_simple_person_detailed2_torso_scale.png"){width="350"} Select the sides of the torso: 1. Enter edit mode on the simple person. 2. In the 3D View header, set Face select mode. 3. From the 3D View header, choose *Pivot → Median Point*. 4. In the 3D View header, make sure Proportional Edit button is off. 5. Select the two faces on both the left and right sides of the torso, between the armpits and the waist. We will now scale the torso with the scaling tool: 1. Activate the 3D View window and press , . 2. Adjust the amount of scaling. Either: - Move the mouse pointer until the torso is the width you want. : or - Press 3. Confirm and exit by pressing or clicking . Continue selecting different parts of the torso and scaling them to get more practice using the above scaling methods. ## Bending the Arms !Removing the forearm{width="250"} When you\'ve got the basic shape of the torso, make the person hold up his hands. You\'ll do this by deleting the forearms and then extruding upward from the elbows. Select both forearms: 1. Enter edit mode on the simple person. 2. In the 3D View header, set Face select mode. 3. With the 3D View window active, press until all vertices are deselected. 4. Select the five faces at the end of the forearm. Now erase them: 1. Press to open the Delete menu. 2. Choose *Faces*. The forearm will disappear, leaving a hole. Don\'t panic; we\'ll fix it later. Now to make the arm point upwards: 1. Select the top face of the last remaining \"arm cube\". 2. Extrude the region upward by two Blender units , and confirm with or . The hole in the elbow is caused by a missing face. To fill in the missing face: 1. Deselect all vertices. 2. Select the four vertices surrounding the missing face. 3. With the 3D View window active, create the face using either - *Mesh → Faces → Make Edge/Face* : or - The new face should be smooth. If it isn\'t, make it so, using *Mesh → Faces → Shade Smooth*. !Repeat on the other side Go through the same steps (erase, extrude, and fill) on the other arm. Be sure to deselect all vertices in the first arm before selecting any in the other arm. If you have difficulty making the arms symmetrical, undo your work and go through the steps simultaneously on both arms. ## Making Feet To make feet for your simple person, you subdivide the ends of the legs and pull the front edges forward. 1. Edit the simple person in Face select mode. 2. Select the two bottom faces of the legs (front of the feet) by clicking on the first and then on the other. 3. Subdivide both faces, either with: - *Subdivide* : or - *Mesh → Edges → Subdivide* Each face gets subdivided into four smaller faces. Now select the front edges and pull them forward: 1. Switch to Edge select mode. 2. Press until no edges are selected. 3. Select the four bottom front edges of the soles (two for each feet) (where the toes should be). 4. Press and limit movement to the Y axis. 5. Move the mouse pointer until the feet are the length you want. 6. Confirm and exit by pressing or or clicking . !Congratulations! You now have feet.{width="150"} ## Reshaping the Head When you\'re satisfied with the torso and limbs, you should do something about that head. A bit too spherical, isn\'t it? You can elongate it by scaling along the Z axis. When scaling the head, you want to make sure that it stays connected to the neck. First, place the 3D Cursor at the base of the head, where it meets the neck. An easy way to do this is as follows: 1. Go into Vertex select mode. 2. Make sure the *Limit selection to visible* option is \"off\". 3. Select the vertex at the base of the head using . 4. Snap the cursor to this vertex using *Cursor to Selected* Now select the entire head: 1. Hover the mouse over a vertex/edge/face of the head 2. Press to select all parts linked to that part. Tell Blender that you want to pivot around the 3D Cursor by changing the pivot point to *3D Cursor* on the Pivot menu (the small button located to the left of the 3D Manipulator button). Now scale the head along the Z-axis, using the scale tool (, scaling by 1.5 should be about right). ![](Blender-2.5_simple_person_detailed2.png "Blender-2.5_simple_person_detailed2.png")\ You\'ll need this simple person later, so remember to save your work!
# Blender 3D: Noob to Pro/Creating a Simple Hat |previous=Detailing Your Simple Person 2 |subcat=Basics }} ``` In this module, you\'ll create a hat for your simple person. Along the way, you\'ll learn how to use the Spin tool and use layers. \_\_TOC\_\_ ## Creating a Generatrix For future convenience, you\'ll create the hat as a new object in the scene containing the simple person. If you haven\'t created the simple person, either go back and do it now or else download the pre-made model from . Start by changing layers to layer two, then add the basis for your hat: ![](Blender-2.5_layers.png "Blender-2.5_layers.png") 1. Make sure you\'re in Object Mode (so that a new object will be created). 2. Click on the second little square, this will make the viewport display layer two. (The top row is for layers 1 to 10, the bottom for 11 to 20, so layer 2 is immediately to the right of layer 1; layer 6 is across the space from layer 5.) 3. Go to orthographic front view by pressing , then . 4. Create a mesh circle at the cursor, by activating the 3D View window, pressing + and choosing *Mesh → Circle*. The new mesh object doesn\'t actually have to be a circle. You could use any sort of mesh object here because you\'re about to reshape it into a custom 2D mesh (called a ) that describes the profile of your hat. More precisely, the generatrix describes one side of a vertical cross-section through the hat. You\'ll want your generatrix to have a slope; it should be higher on one side (which will become the top of the crown) than on the other (which will become the brim). 1. The newly-created mesh should be selected. If it isn\'t, select it by clicking on it. 2. Press to edit the mesh. 3. Activate Vertex select mode. 4. Press until all vertices are selected. 5. Press to erase all vertices. ![](Blender3DNoobToPro-SimpleHat-Profile.png "Blender3DNoobToPro-SimpleHat-Profile.png") Now draw your generatrix, starting with the brim and sloping upwards toward the top of the crown: 1. Make sure you\'re still in orthographic front view. 2. Press to create the first vertex. 3. Press to one side of that vertex to extrude another vertex, connected to the first by an edge. (If this doesn\'t work, make sure you are in vertex select mode.) Keep adding vertices until you\'re satisfied with the shape of your generatrix. You can always undo using or go back and adjust the positions of particular vertices using the grab tool. The mesh is then spun around an axis perpendicular to the viewplane. You want to spin around a vertical axis, so press to switch to top view. ## Spinning the Hat !The spun hat, drawn as wireframe in orthographic front view. Now, let\'s actually spin the hat: 1. Move the 3D cursor to the vertex you want to spin around by pressing on it. You can also use the snapping tool for positioning the cursor more precisely by pressing after selecting that specific vertex. *Cursor to selected* positions the cursor. 2. Press to select all the vertices. The Spin control only spins vertices that are selected. 3. Press to activate the Spin tool. - The Spin tool is also available in the Tool Shelf under *Add*\ If you spin the hat in front view, your hat will be flat. You have to spin the hat in top view.\ You should now see 90° of a generatrix! To spin your hat all the way round, press or look in the Operator Panel just below the Tool Shelf. There should be an input slider named *Angle*, change this value from 90 to 360. There should also be a slider called *Steps*, increase the value from 9 to 15. If your hat has a large hole in the center, you must have accidentally moved the 3D cursor away from the vertex you picked in step 1. Try again. Remember that if you spin an object 360° there will be a double row of vertices at the row of vertices you spun. To fix this, press to select all vertices, press and select *Remove Doubles*. Note that this will only work in vertex select mode. You may also want to merge the vertices at the top of the hat. Do this by selecting all the vertices at the top with and pressing + → *At Center*. You may have to do this twice as some vertices might be beneath each other. Note for AMD windows users that \"Radeon Software\" using  ALT+R  as default key for \"Overlay Hotkey\" which blocks key in Blender. You can change hotkey in \"Radeon Software\" preferences. You have more than one 3D View window, so Blender is asking which window to perform the spin in. Click on the window that is showing top view. ## Smoothing Your Hat !The finished product!{width="400"} You\'ll probably have noticed that normal hats aren\'t usually as faceted as yours! To change this, first press to go back to Object mode then change the shading to *Smooth* (available on the Tool Shelf). If there are unexpected black marks, try recalculating the normals. 1. Switch to Edit mode and open the Mesh menu in the 3D View Header. 2. *Normals → Recalculate Outside*. Next, add a Subsurf modifier to the hat and set the subdivisions to two, as you did in . 1. Click on the modifiers tab (wrench icon) in a Properties window. 2. *Add Modifier → Subdivision Surface*. Save your work. You\'ll need this scene for the next module. ## Additional Resources - <http://www.youtube.com/watch?v=-mPtxa_MEPA> Ira Krakow\'s Hat Creation Video Tutorial, based on this page.
# Blender 3D: Noob to Pro/Putting Hat on Person |previous=Creating a Simple Hat |subcat=Basics }} ``` Once you\'re satisfied with the shapes of individual objects, you\'ll want to combine them into a coherent scene. You do this in Object Mode. In this module, you\'ll learn how to move objects to and from layers. You\'ll also learn how to rename and parent objects, and you\'ll get an introduction to Outliner Windows. \_\_TOC\_\_ You\'ll need the person-and-hat scene from the previous module. If you haven\'t done it, either go back and do it now or else download the pre-made model from . ## Adjusting an Object\'s Median Point !The person that you (yeah you!) made with the origin in his geometric center. made with the origin in his geometric center.") 1. Load the person-and-hat scene. 2. Make sure Blender is in Object Mode. 3. Switch to Layer 2, select the hat and press . A dialog box will pop up for you to choose which layer to move it to. Either press *1* (the number on top of the keyboard, **not** the numberpad) or select the first box in the popup. 4. Select the person you made earlier.\ Just as you did in Edit Mode, you can specify the pivot for rotating and scaling objects in Object Mode. If you just finished the previous module, the pivot is probably set to \"3D Cursor\". If so, change it back to \"Median Point\". In Edit Mode, the \"Median Point\" for pivoting is the geometric center of all selected vertices, edges, or faces. In Object Mode, however, it\'s the origin of the selected object\'s local coordinates, indicated by an orange dot. In other words, the origin might lie far from the object\'s geometric center. You can use buttons in the Tools Shelf to reunify an object\'s origin with its geometric center: 1. With Blender in Object Mode, click on *Set Origin* in the Tool Shelf (under the \"Edit\" sub menu of *Tools*) and select *Origin To Geometry* (Blender 2.70: \"Object\" -\> \"Transform\" -\> \"Origin to Geometry\") to move the selected object\'s origin to its geometric center (without changing the object\'s appearance).\ This can be useful when you want a better picture of your object. With the origin set to the person\'s geometric center, you can now snap the object with to the 3D cursor. This will let you view more of the model at one time and make for a faster editing workflow. ## Positioning the Hat !Positioning the hat Once you have the hat properly oriented, move it into position on the person\'s head. The grab tool enables you to position objects in Object Mode in the same way you positioned vertices, edges, and faces in Edit Mode. 1. Make sure Blender is in Object Mode. 2. Click on the hat object to select it. 3. Activate the grab tool by pressing . As you move the mouse pointer, the hat will move around in the viewport. By default, the movement plane is perpendicular to the view axis, so the hat will move differently depending on which viewpoint you\'re working in. Just as in the Edit Mode grab tool, you can: - Restrict the direction of motion by pressing , , or . Press once to move parallel to a global axis, twice to use a local axis. (Press the same key a third time to return to view-plane motion.) - To restrict motion to the global X-Y plane, lock the global Z by pressing . - Hold down to restrict motion to discrete steps (typically one Blender unit). - Hold down to get finer control over the motion. - Click or press to finalize the position and exit the tool. - Click or press to return the object to its previous position and exit.\ Use two different orthographic views to position the hat on the person\'s head. You will probably want to scale the hat to make it fit the person\'s head better. When you are doing this along the X or Y axis, make the changes symmetrical by specifying the axes you want scaling to be constrained to. This option is available in the Operator panel (just below the Tool Shelf) and also by pressing F6. ## Parenting the Hat to the Person !The parenting menu. Once you have the hat properly sized and positioned on the person\'s head, you\'ll want it to stay there. In order to maintain such a cozy relationship between two objects, you\'d have to remember to select them both before rotating, moving, or scaling. A drastic solution might be to join them into a single object using . A better compromise is to the hat to the person. Parenting creates a relationship between two objects, such that certain changes to one object (called the ) automatically affect the other (called the ). Changes to the child, however, do not affect the parent. Note that an object can have many children, but only one parent. Since the person is bigger than the hat, it\'s logical to parent the hat to the person (meaning: parent = person, child = hat) instead of vice versa. 1. Make sure Blender is in Object Mode. 2. Click on the hat object to select it. 3. Click on the person object. : Both the person and the hat should now be selected. The order of selection is important here. 4. Press to parent the hat to the person. 5. Select *Object*. The most recently selected object becomes the parent of all other selected objects. Now when you move the hat you will see a line from the hat to the person, indicating that the person is the hat\'s parent. And if you move the person, the hat will move with it. You may get an error saying something like *Loop to Parents*, fix this by clearing all previous parents with +. ## Renaming Objects !The renaming dialog When you have multiple objects in a scene, it helps to give each one a name. Click on the *Objects* tab in the Properties panel (the one with a box icon). 1. Now select the hat by clicking on it. 2. At the very top of the tab you should see a dialog box with the name of your object - The hat\'s name might be something like \"Circle\" depending on which mesh primitive you first built the hat from. 3. Click on the dialog box and type in a more descriptive name like \"Hat\". You have now changed the name of the hat\'s object datablock. This name change will be reflected in the Outliner, which we will look at shortly. Now select your person by clicking on it and repeat the process, changing the name to something like \"Person\". ## Outliner Windows !The Outliner window. Once you give objects names, it helps to have a way to find objects by their name and parent. This is exactly what the Outliner is for and it comes in very handy when you are working with a large scene. The Outliner is usually just above the Properties panel. You may want to pull it down a bit to see it more clearly. You\'ll notice that all the objects in your scene (Person, camera etc) are listed and that you can select these objects by clicking on them. And if you click on an object, a menu will pop up with options like *Select*, *Deselect*, *Delete* etc. If you select the Person and then click the \"+\" sign to its left, you will see that the Hat is listed below the person. This is because Blender lists all children objects beneath their parents. On the right of each object there are a series of icons which represent the state of the object. For example, the eye icon means that your object is visible in the 3D viewport. You can turn off its visibility by clicking on the eye, which will turn grey; click again on the eye to make it visible. If you hover the mouse over the icons a text box will pop up with a description of what that particular icon does. ## Good on ya\' mate! Congratulations!! You have now finished your simple character. Pat yourself on the back, and have a celebratory coffee! (Or pop!)\ \ ## Additional Resources - - -
# Blender 3D: Noob to Pro/Materials and Textures |previous=Putting Hat on Person |subcat=Basics }} ``` In 3D graphics, materials and textures are nearly as important as shapes. Scenes would be boring if all the objects were gray. The in Blender allows you to model a wide variety of materials and how they interact with light. The next few modules will introduce the available options. ## Material versus Texture A defines the optical properties of an object: its color and whether it is dull or shiny. A is a pattern that breaks up the uniform appearance of the material. Very few objects in the real world have completely uniform surfaces. Instead most of them have patterning or variation in color: consider the grain in a piece of wood, the pile in a carpet, or the mortar in a brick wall. Blender allows textures to influence materials in various ways, such as altering their colors. Multiple textures can interact with each other to produce interesting effects. Note that textures have to be attached to materials to affect objects, you cannot apply a texture to an object without a material. ## Other Material Settings Additional settings you can specify for a material include , and . Shaders determine how the appearance of a material varies with the angle of the light: shaders give a non-shiny look, while shaders give a mirror-like finish. Blender\'s material settings always involve both kinds of shaders, but you can adjust a material\'s diffuse and specular colours separately to control their respective effects; if you set the specular colour to black, the surface will no longer produce reflections. Ray-tracing is a technique for modeling the physical path of light through the scene. It is capable of producing exquisite reflection and refraction effects, including different degrees of reflectivity, translucency and transparency, and representing materials with different indexes of refraction. Blender provides two separate groups of ray-tracing settings, one for reflection of light and the other for its transmission through the material. You can control these settings on a per-material basis. Halo rendering means an object no longer looks like solid matter, instead it appears to be made of bits of light. This can be used for real-world effects like fire, smoke and plasma, or to create fantasy effects with no connection to reality. Note that reflections produced by ray-tracing are separate from that produced by the specular shader: the former are controlled by the material\'s mirror colour, while the latter is controlled by its specular colour. Reflection is done in two different ways because, while ray-tracing produces the most realistic renders, it is also very CPU-intensive. It is therefore best to apply the ray-tracing effects when you\'re completely done with your modelling to help reduce high CPU usage. Enough practice with ray-tracing can also help you get stunning effects with just few clicks without you having to do much trial and error. You would do well to dedicate at least a few hours of your time to experimenting with it, so that in a future real production situation, you will be spared all that hassle. ## Types of Textures When you create a texture in Blender, you will see a popup menu listing a whole lot of different types for the texture. The texture type lets you use a scanned image to texture your object: for example, you can scan an actual piece of metal and use that to give your object a realistic metallic appearance, or use a photograph of an actual brick wall to texture the wall of a building model, and so on. You could even use a movie, which plays during the animation of the scene. The other texture types are called , which means the textures are generated according to algorithms built into Blender itself. These can be useful for simulating various effects when you don't have an image of the real material handy; they can also be applied to augment the appearance in various ways. For example: - using a "cloud" texture to "dirty-up" a material : or - using one texture as a stencil to create an amalgam of two other textures. ## Additional Resources
# Blender 3D: Noob to Pro/Quickie Material |previous=Materials and Textures |subcat=Basics }} ``` In this module, you will create a new material called \"Green Ooze\". Along the way, you will learn how to alter the diffuse, specular, and mirror colors of a material. ## Your First Material !**Figure 1:** The Materials context in the Properties window.{width="180"} The cube in the default scene (which you get from *File → Load Factory Settings*) has a simple grey color. Now click on the Materials context ![](materials_button.png "materials_button.png") in the Properties ![](Blender269PropertiesIcon.png "Blender269PropertiesIcon.png") window. The materials context contains various menus, but for now you only need diffuse, specular and mirror. The material is named and linked in the panel above the preview window. ( is a feature that allows materials to be shared between multiple objects (or datablocks). Changing a material affects the appearance of everything it is linked to.) The first row of the window above the preview window indicates that: - there is one material assigned to this object and its name is \"Material\". The second row of controls indicates that: - The current selected material\'s name is \"Material\". - This material will only be saved if it\'s in use. - It is not a \"Nodes\" material. - Instead of being linked directly to an object, the current material is linked to a datablock. To rename the material, click on the name and enter the name you want. To unlink the material, click on the **X** button to the right of the material name (\"Material\"). Do this now. This deletes the link to the datablock, removing the material from the mesh. As a side-effect, most of the panels in the Material context disappear. You will see in a moment, however, that the material still exists. It hasn\'t been deleted; it is simply no longer in use. At this point, you could click the \"New\" button to create a new material, but instead we are going to reapply the old material: 1. Click on the ![](Next_new_button.png "Next_new_button.png") button to the left of the \"New\" button. 2. You\'ll see a nifty drop-down list containing all materials you\'ve created so far. Choose *0 Material*. Materials whose names are preceded by \"0\" in this list are not in use. By default, Blender doesn\'t save such materials when it saves the scene. Thus, you can delete a material from the list by saving the scene and then reopening it. You can override this behavior by toggling the \"F\" button \"on\" for unused materials you want saved. Your materials will be much easier to find and manage if you give them brief, descriptive names you can recognize at a glance. Change this one\'s name to \"Green Ooze\". In addition, naming of your materials and other objects in your scene is useful when such components of your scene will be appended in another scene of a different Blender file. Naming your materials and other stuff in the scene will enable you to choose the right objects and materials you need whenever you wish to append just a portion of a whole bunch of work you did. For instance, you\'re working on a new Blender project, but felt the material you used in this Blender file is worth it. Instead of going through the pain of creating a new material (of course you guessed in the initial one in getting the right material appearance), you just append the material to your new work. Pretty simple! Make naming a habit, as it\'s much used in a production environment.\ \ ## Specifying Colors Simple materials are specified by three colors: diffuse, specular and mirror. Rectangular patches (*swatches*) of the colour in their own panel in the Material context allow you to see and change each of these. Diffuse color is the basic underlying color of the material, rendered by the . Specular color is for highlights (small bright spots on a shiny surface) as rendered by the . Mirror color is for true reflections rendered using ray-tracing. There are many ways to define colours. Blender supports three: - RGB: By specifying relative amounts of red, green and blue *primary colours*, by giving a number from 0.0 to 1.0 for each component. For example, (R, G, B) = (0, 0, 0) specifies black (no colour at all); (0, 1, 0) is full green; (1, 1, 0) (full red + full green) is yellow; (0.5, 0.5, 0.5) is 50% grey, and (1, 1, 1) is full white (maximum intensity of all components). Note that this is *additive mixing* of colours, which is what happens when you shine lights of different colours onto a white screen, not the *subtractive mixing* that takes place when you mix different-coloured paints or inks on paper or canvas. - HSV: By specifying a *hue* (colour position on the rainbow) together with a *saturation* (strength of colour, from garish down to pastel, with zero giving shades of grey) and *value* (brightness). This is generally considered to be easier to use than RGB notation when you are trying to create new colours (as opposed to copying a colour spec from somewhere else), since it is easier to predict what the likely result will be. HSV is commonly represented on a *colour wheel*, where the hue is the angle around the circle, saturation the distance from the centre, and value controlled by a separate brightness slider (as shown below). - By specifying a 6-digit hexadecimal number. This is just an alternative form of RGB notation, commonly used for colour specifications in Web pages. framed\|**Figure 2:** Blender's colour picker popup If you click on any colour swatch, the colour picker will pop up, allowing you to change the values. This is the most intuitive way. The window that appears will look like this and will include the following (Figure 2): 1. A color wheel to change the color as you want. In HSV mode, H corresponds to angle around this wheel, while S corresponds to distance from the centre. 2. Three color sliders that will change if you change the color in the colorwheel. You can also change the values with the sliders. 3. A slider that controls the intensity of the color. This corresponds to the V in HSV. 4. A pipette capable of sampling colors from any Blender window or render window. 5. Buttons that can change it to \"HSV\" or \"HEX\" mode. - Alternatively you can specify hue, saturation and value components by clicking on the \"HSV\" button and pushing the sliders around accordingly. ```{=html} <!-- --> ``` - You can also press the last button and enter the hexadecimal (or HEX) code. This is simply a different representation for RGB, where the hex digits represent *rrggbb*. HSV is probably the most easily understandable way of specifying and experimenting with colours. However, as is common with most computer systems, all colours in Blender are represented internally as RGB. If you want to get rid of the window just click anywhere else. The most used method of creating a color of your own is using the color wheel, but because we want to be sure you will get the exact same color as us we will use the sliders. Use the above methods to set the diffuse color to R=0.149, G=1.000, B=0.446 (or use the HEX code: 6CFFB2). If you look in the \"Preview\" panel, you will see that the material is now bright green. Most real-life materials (other than metals) don\'t alter the color of specular light. For this reason, Specular and Mirror are usually left at their default values (white). For green ooze, however, you\'ll disregard this rule-of-thumb: 1. Click the sample rectangle below the Specular window. 2. Use the color selection dialog to adjust the specular color and watch the Preview panel to see how this color affects the sample sphere\'s highlight. 3. Set the specular color to R=0.640, G=0.990, B=0.566 (or use the HEX code: D1FEC6). With these values for Color and Specular, you should be able to get a good ooze later on. The Preview, Diffuse and Specular panel should now look like this: ![](Green_ooze.png "Green_ooze.png") ![](Green_ooze_props.png "Green_ooze_props.png") As you can see, there are many other material buttons. Many of these will be explained in later modules. Suggestions for creating specific materials may be found in . Save this scene before proceeding. You will need it for , in which you will perfect your ooze. ## Additional Resources - - -
# Blender 3D: Noob to Pro/Multiple Materials Per Object |previous=Quickie Material |subcat=Basics }} ``` !The finished render. In this module, you\'ll create a beach ball with two alternating colours. Along the way, you\'ll learn how to apply multiple materials to a single object. Many real-life objects have parts which are different colours, or are even made of different materials. One way to model such objects is to make each part a separate Blender object. However, Blender also allows you to assign different materials to parts of a single object. ## Set the Scene Begin by opening Blender and removing the default cube. Now create a mesh for the beach ball: 1. With the 3D View window active, press +) and choose *Add → Mesh → UV Sphere*. 2. Expand the \"Add UV Sphere\" panel in the bottom left of the screen, then specify 8 segments and 4 rings. : The initial result will be crude, but meshes with fewer vertices are easier to edit. Make the mesh rounder and more organic using automatic subdivision: 1. In the \"Properties\" editor, select the \"Modifiers\" context (wrench icon). 2. Select \"Add Modifier\" and click *Generate → Subdivision Surface*. 3. For the number of subdivisions, set both the \'View\' and \'Render\' count to **2**. Get rid of that blocky look: 1. Ensure you\'re in Object Mode. 2. Click the object button at the top of the viewport. 3. Select \"Shade Smooth\" from the list of options. The ball is now round, but a bit prolate. To make it more spherical, scale it by about 1.1 along the X and Y axes. To select the X-Y plane, you select ′*not* **Z**′, by using the key combination . The complete sequence is, then, , , . ## Colorize Time Now you\'re ready to begin adding colors to the object: 1. Press to put Blender into Edit mode. 2. In the Properties editor, select the \"Material\" button ![](Materials_button.png "Materials_button.png"). 3. Press \"+ New\". : A new material appears in the material slot list, and several additional panels appear below to edit the created material. 4. In the \"Surface\" panel, click on the default white base color and change it to a nice yellow. : At this point, the entire ball is yellow. ![](Blender259BeachBall_Yellow.png "Blender259BeachBall_Yellow.png") In the \"Materials\" panel click the \"+\" button (indicated by the red box in the picture, below) next to the material slot list to create a new blank slot. The \"+ New\" button will reappear (indicated by the blue box, in the picture below). ![](Blender259ObjectAddSecondMaterial.png "Blender259ObjectAddSecondMaterial.png") Click the \"+ New\" button and a new material will be created and assigned the empty slot in the materials slot list. Ensure that the new material is selected, then change the base color to blue. Nothing will happen to the beach ball, yet. Now make a single blue stripe on the ball: 1. All the vertices should still be selected from before; make sure the 3D view is active, then hit to deselect them. 2. Switch to front view with , and to \"Face Select\" mode by selecting the face select button. Which is to the left of the \"view\" button in the top left of the viewport. 3. Select a column of four faces that will make up one stripe of the beach ball (using , or depending on your selection key, on each face): : ![](Blender259BeachBall_Selected.png "fig:Blender259BeachBall_Selected.png") 4. In the \"Material\" property window, select the blue material slot in the list, then click the \"**Assign**\" button. Rotate the view (e.g. ) so you can skip past a yellow stripe adjacent to the blue stripe, and select the second column that will become a blue stripe. Work your way around the ball to do this three more times. (Remember we made the sphere with 8 segments; four of these are yellow, and four are blue). Now you see the benefit of making a sphere with only 4 rings: more rings would have meant more faces in each stripe, and more clicking to select them. For help with rendering your beach ball, see our Noob to Pro/Render Settings and Noob to Pro/Quickie Render
# Blender 3D: Noob to Pro/Metal Versus Plastic |previous=Multiple Materials Per Object |subcat=Basics }} ``` There are different kinds of shiny materials. Consider the difference between a shiny metallic object, and one made out of a glossy nonmetallic material (like plastic or ceramic). This page will explain some simple techniques for (approximately) mimicking the appearances of these materials using shader settings in the Blender Internal renderer. For all the following manipulations, start a new Blender document, get rid of the default cube, and replace it with a UV sphere. Set it to be smooth-shaded. Change the lamp falloff to be inverse linear, just to make the scene brighter. Assign the sphere a new default material. It is the settings of this material we will now proceed to play around with. ## Making It Plastic ![](PlastickyMagentaBall.png "PlastickyMagentaBall.png") For a plastic or glossy effect, give the material a diffuse colour, but leave the specular colour at white. Increase the specular intensity to something like 0.9. (In this and the following examples, I used a diffuse colour of #E7398B.) ## Making It Metal ![](MetallicMagentaBall.png "MetallicMagentaBall.png") Now change the specular colour to be the same as the diffuse colour. (The easy way to do this is to bring up the specular colour picker, click on its eyedropper icon, and use the eyedropper tool to click on the swatch showing the diffuse colour.) Also lower the specular hardness from its default value of 50, to something like 25 or even 12. This will spread out the specular highlight, giving the impression of a surface that is shiny, but not perfectly smooth. Also lower the diffuse intensity, to something like 0.05. To make the metal more convincing, you may want to choose a more typical metal colour, like grey, copper or bronze. ## Making It Ceramic ![](CeramicMagentaBall.png "CeramicMagentaBall.png") Let's try for a glazed-ceramic look, or perhaps some dark, shiny stone like obsidian. Set the specular colour back to white (the easiest way to do this is to switch to HSV view in the colour picker and set the S(aturation) value to 0). Increase the hardness to something like 200 to narrow and intensify the specular highlight. Leave the specular intensity high and the diffuse intensity low. To get an even more sharply-focused highlight, change the specular shader model from its "CookTorr" default to "WardIso". The "Hardness" parameter gets replaced with a "Slope" instead; leave this at the default 0.1.
# Blender 3D: Noob to Pro/Texture Settings |previous=Metal Versus Plastic |subcat=Basics }} ``` !Material texture settings In the Properties ![](Blender269PropertiesIcon.png "Blender269PropertiesIcon.png") window, you will find the Texture ![](Blender255TextureContextButton.png "Blender255TextureContextButton.png") context, which looks like at right. At the top you will see a row of three icons ![](Blender268TextureCategoryIcons.png "Blender268TextureCategoryIcons.png"), which indicate texture settings to view and change: - ![](Blender268TextureIconWorld.png "Blender268TextureIconWorld.png") World Texture --- a texture to use for the sky backdrop - ![](Blender268TextureIconMaterial.png "Blender268TextureIconMaterial.png") Material Texture --- a texture associated with the currently-selected material - ![](Blender268TextureIconBrush.png "Blender268TextureIconBrush.png") Brush Texture --- a texture used for some other purpose. There are two main types of textures in Blender: - Image/Movie textures - Procedural textures (all other types in the Type menu). An image/movie texture allows a two-dimensional image (which might be static or moving) to be wrapped around the surface of a three-dimensional object in some way. Alternatively, a procedural texture directly maps a predefined three-dimensional mathematical function to the surface coordinates of the object. The "Coordinates:" popup menu defines how positions on the object surface are mapped to positions within the texture coordinate space. All of these options specify automatic mapping algorithms, except one: the "UV" option. This one lets you work within the UV/Image Editor, where you *unwrap* the surface of the mesh onto a flat rectangle showing the texture image (this really only works with Image/Movie textures), and then move sections of the mesh around to make them show corresponding parts of the texture. The "Projection:" popup menu further controls how the two-dimensional surface of the object is mapped to a two-dimensional Image/Movie texture. It seems to have no effect for procedural textures. The "Offset:" and "Size:" X, Y and Z values allow simple adjustments of the position and scaling of the texture. Note that the size values work the opposite way to what you might expect: larger values here make the texture *smaller* along the corresponding dimension. The image at right shows the common settings panels for all material texture types. Additional panels will appear depending on the chosen texture type; the settings shown are for the "None" texture, which is the same as having no texture at all. ## Material Textures A material may have more than one texture associated with it. At the top of the material texture settings (see above), is a list of the *texture slots* associated with the material. Slots may be empty (unused), and slots containing a texture may be enabled or disabled, by checking or unchecking the box at the right of the list item. Disabling a texture slot stops it having an effect on the material, which is the same as deleting the texture from the slot altogether, except it is easier to revert. This can be useful when trying to debug the effect of a combination of textures on the material. ## World Textures ![](Blender268TextureContextWorld.png "Blender268TextureContextWorld.png") You previously saw how to set up colours for the sky in the World Settings; you can also add a sky texture as well. World texture settings look similar to texture settings: again there are a number of slots, and there are mapping and influence options. But the mapping coordinates types are different (and there is no UV option), and the influence types are more limited. If you're wondering why your texture definition here is making no difference to your sky, either make sure the "Blend" checkbox is checked in your World ![](Blender255WorldContextButton.png "Blender255WorldContextButton.png") settings, or check the "Horizon" Influence box here if you don't want a sky gradation.
# Blender 3D: Noob to Pro/Image Textures |next=Procedural Textures }} ``` ## Image Texture Settings !Simple checkerboard{width="100"} To understand how the texture settings apply to image/movie textures, start with an example texture. A nice simple one is this checkerboard at right---don't forget to download it in (or convert it to) PNG format, as Blender cannot use an SVG file as a texture. ![](Blender268TextureTypeMenuImage.png "Blender268TextureTypeMenuImage.png") Start a new Blender document. Note the default cube already has a a default grey material, called "Material", and this already has a single texture, called "Tex", of type "None", which means it has no effect. ![](Blender268TextureContextImagePanelNone.png "Blender268TextureContextImagePanelNone.png") Under the Texture ![](Blender255TextureContextButton.png "Blender255TextureContextButton.png") context of the Properties window, with Material Texture ![](Blender268TextureIconMaterial.png "Blender268TextureIconMaterial.png") selected, change the texture type to "Image or Movie". You will immediately see some new panels pop up in the texture context. Look for the Image panel, as at right. This initially contains a popup menu icon for selecting from any previously-loaded images (this will start out empty), a "New" button for using one of Blender's predefined test textures, and an "Open" button for loading an image from a file. Click the "Open" button, and select your previously-downloaded or converted PNG version of the example checkerboard texture. ![](Blender268TextureContextImageSettings.png "Blender268TextureContextImageSettings.png") Now a whole lot more settings will become visible. From the top, the panels are: - Preview --- gives you a simple display of how the texture looks. - Colors --- lets you make simple adjustments to the image brightness, contrast etc. - Image --- lets you choose from any already-loaded images, and shows you the pathname of the file the image was loaded from. Note the two arrows in a circle to the right of the pathname display: clicking this will tell Blender to reload the image from the file, which is useful if you make changes to it in an external image editor. - Image Sampling --- controls how the image can be interpreted in a different way from straight pixel values. - Image Mapping --- lets you crop the input image, and apply fixed numbers of repetitions to it along each axis, even before it goes through the usual texture-tiling repetition process. - Mapping, Influence --- these are more general panels that apply to all types of textures. They will be discussed in more detail shortly. !Projection: flat; axes: X→X, Y→Y, Z→Z If you render now, you should end up with an image like this. Notice in the Projection menu (*Texture* → *Mapping*) the initial selection is "Flat": this means that the texture X and Y coordinates go straight to object X and Y coordinates. Thus, the texture only appears on the top (and also bottom) of the cube, not on its sides. See also the three little popup menus just below the Projection menu, each containing the items X, Y and Z. These let you rearrange the object coordinates that the texture coordinates map to. If you change the first two, you can get the texture to appear on other pairs of sides of the cube, other than the top and bottom. The third menu (corresponding to the Z axis of the texture) has no effect (yet), because a flat image texture is only two-dimensional. !Texture size increased to 3. Now try changing the three "Size" fields in the Mapping panel: give them all a value of 3. This will uniformly shrink the texture pattern to one-third of its original size. Or alternatively, it will require three times the number of texture repetitions to span the same distance as the original. !Texture projection set to Sphere Now let's try the other Projection types. Here's what "Sphere" looks like. Imagine the texture pattern as a flat sheet stretched and curved around, and its edges joined to form a sphere surrounding the actual object; then the sphere is shrinkwrapped down onto the object. Note the top and bottom edges of the sheet shrink down to single points at the north and south poles; this is why the squares of the checkerboard pattern turn into triangles next to these points. !Texture projection set to Tube Here's a Tube mapping. Here the texture pattern sheet is rolled round into a cylinder, with only one pair of edges joined together, the top and bottom left open. !Texture projection set to Cube And lastly, here is a Cube mapping. Here 6 copies of the texture pattern are arranged parallel to the faces of a cube, before being shrinkwrapped onto the actual object. Which in this case, happens to be a cube. Cube mappings are very commonly used in game engines, because they are just about the simplest way to wrap a texture around an entire object. !"Mapping" versus "Image Mapping" ## Making Your Own Texture Procedural texturing is very powerful; however, sometimes it is difficult or impossible to generate the desired realism with them. Image texturing is there for you when you need it. To review, the basic idea is to take an outside image and wrap it around your model. You can use any texture, or a seamless one if you want it to repeat to get a tiled effect. The following shows how you create a seamless texture, and then how to apply any texture (seamless or otherwise) to an object. ### The difference between \'tiled\' and \'seamless\' In many cases a simple material will just not cut it for an object, and you will want to apply a texture to it. However, depending on the object, you may want to apply either a seamless or tileable texture. A seamless texture is an image that will, when applied to an object, spread evenly across the surface of the object without any visible borders or \'seams\' even if the object is many times larger than the resolution of the image (also called \'procedural textures\' in Blender). These can be useful in many situations; such as when you want a texture for a carpet to seamlessly repeat itself without having a huge resolution. A tileable texture on the other hand, is an image that will repeat itself across an object, but with noticeable seams. Any image can be used as a tileable texture, but often they will only be used in specific instances such as a vinyl floor with a tiled pattern on it. See Using Textures for more details on applying images as textures, and using them to affect many other surface attributes such as luminosity, reflectivity, translucency, displacement etc. ### How to make a tileable texture with the GIMP ![](MakeSeamlessSample.jpeg "MakeSeamlessSample.jpeg") It is easy to create a tiling texture image with the GIMP. Start with the photo you want to use. Crop out any part you don't want. Here's an example random photo of some plants in my garden: ![](MakeSeamlessSampleAfter.jpeg "MakeSeamlessSampleAfter.jpeg") Go to Gimp's "Filters" menu, and find the "Map" submenu. In here you will find the entry "Make Seamless". Select it. That's it: ![](MakeSeamlessSampleUsage.jpeg "MakeSeamlessSampleUsage.jpeg") Just to prove it works, here's a (scaled-down) use of the result as a tiled fill pattern: ### Other Image Texture Editors - Wood Workshop A free utility (Requires Operating System: Windows 2000/XP) that generates surprisingly high quality tiling wood texture images. These textures can be exported as standard image files for use within Blender. - MapZone A free utility for Windows (works perfectly in Wine) that generates node based procedural texture maps. Mapzone can export diffuse, normal and alpha texture maps as standard image files. It can also import SVG regions created with Blender\'s UV mapping tools.
# Blender 3D: Noob to Pro/Procedural Textures |next=Quickie Texture }} ``` **Procedural Textures** Texturing objects can be broken down into two categories: procedural and image texturing. Procedural texturing makes use of mathematical formulas to generate textures. This is nice because it can be used to make relatively nice looking textures without external images which are very temperamental where you put them. Procedural Textures are all stored in the .blend file. These textures are obviously generated within Blender itself. Image texturing uses images created or captured outside of Blender, either from an image manipulation program such as the Paint.NET, GIMP or Photoshop, or captured on a camera. We have already learned about image texturing, so let\'s move on to procedural texturing. **Current Procedural Textures** Blender currently supports many procedural textures, including: Clouds, Marble, Stucci, Wood, Magic, Blend, Noise, Musgrave, Voronoi and DistortedNoise. ## A Simple Wood Texture Let\'s define a simple wood texture: - Start a new Blender document containing the default cube. - Select the cube (and nothing else). - In the Properties window, go to the World tab ![](Blender255WorldContextButton.png "Blender255WorldContextButton.png") and turn on Environment Lighting (you can leave its default energy at 1.0). - Go to the Materials tab ![](Blender255MaterialContextButton.png "Blender255MaterialContextButton.png"), and rename the default \"Material\" to \"Wood Material\". Alternatively, delete the default material using the X to the right of the name field and add a new material. Let\'s add some color and texture. You can see the results at any time by pressing F12 to re-render the scene. Start by painting the cube a base color using the Wood Material\'s \"diffuse\" color: - In the "Material" tab, - Scroll down to the "Diffuse" properties panel and choose a darker brown color e.g. #A57E3F. See <http://en.wikipedia.org/wiki/HSL_and_HSV> for where brown fits in the color wheel. Next, let\'s add a texture to give the material some highlights. - Switch to the "Texture" properties tab ![](Blender259_Texture_Button.png "Blender259_Texture_Button.png"), and again rename the default \"Tex\" to \"Wood Texture\" or create a new texture. Notice at the very top of the \"Texture\" tab \"Cube \> Wood Material \> Wood Texture\" - Change the Type of the material to "Wood" using the pop-up menu. The texture sample will show parallel alternating black and white bars that don't look very woody at all. Never fear! The black regions will be the material\'s base \"diffuse\" color. The white regions are like \"highlights\" that will be painted over the base. Let\'s make some improvements to the texture: - While still in the "Textures" tab, - Scroll to the "Wood" properties panel that appears, change the waveform from "Sine" to "Saw". - In the next row of buttons down, change the type from the default "Bands" to "Ring Noise". - Increase the Noise Size to 1.0. Now the texture sample should show something resembling wavy tree-rings. If you hit F12 to render now, you will see these rings covering your cube, except a) the colour is wrong, and b) normal wood patterns aren\'t so nearly circular. To make the pattern more elongated: - Scroll to the "Mapping" properties panel, - Change the Size X value to 2.0 and Y to 0.4. This squishes the pattern down along the X-axis, and stretches it out along the Y-axis, giving the elliptical tree-ring shapes you commonly see on wood planks and boards. Hit F12 to render again, and the shape of the texture should be looking a lot more woody now. The final step is to color the highlights in the texture: - In the "Textures" tab, - Scroll to the "Influence" properties panel further down, - Click on the color swatch, and choose a nice brown colour. For a nicer effect, I chose a very light brown e.g. #DEB887. The result should look very woody indeed! ![](Blender259WoodTextureSample.png "Blender259WoodTextureSample.png") - Remember that you need to Render to see the wood grain on your object.
# Blender 3D: Noob to Pro/Quickie Texture |previous=Procedural Textures }} ``` **Textures** are laid on top of materials to give them complicated colors and other effects. An object is covered with a material, which might contain several textures: An image texture of stone, a texture to make the stone look bumpy, and a texture to make the stone deform in different ways. A texture may be an image or a computed function. What the texture does and how it is mapped onto your object is set in the material buttons. Some commonly used texture types are shown on the page Using Textures. This tutorial uses the file from the **Quickie Material** tutorial. If you didn\'t do it before, go back and do it now. ## Making It Mottled !Texture Context with all the relevant panels.{width="809" height="809"} ##### Step 1: Adding Texture to the Material - In a Properties window, switch to **Texture** ![](Blender255TextureContextButton.png "Blender255TextureContextButton.png") context. - A default texture, **Tex**, should already be available and set to *Type: **None***. - If not, click one of the **Texture Slots** (the ones with chequered icons) and click the **New** button. - Set the *Type* to ***Clouds***. - The Texture **Preview** panel will now reflect this change. However, said change will not be reflected in the 3D view window. - You can do a quick render (**F12**) to see the change. However, you\'ll have to re-render every time you change a setting to see its effect. - Otherwise you can click the **Material** button in the Texture **Preview** panel to see the changes to the material. (Click **Both** to see them side-by-side.) - A better, albeit more resource intensive option would be to change the **Display Mode** to *Rendered*. (**Shift**+**Z** in the 3D view window or Selecting the Display mode from the 3D view Header.!Viewport Shading menu highlighting the **Rendered** option. ##### Step 2: Refining the Texture - Once you use one of the ways to preview your work, you\'ll see Green and Magenta mixed in resembling a polished granite texture. - This is the default colour for any generated texture. Now all you have to do is change it to **black**. - But before that scroll down to the **Mapping** panel and make sure that *Coordinates* is set to ***Generated, Global***or***Object*** (for best results). - Scroll down to the **Influence** panel, and click on the colour swatch and drag the reticule in the bar to the right all the way down. - Now the texture should look more or less like green granite!Render result in 3D view. ## Making It Bumpy !Final render{width="723" height="723"} ##### Step 1: Adding a second Texture to the Material - In a Properties window, switch to **Texture** ![](Blender255TextureContextButton.png "Blender255TextureContextButton.png") context. - The **Cloud** texture you just created will be listed in a slot. - To create an additional texture click a second texture slot and then click **New** button. - Change the texture *Type* to ***Stucci***. - Now if you preview this texture you\'ll only notice a bit of magenta mixed in with the previous texture. ##### Step 2: Making the texture a Bump-Map - Scroll down to the **Mapping** panel and make sure the *Coordinates* is set to ***Generated, Global***or***Object*** for best results. - Scroll down to **Influence** panel uncheck *Color* and check *Normal* under **Geometry**, then set it to **4**. - If required, set the *Method* under Bump Mapping to a higher Quality. The render result should look like the one on the right. Now mess around with the various settings we discussed, Particularly the settings in **Clouds**/**Stucci**, **Mapping** and **Influence** panels. Also try the whole tutorial (**Quickie Material** & **Quickie Texture**) with a sphere and other shapes. ## Some Closing words The downside of bump-mapping, as you may have noticed, is that it only provides an illusion of depth/bumpiness. The edges will still be straight as in the render. For curved surfaces the outline will still look spotless while the centre looks deformed, plus shadows will still render smooth compromising the illusion. An alternative technique is displacement-mapping which actually deforms the mesh as per a texture to produce depth in the mesh, with the downside of creating a higher poly mesh. With bump-mapping in general, you will get a greater effect on smoothly curved surfaces with high specularity as compared to flat surfaces with low specularity.
# Blender 3D: Noob to Pro/Halo Materials |previous=Quickie Texture |subcat=Basics }} ``` ## Introduction Halos are a neat effect. Instead of giving a colour/texture to the faces of a mesh, like normal Surface materials do, the Halo material ignores the faces and renders representations of the vertices instead. This can produce all kinds of ethereal, even ghostly, fantasy effects, of objects that look like they're made out of light rather than ordinary solid matter. A halo material can also produce a *flare* effect. This is the "lens flare" that happens when a physical camera is aimed at a very bright light source; the spillage of light bouncing around inside the optics produces coloured rings and other interesting artifacts on top of the image. This has become such an accepted part of photography that computer graphics programs like Blender, which do not suffer the imperfections of physical lenses, go to a great deal of trouble to offer a realistic flare effect. Flare effects can also be achieved using compositing node and a material with an \"emit\" value, such flares may in some circumstances render faster and be simpler to control. This works for the Blender internal render engine, as do flares generated with halos. This is done by opening the node editor (switching the 3d viewer tab to one of these for example) then clicking \"compositing nodes\" and \"use nodes\", \"filters\" can then be added to produce these effects. This tutorial will show you how to create an image representing a flare effect in a picture of the Sun. ## Setting The Scene Open a new default Blender document. Get rid of the default cube. Insert a new UV Sphere mesh in its place, and set the number of segments and rings to 24 each. Also set Smooth shading. This will be your Sun. Create a new material for it, set the Diffuse colour to a suitable yellow. Under the Shading panel in the material settings, look for the "Emit:" slider and give it a value of 1.0 to make it look bright. Since the Sun emits its own light, you don't need the separate default light, so get rid of that. Go to the World properties tab ![](Blender255WorldContextButton.png "Blender255WorldContextButton.png"). In the "World" sub-header, click on the colour swatch labelled "Horizon Color" and assign a nice deep blue colour for your sky. If you do a render now, you should see your bright yellow orb, but without any flare effect. ## Adding The Flare Now add a new Circle mesh; the default 32 vertices should be enough. By default it lies in the X-Y plane, which again is fine. Move it along the Y-axis a little closer to the camera (negative-Y direction), until it lies outside your Sun sphere, but still close to it. Scale its size down by 0.5. (It will probably be invisible when first created, because it is initially inside your Sun sphere, but it will be initially selected, so you can immediately press and start moving the mouse without pressing any buttons, and make it appear from inside the Sun). Create a new material for it, and set the type to Halo. In the Halo panel in the Material settings, increase the size to 3.0---this is the size of the fuzzy image that is rendered around each vertex, and this value is sufficient for them all to run together into a continuous ring. Reduce the Alpha to 0.05 to avoid overpowering the image with the halo effect. Go further down the halo Material settings, and find the Flare panel (in Blender 2.75 you can check \"Flare\" but what settings you do, nothing will work). Check the title box to enable this. Set the number of Subflares to, say, 8 (this controls the number of separate halo reflections that will be generated, though you probably won't be able to distinguish that many). Set the Boost to 10 to make the subhalos brighter than the original parent halo. The Seed value in the Flare panel controls the particular flare pattern that you see; each number produces a different effect. I chose the value 3 for this example. **Where did the circle go?** Like any object with a halo material, the circle object can be quite hard to see when it's not selected. If you lose track of it, there are a couple of ways to find it again: - Select everything with . Now you can look for the ring of dots and on it to select it exclusively. - Use the window at the upper right. You should see it listed here under its default name of "Circle"; click with to select it, and you should see the ring of dots appear in the 3D view. If the circle object is still inside the Sun, then wireframe or bounding-box view modes may be helpful to find it again. ## The Final Result Now hit to render, and you should see something like this (the flare effect may not appear immediately with the rest of the image, give it a few more seconds to appear): ![](HaloFlareSunExample.png "HaloFlareSunExample.png"){width="800"} **Exercises:** Try different positions for the circle mesh; move it near to the Sun (even partly in it), far from it, move it around to different sides. How does this affect the flare pattern? Also try changing the size of the circle mesh.
# Blender 3D: Noob to Pro/Blender Memory Management |previous=Halo Materials |subcat=Background }} ``` ## Datablocks And Users It is helpful to understand how Blender manages memory. Just about everything in a Blender document---objects in scenes, scenes themselves, materials, textures, whatever---is stored in a *datablock*. Each datablock has a name, which must be unique among datablocks of the same type. Each datablock may be referenced from one or more places, mostly in other datablocks---in Blender parlance, it has one or more *users*. For example, several different objects might share the same material, so when you change the characteristics of the material, it automatically changes the appearance of all those objects. If the number of users of a datablock drops to zero, it still stays around in memory, but *it will not be saved when the document is saved*. Thus, if you save and reload the document, all the datablocks with zero users will disappear. (In some cases you may need to save and reload a couple of times before all zero-user datablocks disappear.) But up until that point, the datablock will continue to appear in the relevant popup menus, so you can reassign it to more users. You can also assign a *fake user* to a datablock; this is what the "F" button is for in the popup menus that list datablocks of that type. This ensures that the user count never goes to zero, so the datablock always gets saved in the document even if it has no real users. This is useful for "library" documents, which can contain collections of useful materials and textures, say, that can be linked or imported into other documents, without also having to include dummy objects in the library just to ensure those materials and textures get saved. For example, here is the widget that lets you choose the material for an object: ![](Blender259ObjectMaterial.png "Blender259ObjectMaterial.png") The main part shows the name of the current material, which is editable. The **X** button breaks the link to this material and decrements its number of users by one, while the **F** button assigns a fake user to this material. The **+** button lets you create a new material. The material symbol on the left pops up a list of existing materials to choose from, plus a search box to search all existing materials: ![](Blender259ObjectMaterialMenu.png "Blender259ObjectMaterialMenu.png") Note the entry with the **0** symbol next to it; that currently has a user count of zero, and will disappear when the document is saved and reloaded, if it is not further used. The widget also displays the current user count if it is greater than 1: ![](Blender259ObjectMaterialUsers.png "Blender259ObjectMaterialUsers.png") In this case the count was incremented because the **F** button was selected. This is the basis of the (slightly confusing) distinction in Blender between *object datablocks* and *object **data** datablocks*. Object datablocks contain the information common to all the *types* of objects in the 3D scene, regardless of whether they're mesh objects, lamp objects, camera objects or whatever; whereas the object *data* datablocks contain the information specific to that *instance* of the type of object, e.g. the vertex, edge and face definitions for this particular mesh you might be using, or the colour and energy of a lamp you\'ve set up for your project, or the field of view of a camera you have. That leads us to the difference between the two object duplication commands, and : the former duplicates both the object datablocks and the object *data* datablocks (though this can be controlled in your User Preferences), while the latter only duplicates the object datablock. That means that in the first case the two objects are truly independent, but in the second case the new object continues to share the same object *data* datablock so a change in one will result in a change in both of them. So, for instance, if you use on a mesh object and edit the vertices, edges or faces on one copy, the other copy will also be affected.
# Blender 3D: Noob to Pro/Bones |previous=Blender Memory Management |subcat=Basics }} ``` Bones are a modeling tool that are especially important for animating characters. Bones allow you to move characters\' limbs in a way that is much simpler than trying to re-arrange the vertices every time. It works by associating a bone with particular vertices, causing them to move along with the bone when the position is changed in pose mode. Using bones is fairly simple once you get the hang of it, but, like many things in Blender, can be a little daunting at first sight. Bones don\'t do much on their own; in fact, they turn invisible at render time. For this following module we\'ll use the character that we had made by the end of the module Putting Hat on Person. You will have to have completed all the modules in Section 2B. Note that while we will be using bones on a simple person, the process can be used with any creature or body type you imagine! ## Laying down bones ![](Bones_Tutorial_-_Setup.png "Bones_Tutorial_-_Setup.png"){width="400"} *Note: This just shows the basics of adding bones to an object. Go to the advanced animation page for a more comprehensive guide on this.* First of all, we\'ll need a model to put some bones on! For this tutorial, we\'re going to use a humanoid model. Open the model that you had created by the end of the Putting Hat on Person tutorial, or download a pre-made model from here. Here\'s our setup, with Block Dude standing on a plane. You can add a plane by pressing → *Mesh* → *Plane*. Scale the plane to an appropriate size and move it so that it is approximately underneath the person. **Noob note:** You will be placing armatures (\"bones\") inside your humanoid, so you must work in \"wireframe mode\", not \"solid mode\". Otherwise, you will not be able to see the armatures when you place them. To toggle between \"solid\" and \"wireframe\", press . You may find it helpful to make the wireframe less complex by hiding the subsurface mesh. You can do this by going to the Modifier context panel ![](Blender255ObjectModifiersContextButton.png "Blender255ObjectModifiersContextButton.png") of the Properties window ![](Blender_2.59_Properties_ico.png "Blender_2.59_Properties_ico.png") and deselecting the eye button. **Note:** An alternative to working in \"wireframe mode\" is to turn \"X-Ray\" on for the armature. To do this, select the armature. In the properties panel under *object* there is a display menu. Click \"X-Ray\" in the second field of buttons. This will allow the armature to show through other objects. ## Add a bone ![](Bones_Tutorial_-_First_Bone.png "Bones_Tutorial_-_First_Bone.png"){width="400"} Now, let\'s put some bones on Block Dude! In Object Mode press *→ Armature → Single Bone*. What we are looking at is an armature. This is a single bone. Now, we need to put the bone in Block Dude! Move and rotate the bone so that it\'s in the middle of Block Dude\'s chest. If your bone does not have the correct length, then change the size of the bone by moving one of the ends of the bone: switch to Edit Mode, select one of the ends of the bone, then move it using . Alternatively, you can scale it using ## Extrude a second Bone ![](Bones_Tutorial_-_Finished_Skeleton.png "Bones_Tutorial_-_Finished_Skeleton.png"){width="400"} To create a second bone starting from one of the ends of the first bone, switch to Edit Mode with the bone selected, select the end of the bone, then extrude the end. A second bone appears, with its start point on the selected end of the first bone. Move the mouse to position the end point, then press , , or . Scale the bone as needed to fit it in his body, and continue adding bones by extruding the end points. These operate much the same way as vertices: you can extrude, rotate, move, and even subdivide. Your finished result should look something like this: ## Name the bones ![](Bones_Tutorial_-_Naming_Bone.png "Bones_Tutorial_-_Naming_Bone.png"){width="400"} Now, just to make things easier, we\'re going to name the bones. For example, my bones are named \"Right Forearm\", \"Left Forearm\", \"Right Upper Arm\", etc. While in Edit mode, select the bone you want to rename. In the Outliner ![](Blender_2.59_Outliner_ico.png "Blender_2.59_Outliner_ico.png"), the bone you have selected will be visible with a circle around it ![](Blender_Armature_Bone_icon_(selected).png "Blender_Armature_Bone_icon_(selected).png"). You may need to expand the Armature Object ![](Blender_Armature_Object_icon.png "Blender_Armature_Object_icon.png"), Armature Data Object ![](Blender_Armature_Data_icon.png "Blender_Armature_Data_icon.png") and any parent bones before being able to view the selected bone. In the Bone context panel ![](Blender270BoneContextButton.PNG "Blender270BoneContextButton.PNG") of the Properties window click the name field to edit the name. **Noob Note:** When you are naming the bones remember that if you are looking at the person from the front, your left is the person\'s right. To make the naming easier switch to viewing the person from behind using .) ## Parent the bones Now, we need to parent the bones to the mesh. Go back into Object Mode and select Block Dude (and the Hat, assuming you made one). Now, select the Armature as well, so that it is the last object selected, and press . The Parenting Menu will pop up. Select *Armature Deform* → *With Automatic Weights*. The person (and hat) are now children of the armature. **Noob Note:** The selection order is important in defining which object is the parent, so you cannot select both objects at the same time. You must select the armature last to make it the parent. Also please note if you have problems with deformation you need to rest the rest position of the bones this is easily achieved by going to pose edit mode select all bones and CTRL -A then apply pose as rest position . ## Moving the Bones ![](Bones_Tutorial_-_Finished_Render.png "Bones_Tutorial_-_Finished_Render.png"){width="400"} To move individual bones, you have to go into Pose Mode. Select the Armature in Object Mode and switch to Pose Mode by pressing or selecting the mode in the mode selection menu of the 3D Viewer. Try moving a bone around by pressing (sic) to select it, and then hitting or to move it. If you\'ve done everything correctly, your mesh should move when you move the bones! If this doesn\'t happen, scale the bones up so that they fit better in the mesh, and scale up the bones until they do what you want (read comment in the parenting section above on adjusting the bones envelopes if you do not get an effect while moving/rotating the bones). With the bones now, you can put Block Dude into a lot of different positions without moving individual vertices. To the right is an example of how you can move Block Dude with the bones. Also while in pose mode if after a click you can\'t move bones with or , check the \"Move Object Centers Only\" button (just to the right of the Rotation/Scaling Pivot button). ## In-Depth Info on Selected Bone Topics ### Add/remove mesh from bone control ![](Bones_Tutorial_-_Vertex_Grouping.png "Bones_Tutorial_-_Vertex_Grouping.png"){width="400"} **Noob Note:** If you\'ve been adding bones to your simple person from the previous lessons, you will have likely noticed that the hat seems to stretch when you move the arms in pose mode. To fix this, you will need to remove the hat from the forearm vertex groups created in the Parenting step. To manually change the mesh areas that the bones control, go to Object Mode and select the object you want to add/remove (if the mesh is inside the same object, then select only the areas of the mesh you want to work with in Edit Mode). In this case, select the Hat. Switch to the Object Data context panel in the Properties window and scroll to the \"Vertex Groups\" submenu. Now pick the bone group from the dropdown above the Assign/Remove buttons, and then hit Assign (or Remove) as necessary. Usually vertices will be assigned to one group, but can be assigned to multiple groups. In this case, we want to remove the Hat from the Forearm vertex groups. Select the Forearm vertex groups and press the remove button, as pictured. With both of the Forearm vertex groups removed from the hat, it should be able to move properly with the rest of the armature. #### Mesh deforms like it\'s far away from the bones If the mesh is properly assigned to the bones they will move regardless of whether the bones are inside the volume of the mesh or not (HOW they deform WILL be affected however). The most common mistake in this step is creating and (more importantly) parenting the mesh to the armature while the armature is outside the mesh, which causes Blender not to assign vertices to any bone groups at all. You can check this by editing the object (i.e. select the mesh and switch to Edit Mode, then un-select all vertices by pressing A until nothing is selected). Pick the *Object data* context then select a vertex group in the *Object data tab**, press**Select*\'. This will select the vertices associated with the bone group. If the wrong vertices appear selected, you need to assign them manually as explained above. If there is no effect, in Edit mode select that bone (or bones) and choose Envelope display mode (**Properties** window ![](Blender_2.59_Properties_ico.png "Blender_2.59_Properties_ico.png"), *Armature context panel → Display → Envelope*), then press and increase its area of influence to cover all faces that should be influenced by the bone. \ \
# Blender 3D: Noob to Pro/Mountains Out Of Molehills |previous=Bones }} ``` Now that we\'ve created our simple person, it\'s time to give him somewhere to go. In this tutorial we\'ll create a mountain range using a few simple, and handy tools. ## Creating a simple plane ![](Blender3DNoobToPro-SimplePlane.png "Blender3DNoobToPro-SimplePlane.png") First we need a clean area to work with. - Start off with a new project, using *File → New*, or hit . If you have a default cube or plane just delete them now (select them with and press ). Our first step is to create a large grid plane that we\'ll use for the ground and grow our mountains out of. - Press to enter top view. This way our grid plane will be lying flat when we create it. - Press . This sets the 3D cursor to (0,0,0) which will be the center of the grid we will add (or use - → *Cursor to Center*). - Now add the grid with → *Mesh* → *Grid*. This will be our canvas. - Now add more vertices to the grid. In the bottom of the toolbox window, change the number of X and Y subdivisions somewhere from 15 to 20. - Change to Edit Mode using - Scale the grid plane up by about 15 : First put the mouse close to the center of the grid plane and press and drag the cursor away and watch the numbers in the bottom left of the 3D View. Hold while dragging to increment by 0.1 for a more precise measurement. Alternatively, to enter the exact amount yourself, press , then simply type **15** and hit . ## First mountain Now that we have the ground, it\'s time to start growing our mountains. - Make sure you have nothing selected . - Select a random vertex with . I usually start at the one that is 4 down from the top and 4 in from the left (the 4th vertex if you count the edges). - Change to the side view with . ![](Blender-Noob-to-Pro_Proportional_Menu.png "Blender-Noob-to-Pro_Proportional_Menu.png") - Press to change to proportional edit mode or use the button which shows a grey ring on the header of the 3D View. The button will change its color to blue. You can also use → *Transform→Proportional Edit* (By default this button is located just below the 3D view). - Once you\'ve turned proportional edit mode on, another button appears to its right, the falloff button. Select Smooth Falloff here. Alternatively you can use the menu on the header of the 3D View (*Mesh → Proportional Falloff → Smooth*) or, using will cycle through all of the different falloff types while using the Proportional editing tool. - Press to grab the vertex. We should now have a circle surrounding the vertex, this is our *radius of influence*. Basically any vertices inside this circle will be affected by any changes to the vertex itself. **Noob Note:** If you\'re having trouble seeing or changing the radius of influence, try saving your scene and restarting Blender. - Use or and to adjust the radius of influence to include just over 2 vertices on each side of our selected vertex. (Depending on your version of Blender, you may need to use to adjust the radius of the influence. On Mac, use and ). ![](Blender3DNoobToPro-FirstMountain.png "Blender3DNoobToPro-FirstMountain.png") - Move the vertex up about 8 units on the Z-Axis. Do this by dragging the cursor up a little, and press the ; this should restrain the movements along the Z-axis. Now use to move it precisely. Alternatively you can use to restrain movements to the Z-Axis, type and hit . In older versions of Blender you may need to hit before typing . Congratulations, we just created our first mountain. Now it\'s time to see what other things we can accomplish with the proportional editing tool. ## Peaks vs. hills ![](Blender3DNoobToPro-Sharpfalloff.png "Blender3DNoobToPro-Sharpfalloff.png") The 2.37 and onward releases offer at least 6 types and 2 modes of proportional editing. The previous release only has 2 of these types: Smooth and Sharp Falloff. We\'ll take a look at the difference between these two now. - Change to top view again with . You\'ll notice that now your \"mountain\" looks like a few differently shaded squares in the grid; you\'re looking down on shaded tiles, but in the Z axis, they\'re all still perfectly aligned with the original grid. - Select another vertex away from the first. Let\'s say 4 from the bottom 4 from the right (counting the vertices on the edges). - Change back to the side view with - Select Sharp Falloff from the menu on the bar of the 3D View. Alternatively, using will switch from one to the next of the 6 proportional editing modes while using the Proportional editing tool. - As before, move the vertex up 8 units on the Z-Axis (*Note: The radius of influence will still be the same size as when we last used it*). - - - Type and hit ![](Blender3DNoobToPro-SharpVsSmoothFalloff.png "Blender3DNoobToPro-SharpVsSmoothFalloff.png") Now we can see the differences between the sharp and smooth falloff. The same number of vertices are affected in both cases; only the degree to which they are affected is different. The different proportional editing modes can be selected from the box immediately to the left of the proportional editing type box. The mode box contains four options: Disabled, Enabled, Connected, and Projected (2D). \"Disabled\" means that proportional editing will not be used. \"Connected\" means that only vertices linked to the selected vertices will be affected by the radius of influence. \"Enabled\" means that all vertices will be affected. ## Shaping the world ![](Blender_proportional_smooth_before_rotation.jpg "Blender_proportional_smooth_before_rotation.jpg"){width="300"} Now that we\'ve created a couple of Mountains, it\'s time to see how we can use proportional editing to shape them. - First make sure we\'re in side view (). - Then on the smooth falloff mountain, the first one we created, select the vertex that is immediately down and left from the topmost point. - Press to rotate, scroll the to change effective radius so it includes other points. Your screen should look like the photo to the right. You can see the size of the proportional editing circle, and that there is only one vertex on the mountainside selected. - Next hold and rotate everything by -90. Alternatively, use , , and type **-90** and press . Your mountain should now look like this: **Noob note:** be careful about the range of affected vertices. If the range is too small, then rotating will affect just the selected vertex. If the range is too large, it will rotate everything together. You can adjust the range by using . ![](Blender_proportional_smooth_after_rotation.jpg "Blender_proportional_smooth_after_rotation.jpg"){width="300"} Notice that the vertex itself did not move; since it is at the center of the circle it had no effect. The adjoining vertices within the edit circle were rotated around it in decreasing amounts the further from the center they are. Try doing it again with a larger proportional editing circle. Feel free to play around with scaling or rotating from different view points (don\'t forget that you can also use to move vertices vertically or horizontally). Try viewing your world from top view while rotating with a large effective radius. You will see the nearby vertices move close to the full amount while vertices further away move less. ## Smoothing things out ![](Blender3DNoobToPro-RoundedMtns.png "Blender3DNoobToPro-RoundedMtns.png") Now that we have a couple of budding mountains, you probably think they look kind of choppy. Sure they would be good if we were making an 8-bit console game, but we\'re working with 3D here, we want things to look sharper (or maybe smoother) than that. There are a couple of approaches to this. The first is to use more vertices when we create our plane. And I won\'t lie, it works. But it\'s also a HUGE resource hog. It would take your home computer hours of work just to keep things updated, let alone run it. So instead, we fake it. The easiest way to do this is to turn on *SubSurfaces* (we saw this in Detailing Your Simple Person 1.) For our purposes, let\'s set the subdivision (*Levels*) to 2. Also, ensure our SubSurf algorithm is set to *Catmull-Clark* (this is the default setting). Now, you\'ll notice that with SubSurf on, we lose a lot of hard edges that we had, essentially we have no sharp corners any more. I don\'t know about you, but to me that doesn\'t make for a very interesting mountain range. So to restore our corners, we are going to use *Weighted Creases for Subsurfs*. - First turn off proportional editing with , and ensure we\'re in side view with - Next, while still in edit mode, change to *Edge Select* mode with and select *Edges*. Alternatively press *Edge Select Mode* button at the bottom of the object window. - In the Tool Shelf at left, select the Options tab, then under Edge Select Mode, choose Tag Crease. - On our Sharp Falloff mountain, the second one we did, select the two edges on the right. *(see image below)*![](Blender3DNoobtoPro-SharpMtnCreasing.PNG "Blender3DNoobtoPro-SharpMtnCreasing.PNG") - Press or → *Edit → Edges → Crease SubSurf*, then move the mouse away from the edge until the edge *Crease* reads 1.000 in the 3D viewport header. If moving the cursor there seems to be impossible, just hit 1 and enter. As you move the cursor away from the edge you will notice two things. The first is that the edge becomes thicker as we move from it; this is showing how much of a crease we have (with *Draw Creases* turned on). The second is that you will notice the subsurfed mesh moving closer to the edge as the sharpness increases. ## Naturalness Press to enter Edit Mode and select vertices. Then go into front view . Select the second vertex from the top in the centre of our Sharp Falloff mountain, then go into side view . Hold and drag the vertex inwards, not too far or your mountain will come out of itself on the other side. Just bring it in enough to make a small indent. Then grab the top vertex and pull it down a small amount. You will notice that there is a small \"crunch\" in your mountain. Don\'t forget to select all with , then *Shade Smooth* button to smooth everything out. OK, so your mountains are starting to shape up. But they still look a bit too neat. You could spend time moving each individual vertex but the chances are your model will still lack the natural feel. What we need is some chaos. Thankfully this is quite easy to accomplish. Firstly select the vertices that make up your mountains, all of them and a few around the base (box and circle select will make this easier). Select a few vertices between the mountains too. Next we use something called fractals. Fractals are chaotically (i.e. randomly) generated variables. In short you can use these variables to give your mountains a \"wobbly\" look. !Fractal option in 2.72 In the Tools tab of the Tool Shelf, press Subdivide (under Mesh Tools), then look at the Subdivide submenu below. The value in the Fractal box is the strength of the fractal. 1 is very low and will barely change your model. 10 is very high and will twist your models into very odd shapes indeed. Have a play with different values until you find one that you like. Around about 4.0 should do it. Hit OK and presto, your mountains have been transformed from clinical neatness, to lumpy chaos. - If you make too many fractals, your computer will slow down. However, the more you add, the more bumpy and realistic it looks! Repeatedly using the fractal tool seems to rapidly multiply the amount of vertices on your canvas. I suggest using the tool once, and if the result isn\'t satisfying, undo the result () and try it again with a different fractal strength. Helpfully, even after undo, your selected vertices remain selected. Now go back into Object mode and view the result.
# Blender 3D: Noob to Pro/Modeling a volcano |previous=Mountains Out Of Molehills }} ``` In this module, you will create a volcano using the proportional edit fall-off tool. You should be comfortable with deleting and adding meshes. \_\_TOC\_\_ ## Adding a Plane Delete the basic cube. Add a plane, and cale it up by 10. Rotate it so you see it in top-view (make sure it\'s in Orthographic view too). Enter Edit mode and subdivide (with ) 5 or 6 times. More subdividing will give you a \"smoother\" volcano, but it also needs more CPU power. \"Subdivide\" divides every square in the plane into four new squares. So every time you press \"Subdivide\" you will have four times as many squares as before. \"Subidivide Multi\" will make x horizontal and x vertical lines through your existing squares, so the new number of squares is: (squares_old)\*(x+1)^2^, where x is the number you enter.\'\' ## Making the Mountain In top view, select one of the points in the middle of the plane. With this point selected change to side view. Press the , which enables the \"Proportional Edit Falloff\" tool in the Menu-Panel beneath the 3-D-Window. As seen in the previous tutorial Blender 3D: Noob to Pro/Mountains Out Of Molehills when you move a vertex while edit falloff is enabled, all vertices in a defined radius of the selected vertex will align with the selected vertex when its position is altered. How they are adjusted can be chosen in the tab on the right of the yellow dot. I propose using \"smooth falloff\". ![](Blender_Smooth_fallof.jpg){width="400"} Now grab the vertex with . You will now see a gray circle. You can change its size with the mouse wheel. Every vertex inside this radius will be affected by the falloff. Change the size of the circle so almost the whole plane is in it. ![](blender_circle_size.jpg){width="400"} Now move the vertex a bit upwards, as seen in the picture. Optionally you can lock the z-axis to make the volcano go straight up by pressing . ![](Blender_grab_1.jpg){width="400"} As you can see all the other vertices will shift upward. We could keep moving this vertex at the same rate, but that would cause the plane itself to rise and bend, and that\'s not very good. So press to apply the changes, grab the same vertex a second time and repeat the previous exercise as before, except now choose a smaller radius for the circle, about half the diameter of the plane ( → → scroll ). ![](Blender_grab_2.jpg){width="400"} Repeat this two or three more times and you will get something like this: ![](blender_grab_last.jpg){width="400"} ## Forming the Crater Now we\'re going to create the \"hole\" on the volcano. First change the falloff to \"root\". Grab the vertex one more time, change the size of the circle so it\'s more or less as seen in the picture. ![](blender_grab_down_circle.jpg){width="400"} Grab this vertex down a bit, apply, grab it one more time with a smaller circle. You now should have something like this: ![](blender_grab_down_last.jpg){width="400"} Just leave the border jagged and just smooth (Subdivision Surface) the whole volcano cause it is much more realistic. Go to Object mode, select the volcano, go to the \"Modifier\" menu in the \"Properties\" Header and just click on \"Add Modifier\" -\> Subdivision surface (you can leave \"view\" on 1). Do not apply these settings yet. ![](blender_2.75a_subdivision_surface.jpg){width="400"} First we\'ll do a test-render. Still in \"Object mode\" Delete the default Lamp point with \"X\" or \"Delete\" and place your 3D cursor behind the camera and press + -\> \"Lamp\" -\> \"Point\". With the Lamp Point still selected Click on The Lamp point Properties (\"Data\") in the \"Properties\" Header then change \"Energy\" to \"10\". Press **F12** to enter Render, after adjusting the camera. ![](blender_2.75a_subdivision_surface_Rendered.jpg){width="400"} ## Finishing the crater You can very easily make a nice looking crater. Just go into \"Edit Mode\", touch \"Num1\". Make sure \"limit selection to visible\" is off and \"proportional editing\" is on and set it to \"sharp\" falloff. Select about the upper vertices with \"border select\" (Press \"B key\"). ![](Selection_Upper_Vertices.jpg){width="400"} After that, scale (press \"S key\") it \'till it\'s a nice crater with a circle as large as mine. ![](Selection_Scale_Vertices.jpg){width="400"} And that\'s it, you just created a nicer looking crater. ![](Crater_done.jpg){width="400"} ![](Crater_done_Rendered.jpg){width="400"} ## Adding Magma Let\'s add some \"magma\" using lighting. 1. Make sure you\'re in \"Object Mode\" 2. Press + and choose *Cursor to Center*. 3. Press + and choose *Lamp → Point*. 4. In the Properties window, click the Data tab. 5. In the colour box (white by default) in the Lamp section, change the color to reddish-orange. (Red: 1, Green: 0.1, Blue: 0) 6. Set the Energy to around 7. 7. Raise the light until it\'s just above the bottom of the crater (rab along the axis). 8. If the ground level of your plane is reflecting light from the lava lamp this is because the bottom of your crater is above ground level of the plane you created; you\'ll need to turn on ray-tracing. in the object data menu for the light, open the Shadow menu and click \"Ray Shadow\" - Alternate 1: Spot Lamp 1. Change the light\'s type to *Spot*. 2. Raise the light until it\'s covering most of the crater. If the light is not pointing down, otate and angle it downwards.You can also scale the radius of the light by press to fit the rim of the crater. - Alternate 2: Area Lamp 1. Change the light\'s type to *Area*. 2. otate along the axis: 180 degrees. 3. Set Gamma to 2. 4. Set Distance to around 5. Experiment with the values and positioning to get something that works with your volcano. It should now look like this: ![](blender_volcano_magma.jpg "blender_volcano_magma.jpg"){width="400"} ## Varying the Terrain Next, let\'s set the volcano\'s material. 1. on the volcano plane. 2. Select the \"Material\" button ![](Materials_button.png "Materials_button.png") and press New. 3. Change the Diffuse color to ashen gray. (Red: 0.260, Green: 0.230, Blue: 0.230) 4. Select the \"Texture\" button and press New. 5. Change the Type to Stucci. 6. In the Influence panel, uncheck Color, and check Normal. Set the Normal slider to 0.5. This will render the texture as a bump-map. (Note: In version 2.77 you may need to change the texture Mapping -\> Coordinates option from UV to Generated before you see bumps appear.) (Note: In version 2.78c you may need to change the texture Mapping -\> Coordinates option from UV to Global or Object before you see bumps appear.) **Older versions:** Select the volcano and press F5. Keep Pressing F5 until the Materials Buttons (symbolized by a red ball) is highlighted. Then add a new material. You do this by clicking the Add New button in the Links and Pipeline Panel. Once you\'ve done that, set the settings similar to the picture below. Now press F6, then add a new texture to the material. Choose a stucci texture, set the noise size to 0.15. Now switch back to the materials-window (F5) and click on the \"map to\" tab. Deselect the \"col\" button and select the \"nor\" button. This will render the texture as a bump-map on the volcano. Set the \"nor slider\" to 0.5, which should be the default. Switch to the \"map input\" tab and choose \"tube\". ![](blender_material_volcano.jpg){width="400"} If you now render you should get something like this: ![](blender_volcano_stucci.jpg){width="400"} This looks really smooth, like clay pottery. To get a more rough-looking volcano, try out these options: - Option 1: Subdivide and increase the fractal. 5 should do the trick. ![](blender_volcano_fractal5.jpg){width="400"} - Option 2: Decrease the texture\'s basis size (in the \"Stucci\" panel when you select the \"Texture\" button). ```{=html} <!-- --> ``` - Option 3: Proportional edit tool. 1. Press to turn on Proportional Editing mode. Select Random fallout. 2. rab the center vertex, and raise it along the axis. **Older versions:** Go into Edit mode, select all Vertices, and use the fractal (set from 15 to 30) to really get things looking rocky and mountainous. **TAB** (Edit mode) → **F9** → **AKEY** to select all → Mesh Tools → Fractal → 15 - 30 (15-low, 30-high) → OK → **TAB** (Object mode) In Blender 2.5 you can use the random proportional edit tool: use **NUM7** to switch into top view, grab the central vertex of your volcano using a large-radius random proportional edit, and pull it slightly into Z-direction. (A note: Seems there is no need in subsurf at all since fractal tool will dramatically increase vertex quantity.)
# Blender 3D: Noob to Pro/Penguins from spheres |previous=Modeling a volcano }} ``` Note: Some Pictures are outdated. ## Setup Start with the default scene: it should contain a selected cube. Delete this cube by pressing → *Delete*. ![](Blender_3D-cursor.png "Blender_3D-cursor.png") Put the 3D cursor at the scene center by pressing +. : ***Note:** after deleting the cube you must be in*Object Mode*. If not, Press CTRL-Z and switch with and redo the operation.* ## Creating the body !Z-scaled sphere **Noob note:** to ensure that you don\'t become confused, make sure that your viewport is set up in the same direction you see in these pictures. The colored arrows are red, green, and blue and they control the *x*, *y*, and *z* axes, respectively.) - We start by creating our main body from a sphere. Press + *→ Mesh → UVSphere*, then choose 16 segments and 16 rings. We\'re going to make it look like a penguin body: - Press to enter Edit mode - press to switch to the front view, - with all the vertices selected (if not, ), choose the scale tool (), - restrict scaling to the Z-axis (), - and move the mouse away from the 3D cursor while holding down the key (this snaps the scale values to whole numbers), - \'**\'Note:** Make sure the mouse cursor is not too far away from the sphere when hitting the or else you may not be able to reach a 2.000 scale value. The scaling steps are proportional to the distance from the 3D cursor when calling the scale tool. - the current scale shows in the lower left corner of the viewport, click when you\'ve reached 2.000 ). - ***Note:** You can also do this by typing in 2 after starting the scale and restricting movement to the Z-axis*: S -\> Z -\> 2 This is our main body! ## Shaping the head We're going to shape the penguin head from the top of the sphere. ![](Blender3D_Limit_selection_to_visible.png "Blender3D_Limit_selection_to_visible.png"){width="200"} Start by selecting the top-most single vertex as well as the top two smallest circle segments. : ***Note:** Selection has been explained in a previous tutorial. Here, the easiest methods are either box selection ) in the front view ) and*Limit selection to visible*off, or lasso selection (+) in the top view () and*Limit selection to visible\'\' on. You can also switch to top view, center your mouse on the topmost vertex and use the circle tool. Don\'t forget to deselect all first () ```{=html} <!-- --> ``` : **Noob note:** You can also select the top vertex and press + twice to select the circle segments. ```{=html} <!-- --> ``` : **Noob note:** Make sure the *Limit selection to visible/Occlude background geometry* button is in the right state each time you select vertices, edges or faces. When it\'s off, selection affects any item, visible or not.\'\' ### Building the neck with the 3D transform manipulators To turn on the 3D transform manipulator, either push down its button ![](Blender_Handicon.png "Blender_Handicon.png") or use + and choose *Enable/Disable*. #### Moving the two selected circles up ![](Blenderpenguin2a.png "Blenderpenguin2a.png"){width="200"} Go to the front view (). Drag the blue arrow while holding the key down to move the selected vertices 0.3 units up. : **Noob note:** you may not be able to snap the extrusion lengths to tenths of units. snaps to the grid size by default: if you can only translate by one unit (1.0), zoom in until the grid divides itself into tenths (**SCROLL**). Some Blender versions allow to snap to one tenth of the current step by holding both the and keys while moving the mouse. ```{=html} <!-- --> ``` : **Noob note:** instead of the *Transform* manipulator, you can use the and constraint the movement to the Z axis ().\'\' #### Rotating the neck ![](Blenderpenguin2b.png "Blenderpenguin2b.png"){width="200"} Now switch to the side view () and make sure that the rotation/pivot point is set to \"median point\" either by selecting it from the third drop down menu right of the \"Mesh\" menu, or by pressing + . Choose the *Rotate* tool (). Move the mouse with the key down to rotate the selection 30 degrees counter-clockwise. Use to validate the rotation. ![](Blenderpenguin2c.png "Blenderpenguin2c.png"){width="200"} Select an additional ring of vertices by expanding the selection ( + (*Note:*NUM+*Refers to the addition symbol on the NUM Pad,*KEY+*will not do.*). You can contract the selection by pressing + . Move these vertices an additional 0.3 units up, then rotate them as previously 30 degrees counter-clockwise in the side view. ![](Blenderpenguin3c_-_2.png "Blenderpenguin3c_-_2.png"){width="180"} Repeat those steps (selection expansion, translation and rotation) two more times and you\'ll end up with the body seen in the below. That doesn't really look like a penguin, yet! ![](Blenderpenguin3c.png "Blenderpenguin3c.png"){width="200"} Now move all of the selected vertices to the left 0.4 units by pulling the manipulator\'s green arrow (and of course holding the key down). This straightens out the neck as seen in the next picture. : **Noob note:** you can also use the and translate the selection by -0.4 as displayed in the bottom left corner of the viewport. Still do this in the side view (). ```{=html} <!-- --> ``` : **Noob note** if you had to pull the red arrow, not the green one, then you probably didn\'t switch to side view, and modeled the neck in front view. If you realize here that you have this done from another view then press AKEY twice, then NUM7, then Space -\> Transform -\> Rotate and type 90 or 270 #### Creating the beak ![](Blenderpenguin4b.png "Blenderpenguin4b.png"){width="180"} Switch to the front view (), and select the frontmost vertex (the one that originally was the top vertex of the sphere) with the . Then switch to the side view () and translate this vertex to the left by 1.2 units using the manipulator\'s green arrow or the translate tool. : ***Note:** some Blender versions allow moving the vertices from the keyboard with the following sequence: , , -1.2, .*\ The main body of the penguin is now finished. The next step is to create some flappers for the poor little guy. ## Extruding the wings We are going to create the wings by extruding faces on each side of the penguin. : **Noob Note:** You can rotate the whole object by pressing A to select all of its vertex and then rotate it pressing R or using the Rotate Manipulator until the axis on your screen matches the axis on the example image. That way, also, you can practice a little more. ![](Penguin_from_sphere_-_wing_start.png "Penguin_from_sphere_-_wing_start.png"){width="200"} Choose the side view () and switch to the *Face select mode* (+ → *Faces*, or click on the orange-sided cube icon in the toolbar). ![](Blenderpenguin5b.png "Blenderpenguin5b.png"){width="200"} Now, select two faces that will make up the penguin's shoulder as shown on the right (either select the first one with and the second one holding , or use box selection () to select them both in a single operation). !Wing extrusion{width="200"} Then switch to front view () and extrude the selection: - choose → *Region*, - constrain to the X axis (), - hold to snap, - and move the mouse to extrude the shoulder by 0.2 to 0.3 units. !Bottom face selection{width="200"} We\'ll now extrude the bottom face of this new extrusion. Rotate the view to show it with: - a drag, - or several presses on , - or + (bottom view). Press the to deselect all, and select the bottom face (), switch to front view (), extrude by 1.4 units down ( and ). Now do the same on the penguin\'s other side: use + to view the left side (you can also rotate with , or press several times). ## Smoothing the wings We're going to smooth out the shoulders and improve the wings. Though this can be done in many ways, we\'ll only use the merge tool. ![](Blenderpenguin4-04.png "Blenderpenguin4-04.png"){width="200"} Rotate your penguin so that you can see one shoulder from above. Then switch to *Vertex select mode* (+ → *Vertices*). Press to deselect all, then select the two shoulder vertices with and . Press +, choose *At Center* from the popup in order to merge the two vertices at their center. Finally dismiss the message saying *Removed 1 Vertices*. !Edges to smooth{width="250"} Repeat the steps with the two other vertex pairs shown on the right picture, and smooth the other wing. I'm leaving the middle segments for now, else the wing tips will be too pointy. : ***Note:** if you have troubles merging vertices, it comes from vertex duplicates in your mesh. You probably chose*Individual Faces*instead of*Region*when extruding the wings, which creates duplicate vertices and neighbouring faces. To clean up your model: select all vertices () and choose →*Remove Doubles*.* You must do them one by one! Or, Alternatively, change into *Edge select mode* (+ → *Edge*), select the edges to smooth (+), press +, choose *Collapse* ![](Blenderpenguin6b.png "Blenderpenguin6b.png"){width="200"} Finish off the wings by selecting the two backmost vertices of the wings, and moving them up using the blue arrow by 0.1 unit. !Wings complete{width="200"} You should now have something like this: ## Cutting the underside ![](Blenderpenguin5-01.png "Blenderpenguin5-01.png"){width="200"} ![](Blenderpenguin7.png "Blenderpenguin7.png"){width="200"} We\'re going to cut the penguin\'s lower end, for it to stand up! Select the bottom vertices (bottom vertex and the first ring above it) as shown in the picture. There are many ways, this is left as an exercise. Once they\'re selected, delete them ( → *Vertices*). Now our penguin is hollow: select all the vertices around the hole, and fill it using +. : **Noob note:** To quickly select all the vertices around the hole, you can enter edge mode +-\> \"Edges\", and then select one edge that goes around the hole. Now press **CTRL+E** -\> \"Edge Loop Select\", which should select all edges around the hole. Now go back to Vertex select mode and continue with +. : **Noob note:** For Blender 2.56 In vertex select mode and occlude on hold down ALT and select one of the vertices all the vertices in the ring will be selected. ## Adding the feet ![](Blender_-_Penguins_to_spheres_-_feet_start.png "Blender_-_Penguins_to_spheres_-_feet_start.png") The next step is to provide the little guy with feet. To do this, we're going to extrude two of the front faces: - choose the front view (), - switch to *Face select mode*, - turn on *Limit selection to visible*, - and select the face to the left and right of the middle two faces of the penguin. ![](Blender_-_Penguins_to_spheres_-_feet.png "Blender_-_Penguins_to_spheres_-_feet.png") Then switch to the side view () and extrude the selection by -0.6 units ( → *Region*, restrict to the Y axis: ). ![](Blenderpenguin5-05.png "Blenderpenguin5-05.png"){width="190"} Keep the selection and look for the *Mesh Tools* in the Tool Shelf. If you can't see it, press to make the Tool Shelf visible. Then click on the *Subdivide* button (under Add in the Tools tab). Or press and choose Subdivide. ![](Blenderpenguin5-06.png "Blenderpenguin5-06.png"){width="190"} Switch to \"Vertex Select Mode\", Now select the three middle vertices (or two edges) vertically at the tip of each foot, and drag them along the Y axis by 0.3 units towards the penguin : **Note:** if something goes wrong here, you may need to remove double first. As always, to move the vertices, either use the manipulator or and sequence.\'\' ![](Blender_-_Penguins_to_spheres_-_feet_selection.png "Blender_-_Penguins_to_spheres_-_feet_selection.png"){width="200"} You should end up with what\'s shown in the right picture (minus the selection). !\|190px The feet look too thick, let\'s flatten them a bit. Switch to the front view () and select the two bottom vertex rows (*Limit selection to visible* off, use either the lasso or box selection). !\|190px Then choose the scale tool (), limit its action to the Z axis () and scale down by a factor of 0.4. The feet still look rather peculiar, so please go ahead and move the vertices around on your own as you like. \'**\'Reminder:** you can use the and restrict movements to the X or Y axis using the or . Try not to move vertices along the Z axis to keep the penguin\'s bottom flat. ## Extruding a tail ![](Blenderpenguin5-09.png){width="250"} ![](Blenderpenguin5-10.png "Blenderpenguin5-10.png"){width="250"} ![](Blender_-_Penguins_to_spheres_-_tail.png "Blender_-_Penguins_to_spheres_-_tail.png"){width="250"} To complete the penguin, we have to add a tail (the end of the tuxedo): - go to the back view (+), - make sure you\'re still in *Vertex select mode*, - and that *Limit selection to visible*/*Occlude background geometry* is on. Select the three middle vertices in the second row up from the bottom. Then, switch to the side view () and extrude the edges 0.3 units away from the penguin and 0.08 units down ( → *Edges*), so that the end of the tail is at the same level as the bottom of the penguin. **Noob Note:** Or you can extrude the edges 0.3 units away from the penguin, then -0.08, or . Press + to save your work! ## Subsurfing !Now that\'s what I call a penguin. But then again, there are no penguins where I live, so I might be wrong. Go to *Object Mode* (), and make sure the penguin is selected. Then check for the *Modifiers* toolkit in the *Buttons* panel. Press *Add Modifier → Subsurf* (or Press +). Look at the penguin now, he's much smoother. You can alter the levels of the subsurfing if you like, but I'll settle for level one. Under the *Links and Materials* toolkit, you can press the *Set Smooth* button as well, which makes the penguin really slick. : ***Note:** you may see some weird effects at the bottom and the tail after subsurfing the penguin. If so, there is an issue with normals: they have to be all pointing outwards. This can be achieved by selecting all vertices in*Edit Mode*and recalculating the normals outside (+). Click on the message to confirm. Note that ++ will turn the normals inwards and that →*Flip Normals\'\' flips them. ```{=html} <!-- --> ``` : \'**\'Question:** The finished penguin looks fine in Object Mode, but when I render it, it looks odd. Quite patchy. : \'**\'Answer:** Make sure you adjust the \"Render Levels\" parameter (directly under \"Levels\") to be greater-or-equal than \"Levels\". ```{=html} <div style="clear: both;"> ``` ```{=html} </div> ``` ## Extra The penguin can be colored or textured, but that will be part of later tutorials! Image:Penguin_orbisonitrum.jpg\|This is what the penguin (sans tail) looks like, textured and ready. Orbisonitrum Image:peng.jpg\|The eyes are there, just not easily visible in the thumb. At the top of the white part, two faces on the chest were subdivided to give the white more of a curve at the top. The faces were selected that were going to be white, and the I used separate (**P**) to make them a different mesh. I used a white material for the chest, black for the body, and grey uvspheres for the eyes. Apparently, an easier way to colour the chest can be found at Multiple Materials*please feel free to replace this with your own image of the penguin you made, with comments on how you put your own style into it* Image:Penguin.jpg\|A pretty basic picture of a penguin. I subdivided the stomach and eyes, but then I also added some eyeballs by making a UVSphere, cutting the top of it off, and then placing it inside of my penguin\'s head. All the colors have specular colors, giving the penguin a slight blue glow under the black.
# Blender 3D: Noob to Pro/Dicing With Depth |previous=Penguins from spheres }} ``` ![](DieAnotherWay18.png "DieAnotherWay18.png") **Dice** are objects which are familiar to us all, used in countless games. Here we will model how to make a single *die* (or a single dice, if you prefer). The end result should look something like at right. Notice the following features: - different colours for the pips versus the body of the die - rounded edges and corners, while the faces are (mostly) flat - round, recessed pips. Achieving all these effects will be a good exercise of your mesh-modelling skills. ### Characteristics of the Die ![](9_posiciones.jpg "9_posiciones.jpg") The number of pips on each face of a die ranges from 1 to 6. However, in order to space them correctly, there needs to be 9 positions for a pip on each face, even though not all of them will be filled on any face. ![](Muescas_y_espacios.jpg "Muescas_y_espacios.jpg") We will also proportion our die so that the diameter of each pip will be twice the horizontal or vertical distance between pips, even though if you look at the illustration the pips on the finished die look smaller because they eventually do not occupy this full diameter. As you will see, this makes it easy to get the proportions uniform with a relatively small number of *loop cuts*. ![](Standard-Die-Layout.jpg "Standard-Die-Layout.jpg") Also note one of the characteristics of real dice is that the number of pips on opposite sides adds up to 7 as depicted in the Standard Die Layout. ## The Basic Mesh Open a new Blender document. Select the default cube, and into Edit mode. ![](Bevel-done.png "Bevel-done.png") First of all, let's apply a small amount of bevel to the corners and edges: with *all* the vertices selected, press to start bevelling---not too much, press when you see something like at right. !The first cut is the deepest Now, we need to make a bunch of loop cuts to mark out the areas where the pips will go. To simplify things, we will do cuts through the middle of each pip, as well as between pips---a total of 9 loops each way---then go back and remove the unneeded cuts. That way we get the 2:1 proportions correct with a minimum of effort. Who says it doesn't pay to plan ahead? To make a loop cut, press , then move the cursor over the edge you wish to subdivide: you should see a single magenta loop appear. Now press , and you should see this change to 9 loops. Next, click to change the lines to yellow and really start cutting, then immediately press to finish the cut *without* moving the cuts from their initial positions. You will need to do this 3 times, between the 3 pairs of opposing faces. !First loop to remove selected !First loop gone Now look at each face of your cube: you will see an 11×11 grid of vertices, with the corner vertices each adjoining a triangle at the corner. Make sure nothing is initially selected. Count the *third* vertex in from a corner, and move the mouse slightly so it is over the edge leading from this vertex into the interior of the face, just to avoid confusion; now , and you should select a loop like at right. If you get the wrong selection, just to clear it, and try again. Remember to click over an *edge* that is running the right way, rather than a vertex, otherwise Blender is liable to select a loop running the wrong way. Press or , and in the deletion menu that appears, select "Edge Loops". The selected loop should disappear. !Middle loop selected !Middle loop gone Going in from the edge of the face, skip over one loop, and remove the middle one. !Third loop selected !Third loop gone Then finally remove the third one in from the opposite edge. ![](BlenderDieanotherway3-00.png "BlenderDieanotherway3-00.png") You need to do this deletion of loops on every face that has the original 11 X 11 grid of vertices. When you are finished, the resulting mesh should look like at right. ## Making the Pips ![](Alt-m-five-spots.png "Alt-m-five-spots.png") Now we will hollow out the spots or pips. The idea is to *extrude* selected ones of the large squares on each face *inwards* into the cube ("intrude" rather than "extrude", perhaps?), then split the bottom of each resulting pit into four triangles each by adding an extra vertex in the middle; then pushing in this vertex will give us the hollow for the pip (as at right). We will show three methods for doing this. Do this individually for each face that is to be made into a pip. ### Method 1 (Slowest) Select all the large squares to be made into pips (perhaps do one entire face at a time). Press to triangulate these faces. Now switch to edge-select mode, and select the new diagonal edge that has appeared in the middle of the original squares; bring up for edge Specials and select Subdivide (leave the number of subdivisions at the default 1). Things won't look any different, but each triangle is now a quad, with an extra vertex added to the middle of each of those diagonals. Now switch back to face-select mode, select those subdivided halves of all the squares, and to triangulate again. ### Method 2 (Faster) Switch to face-select mode. Select all the large squares to be made into pips (perhaps do one entire face at a time). Do to extrude, and immediately press to leave the new extruded vertices in the same positions as the old ones; now do to merge and select the "Collapse" option. ### Method 3 (Fastest) Select the relevant large squares on each side to make the required numbers for each face of a real die. From for face Specials, select "Poke Faces" (or more directly, do ). Leave the settings at their defaults (in particular, leave the Poke Offset at 0). ### Digging The Holes Now that you have crossed the faces of your pips, select the middle vertices one side at a time, and rab inwards by a distance of 0.17 (make sure you do it at the appropriate axis, pres , , ) along the appropriate axis. **Noob Note:** Do this side after side, otherwise you will translate all your vertices to one side and not all inside. ## Rounding Things Off ![](DieAnotherWay12c.png "DieAnotherWay12c.png") Now apply a subsurf modifier and set the shading to smooth, the result should look something like this. The trouble is, the pips look too much like dimples rather than proper holes. To fix this, we can apply a *crease* to sharpen up the edges. ![](Creasing-five-spots-selected.png "Creasing-five-spots-selected.png") In edge-select mode, select the four edges around the opening of each pip. Press , and move the mouse until the edges take on the darkest magenta tint. That should firm up the edges of the holes a bit. ## Colouring Your Die First, go to the Materials Context ![](Blender255MaterialContextButton.png "Blender255MaterialContextButton.png") and set up the colour for the main part of the die (say, make it red as in the illustration above). This can be done in Object or Edit modes. Next, click the "+" button to add a second, initially empty, material slot, then click the "+New" button that appears below it to create a new material for this slot. Make this material white, for the pips. Then, select the pips themselves, and use the "Assign" button to colour them with this material as detailed below. ### Quickly Selecting The Pips, Method 1 Go to the Select menu, and select the option "Select Faces by Sides". A panel will appear at the bottom of the Tool Shelf (use to toggle the visibility of this), with a field titled "Number of Vertices", initially showing 4; change this to 3, and it should select all the triangles, which includes the pips as well as the corners of the cube. You can deselect the latter one by one by ing them. ### Quickly Selecting The Pips, Method 2 Alternatively, you can do just select the faces of each pip. ### Quickly Selecting The Pips, Method 3 (Fastest) (Works in blender 2.6, not sure about earlier versions.) In face select mode select one of the triangular faces of one of the pips. Hit space and type \"select similar\" then choose \"area.\" If this selects too many faces along the edge of the die, cancel and try again with \"perimeter.\"
# Blender 3D: Noob to Pro/Model a Goblet |previous=Dicing With Depth }} ``` Why a goblet? After all, goblets (fancy containers for consumable liquids) are not really all that important in the real world. However, they represent a very large class of interesting objects: those that are radially symmetric. Also, they are fun to play with. To model a goblet and actually see the result, we do the following steps: - create the actual mesh of the object. - apply a *material* to the object. - create and light a scene to display the goblet - render the scene. The following tutorials demonstrate three different approaches to creating the mesh model, and then show two different materials (glass and silver) that may be applied to the goblet. Finally, we add the minimal elements to the scene to permit an \"interesting\" rendering. ## Three ways to build the mesh As a beginner, you may wonder why we describe three different ways to build the mesh. After all, surely the Pros know of a \"best\" method?! The answer is that there is not really a best method. Blender provides a sophisticated toolkit, and different blender artists will become familiar with different tools. If, after you gain experience, you become comfortable with cube extrusion, then this may become your preferred tool. If you need more than four vertices per \"circle\" you may find that cylinder extrusion is better for some particular object. If you are comfortable with \"spinning\" an object, then spinning may be right for you. All three techniques generate an object that is defined by a set of vertices on a set of circles that are \"stacked\" on a common axis. After we build the mesh using one of the three methods, we can apply any number of fancy techniques for texture and rendering. We provide two simple \"cookbook\" approaches in this section so you can see the result, but materials are treated much more extensively in other sections of the book. In the next three sections of the book we describe the \"cube extrusion\" approach, the \"cylinder\" approach, and the \"spin\" approach. Following sections describe three textures that can be applied to objects that are created with any of the approaches, and the final tutorial provides a simple way to render the result. The \"cube extrusion\" approach is a basic technique that all blender artists will become familiar with, to model most types of objects. Since it is such a basic technique, it may become the most efficient way for you to create objects, and you may choose to use it wherever possible rather than switching to a less familiar technique. You can see from the tutorial that this technique is perfectly acceptable for goblets, and by extension it will work for similar objects. You may prefer the \"cylinder extrusion\" technique when you need more than four vertices per circle, because cylinder extrusion is very similar to cube extrusion. Thus your proficiency with cube extrusion will directly carry over to cylinder extrusion. \"Spinning\" is conceptually different, even though it creates the same mesh as cylinder extrusion. Spinning is the easiest way to create a radially symmetric model from a two-dimensional description of the cross-section of an object. ## How many circles? right\|400px right\|400px Each of the three methods defines a set of stacked circles, with vertices equidistant around each circle. The \"cube extrusion\" technique has four vertices on each circle, while the cylinder and spin techniques have a user-specified number of vertices per circle. But how did we pick the number of circles and the spacing between them? The answer is that we know in advance that we intend to use a technique called \"subsurf\". Subsurf interpolates additional vertices between those we explicitly specify, and this \"smooths out\" the profile of our goblet. This will cause problems where we need a fairly sharp \"bend\" in the profile, as between the base and the stem and between the stem and the \"bulb\" of the goblet. At each point in the profile that has a (fairly) sharp bend, we need for the vertical circles to be close to each other. The two images illustrate this effect. Each image shows an outline of the object, the spun object, and the result after subsurf (level 2) has been applied. The outlines and the spun images are nearly identical, but the subsurfed result is very different, because there are three extra vertices in the second outline: one just above the bottom of the base, one at the top of the base, and one below the bulb: these are the three locations where we need relatively sharp changes in contour. When we spin the outline, the first outline generates seven circles and two degenerate circles, while the second outline generates ten circles and two degenerate circles. Those extra three circles make all the difference. The same phenomenon occurs with the other two modelling techniques.
# Blender 3D: Noob to Pro/Model a Silver Goblet |previous=Model a Goblet}} ``` ## Basic Shape right\|200px At first glance, the goblet looks like it is composed of cylinders. However, while it is possible to model the goblet with a cylinder mesh, it is easier to make a goblet by using cubes. Cubes make the goblet faster to make and it makes fewer vertices to track. Now, lets start making the basic shape of the goblet. Start with the default cube and go to Edit Mode (). Toggle off \"limit selection to visible\". Move to the side view (). Toggle to ortho view. Box select () the top edges of the cube. Extrude () upward about one grid square. Hold down while extruding for incremental movement; by default movement should be restricted to the Z-axis (normal to the selection); if necessary, press to toggle this effect. This extrusion is called E1. Repeat 2 more times for extrusion 2 and 3 (E2 and E3). Now Extrude a longer piece upwards, for the Goblet\'s stem, of 10 grid squares (E4). Next we will define the area for the 2 top knobs and the bottom of the glass by Extruding upwards 5 more times at 1 grid square each (E5-E9). Next do another upward Extrusion of about 10 grid squares (E10). This is the actual glass itself. ### Inflate the Glass !Sizing the first knob{width="400"} Now, let\'s begin to inflate the glass. First, clear all selections by hitting the . Make sure you are still in the side view (). Box select () the bottom most cube (all 8 vertices, not just the bottom 4). Then expand it outward by scaling (), then pressing + to lock/prevent any scaling in height along the Z-axis and finally pressing to quadruple its size. Next, deselect all vertices (), select () the 4th pair of vertices (E2), scale them (), lock scaling (+) and triple the vertices in size ( and ). Do the same for E5 and E7 (the 7th and 9th pairs of vertices, respectively). Then expand ( and +) the top, Goblet rectangle (E9 and E10) to 6 times its current size (). ### Make the cup\'s interior !All extrusions\|left !View of the finished basic goblet\|right Last is the cup\'s interior. Once again, you should still be in the side view (). Box select () the very top most vertices of the Goblet (E10). Once selected, get a better view by changing to \'Orbit Up\' (). With the top surface selected, initiate an Extrusion (), followed by a termination with the . It will appear as if nothing has happened, but new, overlapping edges have been created and are now selected (this also creates E11). Next Scale () the selected vertices to 90% of the original size (). This creates the inside lip of the cup. Now, Extrude () the interior lip, along the Z-axis downward () to create the bottom interior of the Goblet (E12). Finish off by selecting all, and then a \'Remove Doubles\' ( → **Remove Doubles**), for good measure. It should look something like this. ## Smoothing and Defining Time to take the mesh and turn it into a proper goblet. Add a subsurf modifier with 3 view subdivisions to the mesh. Change to Object Mode () and select smooth shading. The cube-looking mesh will now look like an object that was created from a cylinder. This has removed all our crisp edges, but our globlet is looking very unstable! Let\'s rectify things by flattening the bottom. **Noob Note:** *If your goblet has a bulge in it after applying the subsurf, go to **Edit mode** (), select all (), press , and select \"Remove doubles\". (If a menu for boolean operations appears when you hit the , then you\'re not in **Edit mode**; change immediately to Edit mode and try the again.)* Select the four edges that surround the small circle at the very bottom (the very lowest set of edges) and press + to enable creasing. Now drag the mouse up and down to select the level of the crease. When you\'re satisfied, hit . Repeat the process for other edges you want to be sharp. I\'ve turned on Draw Creases under *Mesh Tools 1* to illustrate which edges have been creased (highlighted yellow) in this example. That concludes the creation of the goblet. Save the scene for use in the lighting tutorial. !Applied subsurf modifier !Crease edges ## Quick links for the impatient To jump to the relevant lighting section, go to Blender 3D: Noob to Pro/Light a Silver Goblet. What about applying glass look already? Take a sneak peek at Blender 3D: Noob to Pro/Spin a goblet#Material.
# Blender 3D: Noob to Pro/Model a Silver Goblet cylinder |previous=Model a Silver Goblet }} ``` ## Preliminaries This is a version of \"Model a Silver Goblet\" but starting from a cylinder rather than a cube. Start Blender or start a new scene ( + ) and delete the default cube. Change to Top view (), make sure you\'re in Object mode and add a cylinder ( + Mesh \> Cylinder): in the popup menu, change the number of vertices from 32 to 16, the Radius from 1.000 to 1.800, the Depth from 2.000 to 0.100 and leave \"Cap Ends\" as it is. Change to Front view (). ## Description of the modeling steps The steps in this tutorial are almost all made up of \"extrude\" and \"scale\": so, to avoid repeating key sequences every time, extrude : means 1. make sure \"Limit selection to visible\" is off !Shows \"Limit selection to visible\" icon 2. box select the top vertices of the cylinder: press , click and drag to make a rectangle around the top vertices 3. press , press and type in the amount of the extrusion and press ; you can move the mouse instead but it is quicker and easier to type it in. For example, the following keystroke sequence extrudes by 1.5:\ , click and drag to make a rectangle around the top vertices; . scale : scaling is by default restricted to the X-Y plane; although the numbers in the bottom left corner of the 3Dview show Z changing, in fact only X and Y change, and by equal amounts. 1. press , type in the value and press --- you can use the mouse instead but it is quicker and easier to type in the number. ## Creating the Goblet !E-numbers and construction steps This diagram shows the connection between the E-numbers and the goblet construction. - **E1:** Deselect all vertices (), Box-select the top vertices (B-key), and extrude by 0.2: you may need to zoom in () to do this as it\'s quite thin. Scale to 0.1. - **E2:** Extrude by 0.2, scale by 2. - **E3:** Extrude by 0.2, scale by 0.5 to make the lower knob. - **E4:** Extrude by 4 to make the stem. - **E5:** Extrude by 0.2, scale by 2. - **E6:** Extrude by 0.2, scale by 0.5 to make the upper knob. - **E7:** Extrude by 0.2, scale by 8 to make the base of the cup. - **E8:** Extrude by 4, if you wish to make a flared cup, you can scale by 1.5. - **E9:** Extrude by 0.0, scale by 0.9 to make the rim of the cup. (This will create a new ring of vertices and then move them in towards the centre.) : Now go into Wireframe mode () so you can see inside to guide the next few steps. - **E10:** Extrude by -3.9, that is, downwards. and scale by 0.69: you can do this last scaling with the mouse, if you like, to get the edges of the inside of the cup and the outside parallel. - **E11:** Extrude by 0.0, scale by 0.0 to make the inside of the cup. Press Remove Doubles to merge the centre vertexes. You now have a goblet, the base of the inside of the cup is the face of the last extrusion, is circular and flat as it derives from a cylinder. If you haven\'t already saved your work-in-progress, now would be a good time. ## Subsurfing and smoothing the goblet The last step is to subsurf and smooth: go into Object mode and enable Solid mode again (). Select the Editing panel from the Buttons window () and, in the \"Modifiers\" panel, click on \"Add Modifier\", select \"Subdivision Surface\" from the popup menu and, in the Subsurf display, increase \"View subdivisions\" from 1 to 2. !Shows the Editing panel icon and the Modifier panel At the bottom right of the \"Links and Materials\" panel, click on the \"Shading: Smooth\" button. At the bottom of the cup you will see fluting --- this is an artifact caused by smoothing and subsurfing triangles on a curved surface. Here it adds to the appearance, don\'t you think? *In Blender v2.78, the \"Smooth\" button is located in the \"Tools\" menu under the \"Edit\" tab.* !Tools shading ## Flattening the base of the goblet The base of the goblet is curved due to the subsurfing, so needs to be flattened. Go into Edit mode, deselect all, box-select the lowest set of vertices, then crease (remove the subsurfing) by pressing + then . The final result should look something like this: ![](goblet-smoothed-sharpened-front.png "goblet-smoothed-sharpened-front.png"){width="200"} ![](goblet-smoothed-sharpened-top.png "goblet-smoothed-sharpened-top.png"){width="200"} Save the scene for use in the lighting tutorial. To jump to the relevant lighting section, go to Blender 3D: Noob to Pro/Light a Silver Goblet
# Blender 3D: Noob to Pro/Spin a goblet |previous=Model a Silver Goblet cylinder|Model a Silver Goblet from a cylinder }} ``` The **spin** technique is a good choice when you want to model an object that is radially symmetric and you know what the cross section of the object looks like. This the virtual equivalent of using a lathe to create an object in the real world. With the spin technique, we draw an outline of one half of the outline of the object, and then spin the outline about an axis to create the object\'s mesh. ## Modeling !Photo of a real-world goblet{width="300"} Here is a real-world goblet. The picture is not an orthographic image, so we cannot directly copy the outline, but it is close. ### Setup We now model the outline. Let\'s start with the default model. We want to create an initial object consisting of a two-dimensional outline, so select the cube, go to edit mode, and delete all the vertices. This leaves us with an object that has no vertices as a nice place to start. We want the resulting goblet to sit at the origin with the Z axis as its axis of symmetry so we get a front view (press ). Since we will be working directly with mesh vertices, the *manipulator* is a hindrance, so turn it off (press ). (With the manipulator on, it is easy to accidentally move a vertex out of the editing plane, but we want a 2D cross-section.) We are now ready to create the two-dimensional outline as a chain of vertices with the first and last vertices on the axis. ### First Vertex Now, place the first vertex: this will be the center of the bottom of the goblet, so place it slightly above the origin on the Z axis (). Why? Well, for two reasons: in the real world, the bottom of a goblet is not actually flat. Instead, the rim is lower than the center of the bottom, so the bottom is concave and the goblet sits on a flat surface without wobbling. The second reason is that we intend to use the \"subsurf\" technique, and this technique will make a flat surface slightly convex in our virtual world, so we will preemptively start the bottom of the base with a slightly concave surface. ### Finish the outline Add the second vertex, which will be on the rim of the goblet\'s base: move the cursor to the X axis at about -3, and add a vertex (press , or ,). Add additional vertices to your outline by moving the cursor to the desired location and adding,[^1] for as many vertices as you need to accurately model the outline. Since you will be using subsurf later, make sure that you place two vertices near each other when you need a sharp curve in your outline. Otherwise, subsurf will convert your sharp curve into a wide smooth curve. Eventually, you will place the last vertex, which will become the point at the bottom of the inside of the goblet. This point should be on the Z axis. Your outline is done! ### Spin Now, to spin it. first, make sure that you are still in edit mode, and that the last vertex is selected. Set the cursor to the selection (, then *cursor→selection*). Now, get a top view (): you are now looking at your outline from the top, and it should look like a straight line along the X axis with one end at the cursor on the Z axis. (If this is not the case, select and move points to the X axis and check your work by switching back to the front view, then come back to the top view.) Now select the whole outline and then move to the button menu to perform the spin (or use the Spin option under Mesh Tools, Add, in the Toolshelf). Set the rotation to 360 and the steps to 12 (or another number of your choice).\" An elaborate circle will appear. Go to the front view () to see your un-smooth goblet. ### Finish up Since you are in edit mode and you have the whole mesh selected, this is a good time to remove duplicate vertices. The two vertices on the Z axis (base bottom center and bulb bottom center) were duplicated 12 times, and the entire outline was duplicated once when the circle closed at the end of the spin. Remove the duplicates (press and select *Remove Doubles*). If you fail to do this, the subsurf operation will create a cusp at the two centers, and a crease at the duplicated outline. If you placed the two Z-axis vertices by hand, they may not be exactly on the axis, and therefore may still be duplicated, leaving a tiny \"hole\" at the axis. Fix this by merging each of the two sets separately: 1. select the vertices to merge. 2. merge at center (press ,*Merge → At Center*, ). Now start to smooth by using the subsurf in the button window. First add a modifier and select subsurf. Set levels to 2 Then, click on *smooth* in the Tool shelf under \"Tools\" -\> \"Shading\". You now have a goblet model. ![](Spin_a_goblet.png "Spin_a_goblet.png"){width="500"} The image shows four objects: the two-dimensional outline, a smoothed version of the two-dimensional outline, the result of spinning the outline, and the result of subsurfing and smoothing. As you follow the procedure above, you will not actually have more than one object at a time as shown here. ## Rendering ![](Rendered_spun_goblet.png "Rendered_spun_goblet.png") As with the other two goblets, It is difficult to fully evaluate the model unless you render it. However, a \"pretty\" rendering requires at least minimal materials, lighting, and scenery. This section is a cookbook approach to providing these minimal elements and is not really a useful tutorial, so we won\'t explain the concepts. These topics are treated at length in later tutorials. If you wish to explore these subjects in more depth, go to the appropriate tutorials. - The Goblet material: plain glass. - The tablecloth: A (non-existent) table with a white tablecloth, in a featureless room painted yellow. - The lighting: one bright lamp. ### Material - Go to object mode and select the goblet. - In the Materials button window, add a material to the goblet, and name it \"glass\". - In the *Material* tab, change the color in *Diffuse* section to black (set R, G, and B all to 0.000). Here, \"black\" merely means \"do not add any color\". It does not mean that the goblet looks black. - In *Transparency* section, pick Raytrace. Set Alpha to 0.1 (i.e., quite transparent), set IOR to 1.5, and set Depth to 6 (or higher on a very fast computer). ### Tablecloth and room - In the main window, put the cursor at the origin (Center) and switch to top view. In object mode, add a plane and then scale it to quite large. This is your tablecloth - Go to object mode and select the tablecloth. - In the *Material* tab, set the color to white and ensure the Alpha is 1.000 (i.e., opaque.) - In the *Shadow* section, check the Receive Transparent checkbox. (Older versions: in the *Shaders* tab, click on Trashado.) This allows the tablecloth to show the ray traced shadow of your goblet instead of a fake shadow. - To paint the room, in the *World* tab check Blend Sky and change Zenith Color to e.g. yellow. ### Lighting If you started with the default camera and light the scene will be too dark and the shadow effect from the lamp will not be too pretty. To fix this: - Move the lamp higher and farther away. - Turn up the Energy. - In the lamp\'s *Shadow* section, pick Ray Shadow. ### Camera Now adjust the camera: - Shift to camera view. - Dolly and aim the camera. - Move the camera back some. - Render. [^1]:
# Blender 3D: Noob to Pro/Light a Silver Goblet |previous=Spin a goblet }} ``` Note that the images are outdated. ## Techniques You should know how to: - Perform actions discussed previously in the tutorial. This section will recap or introduce: - Reflective material - Positioning camera and light - Editing the World colors ## Objects in the Scene Create the goblet discussed in Model a Silver Goblet or load it if previously made. If you haven\'t already made the goblet, feel free to try the tutorial using a sphere or something else instead and you will still get a good outcome. In Object Mode with **NUM 7** view, add a plane mesh. Scale the plane to a very large size and make sure the goblet is sitting comfortably on top of it. Select the camera and move it so that the goblet, and its reflection in the plane will be seen or else if you want. You can see the numerical location of the camera by bringing up the *Transform Properties* window by pressing **NKEY** in the viewport. In my example where 0,0,0 is the bottom center of the goblet, the camera is located at 27, -21, 19 XYZ with a rotation of 63.5, 0.62, 46.7. Create a Sun with **Shift+A** → Lamp → Sun. And (in the lamp properties \"Object Data\") set \"energy\" to \"0.5\", and place it above the goblet. Move it at around 80 points on the Z-axis. It is very important that you place the lamp on the right spot cause it will give your goblet anon 100 times more true to nature when you will give your goblet a silver texture. You can try placing a point or another lamp but it\'s very difficult to get a realistic image then. If you choose a different lamp click on the World button in the \"Properties\" header (the section where you can edit the sky). Check the Environmental Lighting box. Set energy to \"0.800\". The rendering of this scene yields: !Current render Old Picture. ## Adding the Atmosphere In Object Mode, select the goblet and go to the \"Material Properties\". If no material is linked to the goblet, add new material. Rename the material \'cup\' or something similar. The area of interest is the *Mirror* window. Highlighted below are the mirror options we\'ll be playing with. Press the Mirror button to make the material act like a mirror and reflect light. Move the \"Reflectivity\" slide to 0.85 or type it in after **LMB** on the number. This is how reflective the surface will be. A low number of 0.00 means that it reflects little while a high number of 1.00 reflects everything. Also change the Fresnel slide from 0.0 to 1.4. This will increase the power of the Fresnel function. What this means is the color of the material will be strong because the light source is taken into consideration. If the Fresnel wasn\'t used, the object would appear dark because the light source isn\'t directly calculated in the mirror. Also, change the color of the goblet to white. Using a light color will give your goblet an interesting patina if you so choose. !No material linked !Make the goblet reflective Next, select the plane and modify the material, add if it is not there. We want the plane to be dark and shiny. Set *Diffuse* and *Specular* to near black for the color. For reflectivity, turn on *Mirror* to about 0.15 Reflective and ignore Fresnel this time. !Edit the materials of the plane There is only one more thing to do before rendering the scene: change the world. Under the \"Properties\" Header is the \"World\" panel. Here you have *Paper Sky*, *Blend Sky*, and *Real Sky* buttons. There are also options for changing the color of the horizon (Horizon color), zenith (Zenith color), and ambient (Ambient color). We\'re interested in these two windows at the moment. Using *Real sky* and *Blend sky* will affect the way the horizon and zenith interact. Experiment with them to see what they do in the preview. In this example, *Real* and *Blend* are turned on. The *Paper* button works a little differently in that what you see in the preview will essentially be the background of your render. This effect is most noticeable when your camera is rotated. Despite the camera rotation, the preview would still be \'wallpapered\' on the render. For our world, set the color close to black for the horizon, zenith, and ambient. !World shading That was the last step! Make sure the camera is in the right spot and render the scene. Here is the output of this example !Final rendering ## Creating a metallic texture for the goblet: The metallic look can be achieved by these steps: 1. **Materials** \> **Diffuse**. Set color Hex value to: **C7C8CB** or you can set it completely black for dark metal. Set intensity to \"0.8\". 2. **Materials** \> **Specular**. Set color to white(Hex: **FFFFFF**). Change **Intensity** to \"**1.000**\", left of the color-swatch, set the *specular shader* to **CookTorr**. Also change the **Hardness** to value around \"**16**\". 3. **Materials** \> **Mirror**. Make sure the Mirror check-box is checked. Set **Reflectivity** to **1.000** and color to white(Hex: **FFFFFF**). Make sure that under \"Gloss\" the \"Amount\" is set to \"1.000\". 4. (not compulsory but it may be required) Use the texture from this earlier tutorial: Procedural Wood Texture on the planes that are below and behind the goblet as in the picture below. It will give you a much better contrast. ![](3d_Modelled_steel_goblets2.jpg "3d_Modelled_steel_goblets2.jpg") **Notes:** *Problem:* When I render I see brown where I have used \"Shift-E\" and \"G\" and I followed everything. *Answer:* Please remember, the author did say play with the settings a bit, this tutorial should be used as a guide. We are learning how to use all the tools that Blender has to offer, that is the important thing. It is up to us to experiment more with the settings set forth in these tutorials. If the settings in these tutorials do not give us the same results, that is OK, we should be changing them anyway to express ourselves! Also remember, NEVER strive for PERFECTION, but ALWAYS strive for EXCELLENCE. Perfection only leads to frustration, and it is frustrating enough, at times, to learn something new. Have fun learning, I know I am. *Noob Question:* I managed to get it looking like the first picture above. How do I get it to look like the second?\ *Pro Answer:* Change the reflection settings. a higher depth and a larger raymir value will make the goblet more \"mirror\" like as in the 2nd picture. the other settings should be left alone, or you can experiment with them to achieve the effect that you want. lighting is also important. the object that is to be reflected has to be illuminated as well as the object that is doing the illuminating. Different lights (don\'t use a hemi if you want it to be realistic) at different angles will give you a more realistic effect. *Noob Note:* On the answer above, I didn\'t manage to do it with any of the things the pro said in the answer here, I found out that the key is to change the color of the material which is white (or close to white) in the upper picture. In the lower picture the color is set to black (or close to black). This eliminates the \"un-metallic\" whitish sheen that the goblet in the upper picture has. *Noob Note:* I don\'t know about those using lower versions but those using v2.5x have a choice of different shaders both for diffuse and specular colours. I strongly suggest that for the same object one should try playing around with the shaders. They can create different effects. for eg. here if you change the diffuse shader type to **oren-nayar** and the specular shader type to **wardiso**, the goblet will have a glossy , finished look. ![](Silver_goblet.jpg "Silver_goblet.jpg") ![](Goblets_two_mooroon.png "Goblets_two_mooroon.png")
# Blender 3D: Noob to Pro/Simple Vehicle |previous=Light a Silver Goblet }} ``` !Let\'s make this jeep. The idea of this tutorial is to learn to face a complex project. A vehicle is a nice object to use to test yourself and find new problems. First, we must understand that a project does not reproduce the real world; a project shows an idea or thought and will result in a final image or video. Whatever does not appear in the final result is unnecessary to include in the model. What vehicle should we make? Let\'s go with the classic jeep. This will allow for a lot of doodads. Let\'s decide what objects of the jeep model will need to be made - body, wheels, seats, and a rocket launcher for good measure. Objects we can ignore include the engine, which remains hidden under the hood. There are many additional objects you can make such as a steering wheel to customize your jeep. {{-}}
# Blender 3D: Noob to Pro/Simple Vehicle: Wheel tutorial 1 |previous=Simple Vehicle }} ``` There are 2 tutorials for the tires. This and the next tutorial: this is the basic tutorial but the next tutorial is more complicated and you can end up with one of the four different versions. ## Techniques You should already know how to: - Make a mesh - Navigate the viewport - Extrusion - Create, edit materials This section will recap and introduce: - Forming faces - Subsurfing - Merging vertices - Object naming For our premise, envision jeep tires. They\'re not too sleek but rather rugged for all kinds of terrain. We need a tire that can handle any obstacle in its way. During this tutorial we will be primarily using orthographic view. Feel free to switch to perspective view (**NUM5**) from time to time to see how things are developing. You may also want to rotate in the XY plane using scroll **MMB** or **NUM2**/**NUM4**. Switch back to orthographic view (**NUM5**) to edit. ## Model the tire Hit **NUM1** to set front view (XZ coordinates), then delete the cube. ### Create the outside of the tire Add a cylinder **Shift+A \> Mesh \> Cylinder** then in the tool shelf use 32 vertices, set the radius to 4, depth to 3, choose Cap Fill Type: \"Nothing\", and click on \"Align to view\". By default, objects are aligned to the *global space* axes. The \"align to view\" option rotates the cylinder so that it is aligned to the *view space*. ### Create the inside of the tire Switch to orthographic mode (**NUM5** to toggle) and then go into **Edit Mode**. Select all vertices, hit the **E Key** and directly after that the **ESC key** to make the new faces, then **Alt+EKEY** and choose \"Individual faces\" and extrude the individual faces into the circle. You may either type in -1.2 and hit enter, or hold **SHIFT CTRL** and move the mouse to extrude the faces until the sides come in -1.200 units. Now select all with the **AKEY** and remove doubles by pressing the **WKEY** -\> Remove Doubles.\ !Checking the outer mesh{width="300"} !Reduce the width{width="121"} ### Subsurf the tire Now it\'s time to make the tire look like a rugged tire. Return to Object Mode, and apply a subsurf modifier (use the Modifier menu in the properties header - it looks like a wrench) click on \"Add Modifier\" and select Subdivision Surface - select VIEW level 1 or 2. The tire will now look like a bead necklace. ### Crease the edges A little creative use of creases will restore our tire. Switch back to orthographic mode (**NUM5** to toggle) if need be then go into to **Edit Mode**. Check that Limit Selection to Visible is off (that is, so you can see the extra edges and vertices). Enter **Edge Select** mode Bring up the circle selection tool (**AKEY** to unselect all, then **CKEY**). Use the scroll wheel to change the circle selection size to be in the center of the tire, between the inside and outside edges. This will select all of the inside edges, as well as the triangles on the side of the tire, as in the picture below. Then hit **Enter** Now press **SHIFT+EKEY** to Crease these edges - type 1.000, and press **ENTER**, or hold **CTRL** to pull in steps till you see 1.000 in the status bar at the bottom of the view window. !Applied subsurf{width="300"} !Crease the edges{width="311"} ## Model the hubcap The tire is almost done. Let\'s add a simple hubcap to it. ### Create a cylinder Be sure you\'re in **Edit Mode**. Hit **AKEY**, once or twice till all the wheel\'s vertices are selected. (The scene should be in front orthographic view - hit **NUM1** for front view, **NUM5** for orthographic if not). Press **SHIFT+SKEY**, from the popup menu, choose \"Cursor to Selected\", to put the cursor at the center point of the existing tire. Hit Shift+A =\> cylinder with 32 vertices, radius of 1.9, depth of .5, choose Cap Fill Type: \"Nothing\", and click on the checkbox of \"align to view\". Turn orthographic view off: **NUM5**. Hit **NUM7** for top view. Hit **GKEY**, then **YKEY**, then type 2.2, and hit **ENTER** to move the hubcap into part of its eventual location and a place we can work on it. !Add another tube mesh{width="300"} ### Create the outside of the cap In top view, hit **AKEY** once, so that nothing is selected. Zoom in with the **MMB** till the hub cap fills most or all of the view. Switch to **Vertex select** mode. Make sure \"Limit selection to Visible\" is off (that is, so you can see the extra edges and vertices). Hit **BKEY** for box select, then holding the **LMB**, drag the box to enclose the vertices along the top edge of the hubcap. Hit **SKEY**, then **SHIFT+YKEY** to only move in the XZ axis, then type in .35, and hit **ENTER** Hit **GKEY**, then **YKEY** to only move the Y axis, then type in .35, and hit **ENTER** !Shorten the hubcap width{width="218"} ### Create the Axle Cover We\'ll merge these vertices together to create a flat surface. Hit **Alt+EKEY**, on the popup select **Edges only**, then hit **ESC**, to create the edges we will need. Hit **ALT+MKEY** on the popup pick **At center**. Blender will reduce the 32 vertices to 1. Hit **NUM3** for side view. Hit **GKEY**, then **YKEY**, to only move the Y axis, then type in -0.4 and hit **ENTER**. !Scale in the front vertices{width="300"} !Pull the center vertex in{width="193"} ### Final sizing of hub cap to tire The final mesh editing is to scale the hub cap to a size that is slightly larger than the hole of the tire. Hit **NUM7** for top view, **NUM5** for orthographic if needed. Position the mouse over the hubcap, and press the **LKEY** to select the entire hubcap. Hit **SKEY**, then **SHIFT+YKEY** to move only the XZ axis, then type 1.48, and hit **ENTER** Hit **NUM3** for side view. Hit **GKEY**, then **YKEY**, to move only the Y axis, then type -1.11 (use -0.77 if you want your hubs sticking out) and hit **ENTER**. ### Renaming the Wheel The last thing to do is to rename the wheel so we can find it easier later. Enter Object mode and select the wheel only. In the outliner window you\'ll see the tire called \"Cylinder\". This name was created because we started with a cylinder mesh. Click on the name with the right mouse button and click on Rename - rename the object to something like \'wheel\'. Save your file where you\'ll find it later and continue to the next step. ## Extra !Rendered tire{width="200"} Change the materials to make it look like a tire. As you have seen in previous tutorials, one object can have multiple colors/textures. *If you\'d like to review how to do this, then refer to the materials section for an explanation on how to, or to the Blender manual: Multiple Materials*
# Blender 3D: Noob to Pro/Simple Vehicle: Wheel tutorial 2 |previous=Simple Vehicle: Wheel tutorial 1 |subcat=Project }} ``` There are 2 tutorials for the tires. This and the previous tutorial. The first is basic but this is a more complicated tutorial with a total of 4 different versions. Congratulations on making it this far; you\'ve proven you have what it takes to finish this book. At this point you don\'t need me explaining the simple things like the differences between or how to select vertices, edges or faces. Feel free to swivel the camera this way and that. I\'ll leave it to you to decide when to turn snap on or off \"Limit Selection to visible\". At every step I hope you think, "Ah-ha, now it looks more like a tire!" since that\'s essentially what I did. I\'m writing this tutorial because I don\'t want this book to become outdated. Also\... I really like tires! ## Build the Tire !A real world wheel This is the real world wheel we\'ll be modelling. It has three parts: 1) tire 2) rim 3) hub. We\'ll create the wheel laying down starting with the tire and working our way in. ### The wheel Delete the default cube and hit to go to the top view. Center the cursor and add cylinder with 32 vertices, radius 4, and depth 2. Set Cap Fill Type to nothing. Set snapping to Increment: ++ and enable snapping: +. Next we will make a series of cylinders which will become the tire and the rim. Switch to edit mode. Extrude the cylinder inwards by pressing + . Do this a total of two times, then extrude another cylinder inwards by 0.8. !only select the vertical edges Unselect everything () then select only the vertical edges of the innermost cylinder, as follows: ensure \"limit selection to visible\" is turned off, switch to vertex-select mode, circle-select the innermost vertices, switch to side view () and edge-select mode, block-unselect the top edges with +, and do the same for the bottom edges. !merge collapse the edges Merge-collapse (+ \>\> Collapse) these vertical edges to create a circle that\'s vertically in the center of the other cylinders. ### The Hub !completed simple wheel\|left The inner ring should be already selected. Extrude it and scale to 0.4. Move the new circle down by 0.5, then extrude it up ( ) by 0.5. Extrude and scale to 0.25. Move the circle up by 0.15, and lastly press to make a face in the inner circle. To be safe before saving highlight all and remove doubles. We can add different types of tread to this simple tire. If you\'re feeling ambitious come up with your own tread design. Save your work now. ## Finish your tire several versions Working on the vertical faces of the outermost cylinder in face select mode. ### Type 1 Subdivide the outer faces one time, and rotate, with Z-Lock, the newly created central edge by 12. !rotate the middle edge by 12\|left\ \ \ \ \ \ \ \ \ \ \ \ \ Stager select every other outer face and extrude size out 1.15 (\"Ekey\" then \"Enter\" then S and then 1.15). Make sure your sizing outward from the center of the wheel. For quick selecting, Alt-select the two rings of faces and press Select-Checker Deselect !select tread pattern and extrude outward by 1.15\|left\ \ \ \ \ \ \ \ \ \ \ \ \ What you can also do is Alt+E click on individual faces, 1.15 and then \"S key\" scale it down some points. !nice round wheel\|left\ \ \ \ \ \ \ \ \ \ \ \ \ ### Type 2 This tread is a little trickier but the extra work is worth it. Subdivide the outer faces and change the number of cuts to 2. There are now 96x3 outer faces. Think of these as being on 3 levels bottom middle and top. ! creating faces\|left\ \ \ \ \ \ \ \ \ \ \ \ \ Select 2 of the bottom faces skip 4 faces then select 2 more go all the way around the circle. The pattern for the middle level is select 2 skip one select 2 starting at the top left vertex of the bottom level. The pattern of the top is the same as the bottom select 2 skip 4 start at the top right vertex of the middle level just not the same middle selection that the bottom is\... see the picture :) ! select tread pattern\|left\ \ \ \ \ \ \ \ \ \ \ \ \ Extrude size out 1.15 from the center of the wheel \"Ekey\" then \"Enter\" then S then 1.15)! extrude outward to create tread\|left\ \ \ \ \ \ \ \ \ \ \ \ \ ### Type 3 Evenly loop-cut the faces of the outer cylinder ! loopcut center of wheel\|left\ \ \ \ \ \ \ \ \ \ \ \ \ CTRL-R, center the mouse on the outer cylinder -\> Enter -\> Enter. Now subdivide the outer cylinder. There are now 3 inner edges. rotate, with Z-Lock the top inner edge by 12 and the bottom inner edge by -12. !rotate edges\|left\ \ \ \ \ \ \ \ \ \ \ \ \ This time make a Z-pattern with the faces and extrude size out by 1.15 from the center of the wheel \"Ekey\" then \"Enter\" then S then 1.15). ! select tread pattern and extrude outward\|left\ \ \ \ \ \ \ \ \ \ \ \ \ ## Finishing To get the wheel standing up lock the y axis and rotate everything 90° The wheel object as well as the wheel mesh are both named Cylinder in the outliner lets rename both Wheel. Right click the name and select rename ! rename object/mesh wheel\|left\ \ \ \ \ \ \ \ \ \ \ \ \ Lets add a sub modifier and set shading to smooth. ! subdivide to smooth things out\|left\ \ \ \ \ \ \ \ \ \ \ \ \ Crease the hub edges. Shift EKEY 1 enter. By the way the easiest way to remove a crease is just to add a negative crease. Shift EKEY -1. ! crease the hub\|left\ \ \ \ \ \ \ \ \ \ \ \ \ ## Colouring Now for some color. By the way, think of diffuse as being the base color and specular as being the reflected color. If you\'re curious about words like lambert and fresnel just look them up in your favorite dictionary. In the properties menu select the materials icon. Create three material slots by clicking the plus button that\'s above the minus button 3 times. !after you click new rename the material\|left\ \ \ \ \ \ \ \ \ \ \ \ \ \ Select each material slot and click new to add a material to it. Name the first material Rim, the second Tire and the last Hub. We\'ll leave the rim default white. Select Tire and change the diffuse color to almost black RGB of 0.010 and the specular intensity to 1. This gives our tire a very shiny black look. Give the hub a dull gray look by setting the diffuse color to RGB 0.05. ! create dark gray by lowering all colors to 0.05\|left\ \ \ \ \ \ \ \ \ \ \ \ \ The first material added becomes the default material for the entire object. So we only need to select the parts of the wheel mesh that are not rim. Select the tire that\'s the two outer cylinders- with the tire material highlighted click assign. ! assign the tire color to the tire mesh\|left\ \ \ \ \ \ \ \ \ \ \ \ \ To make selecting the hub easier close the subsurf eye in either the properties or outliner menu. Assign the hub material to the hub mesh. I\'ve left adding the red hub oil seal up to you. ! turning subsurf off makes selecting easier\|left\ \ \ \ \ \ \ \ \ \ \ \ \ !The final Tire rendering\|left\ \ \ \ \ \ \ \ \ That\'s it! Hopefully my instructions weren\'t too painful. Be sure to save and good luck! If you want you can create a more complex tire. Otherwise you can skip this. ## Creating a more complex tire Start by loading a basic cylinder and rotating it so it rests on its side. !Cylinder\|thumb\|left\ \ \ \ \ \ \ \ \ Next, remove the faces from the top, and bottom of the cylinder. !No Faces\|thumb\|left\ \ \ \ \ \ \ \ \ \ \ Now Press the num5 key to enter orthographic view. !2 Cuts\|thumb\|left\ \ \ \ \ \ \ \ \ \ Then press num7 to view the front of the cylinder. Then click on \"Loop cut and Slide\" in the tools shelf and make a cut of \".5\" to each side as shown in the picture (ctrl+R -\> 3 -\> Enter -\> Enter) select the middle then (X -\> edge loops). Next, make 2 more cuts .4 on each side (ctrl+R -\> 4 -\> Enter -\> Enter) select the unneeded then (X -\> edge loops). !Total Count Of Cuts\|thumb\|left\ \ \ \ \ \ \ \ \ \ \ \ Next, press the b key to enter box select mode. !Boxselect\|thumb\|left\ \ \ \ \ \ \ \ \ \ \ you will want to select all the middle faces. Next. type \"S key\" then X or Y, dependent on direction your cylinder is in, then .5 !Scale The Middle\|thumb\|left\ \ \ \ \ \ \ \ \ \ \ Then press the A key to select everything, then \"S key\" -\> X or Y, and type .5 to squish the whole wheel. Then use the \"B key\" to reselect the middle faces. Now, with the Middle faces still selected rotate them so they look similar to the picture shown by typing \"R key\" \"X key\" or \"Y key\" and then\"10\". !Rotate The Middle\|thumb\|left\ \ \ \ \ \ \ \ \ \ \ Next, select all the faces beside the middle and in the middle and rotate them all in the opposite direction so it looks similar to the picture shown by typing \"R key\" \"X key\" or \"Y key\" and then\"-10\". !Rotate The Middle And Sides\|thumb\|left\ \ \ \ \ \ \ \ \ \ \ \ \ Next press the A key to unselect everything. !Select The Faces\|thumb\|left\ \ \ \ \ \ \ \ \ \ \ \ \ Then start selecting faces as shown in the picture. Continue this all the way around the wheel leaving 1 space of unselected faces in-between each row. With the faces selected press \"Shift+S\" then \"Cursor to Center\" then **EKEY** then **ESC** and then \"S key\" to scale them. While scaling type \".9\" then press enter. !Extrude And Scale\|thumb\|left\ \ \ \ \ \ \ \ \ Next, select all of the side edges as shown and Then Press the \"S key\" and type .7 then press enter. !Outside Edges\|thumb\|left\ \ \ \ \ \ \ \ \ \ \ \ !Sides The Tire\|thumb\|left\ \ \ \ \ \ \ \ \ \ Type \"S key\" then X or Y, and then type \"1.5\" to move both sides outward slightly. Type \"E key\" then \"Enter\" , then the \"S key\" type \"0.75\" as shown in the image. !The Inner Of The Tire\|thumb\|left\ \ \ \ \ \ \ \ \ !The Render Of The tire\|thumb\|left\ \ \ \ \ \ \ \ \ \ \ \ \ You\'re done! Feel free to add the hub cap from the previous wheel, or one of your own design.
# Blender 3D: Noob to Pro/Simple Vehicle: Seat |previous=Simple Vehicle: Wheel tutorial 2 }} ``` ## Techniques You should already know how to: - Make a mesh - Navigate the viewport - Extrusion - Subsurf - Crease edges This section will recap and introduce: - Loop Cut and Slide (Loop Subdivide) - Small, consistent vertex movement The design will be an all-terrain bucket-type seat. ## Extrude the Seat !Basic setup of shapes.{width="200"} Start in view of the default cube and rename it. Extrude the cube multiple times to make your basic shape. In this example a 3x3x1 block composes the body with one cube coming out the top for the headrest, and the bottom cube\'s front faces extruded out to create the seat. **Noob Note:** best practice is use \"Face\" selection mode, select the face, or faces you want to extrude with the , then hit , select an axis to move on by pressing the , , or keys, and pull with held down. ## Add cushion seams !Multiple Loop Cut and Slide.{width="200"} **Noob Note:** Before starting on this, you\'ll need to make sure you don\'t have any unnecessary faces **inside** the seat, or else you\'ll get strange cushion seams. To add a little texture to the mesh, we\'ll add some cushion seams. Use Loop Cut and Slide (+ and you\'ll see the pink selection loop. You can use the key to increase the number of loops made at the same time. Use mouse wheel or press 3 times to form 4 loops and the center column of blocks. You may also find it easier to add them one at a time in the correct place, than inserting them and then moving them. (To get multiple Loops instead of pressing just press the number of loops you want in this case , this is a fast easy way to achieve this.) You can use a mouse-wheel as well. Finally pres \"Enter\" 2 times. **Noob note:** If the loop comes up with green lines rather than purple you have gone one step too far, just press and try again. When you see the purple lines use your or the button. ## Position the cushion seams !Where the 3D cursor should be placed and what to select{width="200"} Go into ZX view () and make sure the view is orthographic ( to activate/deactivate orthographic view). Place the 3D cursor on one of the sides of the head rest (, or + to move cursor). !Positioning the seams.{width="200"} The idea is to move the 4 loop cuts just created away from center to the sides. Set the pivot to 3D cursor and select the two closest loop cuts. Scale () it down on the X axis () to 0.3. The goal will be to have the loop closer to the cursor to go into the cushion to become a seam. Now, do the same thing for the other side of the head rest. `<b>`{=html}Noob note:`</b>`{=html} The easiest way to select the two closest loop cuts is to first select (, +) one edge of each loop, and then go to Select Edge Loop ( -\> `<i>`{=html}Select`</i>`{=html} -\> `<i>`{=html}Edge Loop`</i>`{=html}). Or hold down when selecting one of the loop\'s edges. This should select the entire loop. In order to select more than one loop, hold down as well. `<b>`{=html}Noob2 note:`</b>`{=html} in Ortho view with \'Limit selection to visible\' disabled, just box-selected with one drag of the mouse. ## Add Depth to the seams !Vertical seam creation.{width="200"} In overhead view (), select the vertices in vertical parts of the two front facing seams of the seat back, grab them (), move only along the Y axis (), and type in **.05**. !Horizontal seam creation.{width="207"} Switch to view and move the vertices in the horizontal parts of the same two seams, grab them and move them down by moving them -0.05 along the Z-axis. **Noob Note**: I\'ve found that an easier way to do this is selecting each loop of the seam one by one and scaling to .95 (make sure the pivot is set to \"Bounding Box Center) ## Subsurf the seat !Subsurfed seat{width="250"} Add a \"Subdivison Surface\" Modifier to the object. Hit in the Tool shelf: \"Smooth\" under \"Shading\" **Not Necessary:** *Select the edges between the back and seat and crease (\'+) them. Crease any edges you feel like to create your perfect jeep seat.* **Noob note:** it\'s best to be in **Edge** select mode when creasing A subsurf level of 2 or 3 looks best, and don\'t forget to change the render level to 3 or 4. Select all () then either hit the \"Set Smooth\" button at the bottom of links and materials, or hit and select \"Set Smooth\" for a much smoother subsurf. **Noob note:** If your seat is noticeably misshapen after adding the subsurf modifier, you may just have to delete internal faces in your model. into edit mode, and hit to get into wireframe mode. Click the face select button and look for faces that are totally inside the model. There will probably be a couple vertical faces (in YZ-plane) under the seams in the seat. I found a few elsewhere, also. Deleting all these cleared everything up. **Noob note 2:** Another way to remove the extra faces (which can cause the \"seams\" to be very deep) is to go into edit mode, select your whole seat (), then hit () and select \"Remove doubles\" from the menu. This is much quicker than finding them individually, and should solve the problem. **Noob note 3:** The problem may also be solved by going into edit mode, using to select all, and using \> Edit \> Normals \> Recalculate Outside ( + ). ## Resize the seat !Change the widths.{width="245"} Next, resize the seat\'s height and width. **Note:** Be sure to change the rotation/scaling pivot back to center point! To make the whole seat narrower in width, select all twice, then hit , followed by then type 0.8 and press . right\|250px To make the seat back a bit narrower in thickness, select around the seat back (in vertex mode) with the circle select . Once you have it completely selected on all of the sides, hit , lock axis with , and type 0.75, and hit . ## Final touches This final seat renders to: !Rendered seat.{width="300"} ### Leathery look To give the seams a leathery cord look, Hit twice to select all, then and choose Subdivide Fractal on the popup menu (in 2.6x select Subdivide and then press and choose 1 for fractals); just keep the defaults and the seams will look like a bunch of vines until you render it and they look like leather seams, and set in \"Material\" in the \"Properties header\" diffuse color to deep black. ### More concave !Making it concave.{width="200"} Also the seat can also be made slightly more concave to look like it would hold a person better.
# Blender 3D: Noob to Pro/Simple Vehicle: Rocket Launcher |previous=Simple Vehicle: Seat }} ``` ## Techniques You should already know how to do: - Previous Simple Vehicle techniques This section will recap and introduce: - UVspheres - Changing object\'s center ## Overview Two assumptions are going to be made here. One is that the rocket will not be launched in the future (use separate objects if you want to do that). The other is this is going to be a simple design. If you want to add options to your gun (think sight, trigger), go for it! ## Create the Launcher Start a new file and delete the default cube. ### Add a cylinder In view, add a cylinder mesh with 24 vertices with \"Cap Fill Type\" at \"Triangle Fan\" and set it to \"align to view\". We\'ll use 24 because the default 32 is overkill and will only increase rendering time. Rename and elongate the cylinder along the Y axis(\"S key\" then \"Y key\" then \"6key\" ). This will be the length of the launcher (minus the rocket). !Elongated cylinder{width="400"} ### Hollow the cylinder right\|400px Circle Select ( ) the vertices at one side, then extrude (\') them, and press to create a copy of the vertices. Scale () them by 0.7. Do the same at the other side. Extrude at one side the inner circle vertices () then \"Enter\", then press \"N key\" and change the value at \"Z\" in 1.2 or -1.2 dependent on what side you take. Then press hit \"A key\" \'till you have the whole cylinder selected then press \"W key\" and say \"Remove doubles\". ## Create the rocket For the purposes of this tutorial we will add the rocket on the left end of the launcher. !Finishing the rocket head{width="300"} ### For a one piece rocket + launcher 400px\|right Select the inner ring of vertices using circle select () Extrude () the \"edge\" along the Y axis () press \"Num1\" then \"S key\" then \"0.95\" select the all the faces second from the outside and press \"X\" then \"Only Faces\". Select the inner ring vertices then \"E key\" \"Y key\" then \"0.5\". Extrude the \"edge\" along the Y axis with 1.5, and scale the new edge by 1.5. Extrude the \"edge\" along the Y axis with 1. Extrude the \"edge\" along the Y axis with 3, and scale the new edge by 0.2. Extrude the \"edge\", hit , and merge (+) at the center to form the face for the nose For fun you could extrude the left end of the rocket with -11 in the cylinder and then \"F key\". you can separate the objects by pressing \"P key\" after selecting the objects you want to separate. you can manually delete the edges that stayed at the cylinder. ### For a two piece rocket and launcher - **Method 1:** create a cone, rotate it, then extrude and scale to get the rocket shape. ```{=html} <!-- --> ``` - **Method 2:** create a cylinder, scale it along the Y-axis, then extrude one side, scale to about 1.3, then extrude two more faces, scaling the first about 0.3 and merging the vertices of the second at center. ```{=html} <!-- --> ``` - **Method 3:** Create a UV sphere with 4 rings, and model it - much in the same way as the penguin - into a rocket. ## Create the mount Having a launcher is nice, but we\'ll need to affix it to the jeep somehow. Let\'s add a mount to the tube. Make sure you\'re in edit mode, not object mode! ### Add a cylinder !Mount arm{width="200"} Add a cylinder with 24 vertices with \"Cap Fill Type\" at \"Nothing\", since we won\'t be seeing the ends. Scale to about 0.55, then move it to the bottom of the tube. ### Add a UVsphere !Place the sphere{width="200"} The easiest way to have a wide range of motion for the launcher is to use a ball joint. We can simulate one by just adding a UVsphere. The default 32 segments and 12 rings will be fine. This creates a smooth sphere. You can think of the number of segments as being the wedges visible when the sphere is viewed as you added it. The number of rings then could be described as the depth of the sphere from that same view. Resize and place the sphere at the new cylinder arm. ### Reposition the center point This next step will be important for continuing the tutorial. Get the 3D cursor to as close to the center of the sphere as possible. While the sphere is still selected after creation, you can press + and snap cursor to selection, putting it in the exact center of the UV Sphere. Switch to Object Mode. In the \"Tool shelf\" under \"Tools\" you\'ll find the button \"Set origin\", click this and click on \"Origin To 3D cursor\" This should move the large pink dot where the cursor is located. This will give it a new center of gravity around the ball joint, making it easy to manipulate later. !Change the center of the object{width="400"} ## Subsurf Be in **edit** mode! Apply subsurf, level 2 Select everything ( twice), and hit the **set smooth** button ( at the bottom of the links and materials panel). This makes the ends of the rocket launcher tube too rounded, as real ones are squared up. ### Square up the tube edges on the right side On the right side (without the rocket sticking out) be in **Face** select mode right\|400px on one of the faces in the outer ring, then circle select (), and select all the faces at the end of the launcher tube. You can also do a lasso selection by + in face selection mode. Crease the edges of the faces by hitting + and set it to 1.0. ### Squaring up the tube edges on the left side right\|400px Now do the left side exactly like the right side. **Noob Note** Be sure to deselect everything on the other side first ( )!! ### Squaring up the rocket right\|400px **RMB** on one of the faces in the middle surface, then circle select (), and select the faces all the way around Crease the edges of the faces by hitting + and set it to 1.0. ## Final touches Apply materials or additional items to the object and save for later use. Do not forget to name the rocket for later use.
# Blender 3D: Noob to Pro/Simple Vehicle: Another Shooting Machine {{ B3D:N2P/NAV \|next=Simple Vehicle: Body \|previous=Simple Vehicle: Rocket Launcher }} {{ B3D:N2P/ForVersion\|2.79 }} {{ TOC\|limit=3 }}\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ == Techniques == You should already know how to do: - Previous Simple Vehicle techniques This section will introduce and recap: - Transform Locking (new) - Reuse of existing assets (new) - Application of *Show/Hide* (new) - Duplicate (recap) & Separate (new) - Parenting (recap) - UV Spheres (recap) - Changing object\'s pivot point (recap) Caveats: 1. I'm also learning Blender; if I've misrepresented anything please correct me 2. I have *Select With* under *Mouse* on the *Input* tab of User Preferences set to Left whilst the "factory" setting is Right; if some of the following instructions containing are not working mentally replace with 3. I must use a 2 button mouse and cannot emulate a 3 button mouse (due to number 2 above) for orbiting around the viewport; instructions presented here use the Numpad for Orbiting ## Overview !***Fig. 01: Big Game Camera Rendered Model and Components***\|357x600px A simple Safari Big Game Camera for use on a photo safari will be created; a render of the completed product is provided at right (Fig. 01-A).  It is primarily based on cylinders and is comprised of three components (Fig. 01-B): 1. Lens Casing 2. Camera 3. Swivel Mount comprised of four sub-components: : : → Front Support : → Central Bracket : → Stability Braces (2) : → Ball Joint (from the Rocket Launcher) ## To Abridge or not to Abridge **\...** This tutorial turned out to be \"a bit\" (as my British friends would say) longer than initially anticipated. And that\'s alright, I had a lot fun -- and learned a ton -- making the Another Shooting Machine. Occasionally I may have provided a little more than you want in explanations or intellectual exploration. To address the desires of those who only want bare bones instructions an abridged version of this tutorial is available. All of the illustrative graphics -- excepting those associated with the linked explanatory Supplements -- in this full version are also in the abridged version. The Abridged version does **_not_** have: - or (mostly: provided if a function has not been previously introduced in Noob to Pro) - In-line Blender icons supporting instruction clarity (mostly) - Clarification Notes or Hints - \"Alternative approaches\" exploration (including the Knife topology tool usage detail) - Linked explanatory Supplements (for those curious about the \"why\"s) You can, and are encouraged to, try out both. If you\'ve taken an extended hiatus from Blender I recommend following this full version, at least until you\'ve refreshed your memory on key strokes. To follow the full version simply continue here. OR access the _Abridged Version_. ## Lens Casing -- Base Model If you have completed the Rocket Launcher tutorial: - Open the Rocket Launcher file - Select an unused visibility layer in the layer map ![](ILI04-Visibility-Layers.jpg "ILI04-Visibility-Layers.jpg") of the 3D View header, indicated by the absence of the little \"used\" circle for that layer - Add a Lamp if you expect to render the  scene; the default camera will work for the new layer but each layer to be rendered must have at least one Lamp - Just to be certain, Snap the 3D Cursor to the center If you have ***not*** completed the Rocket Launcher tutorial, start a new file and delete the default cube. ### Add Starting Cylinder \[\[<File:Fig-02-Change-Default-Orientation.jpg%7Calt=Fig>. 02: Change Default Cylinder Orientation illustration\|frame\|***Fig. 02: Change Default Cylinder Orientation***\]\] Begin in Front Ortho view , ensuring "Limit Selection to Visible" is turned***off*** ![](ILI01-Limit-Selection-to-Visible-off.jpg "ILI01-Limit-Selection-to-Visible-off.jpg") Add a cylinder mesh: sides=8, radius=1, depth=2, cap fill=nothing; rename the object (using the Outliner) to something unique and easily identifiable like Big Game Lens Casing Remaining in Front Ortho and Object Mode, rotate the cylinder 22**.**5 degrees around the Y axis (the easiest (and most accurate) approach is to type 22**.**5 on the Y line of the Rotation section in the Transform Panel at the top of the Properties Shelf (press to toggle its visibility at the right side of the 3D view). This will provide a horizontal flat surface for the top of the lens casing which will be used to create the handle. Because we want to ensure this orientation does not get inadvertently altered we will also lock this specific transform (Fig. 02). `{{B3D:N2P/Note|The Properties ''<u>Shelf</u>'' and the Properties ''<u>Window</u>'' are two different animals. The Properties Shelf is toggled on and off with {{B3D:N2P/Do|N}} and contains the Transform, Grease Pencil, Display & View, Background Images and Transform Orientations Panels. The Properties Window [[File:Blender269PropertiesIcon.png]] "factory" location is underneath the Outliner Window [[File:ILIp01-Outliner-Window-icon.png]] to the right of the main viewport; there is a page dedicated to the <u> [[Blender 3D: Noob to Pro/Properties Window|Properties Window]]</u> in this Wiki Book.}}`{=mediawiki} ### Extend Starting Cylinder !***Fig. 03: Create Lens Casing Base Model*** Switch to Right Ortho view , enter edit mode by pressing and execute the following steps (see (Fig. 03) for reference). *Note: all units are Blender Units.* Switch to Vertex Select mode ![](ILI06-Vetex-select-mode.jpg "ILI06-Vetex-select-mode.jpg") and select the "rear" 6 vertices using Border Select () then: 1. Extrude on the "Y" axis **.**5 by pressing 2. Scale to 70% along the "X" and "Z" axes by pressing followed by + (not Y) 3. Extrude on the "Y" axis 2**.**5 by pressing followed by 4. *Repeat* Step 2 5. Extrude on the "Y" axis 1**.**5 by pressing followed by 6. *Repeat* Step 2 ## Lens Casing -- Refining the Model ### Adding Details !***Fig. 04: Refine Casing Front End***\|right\|428x428px\|alt= - Rotate the view counter-clockwise () until you get a nice view of the inside and outside combo. - Switch to edge select mode ![](ILI01-Switch-to-Edge-Select.jpg "ILI01-Switch-to-Edge-Select.jpg") and select a front edge. - Click on *Select→Edge Loops* (Fig. 04-A). - Extrude followed by to exit extrusion while retaining the newly created edges. - Scale to 90% along the "X" and "Z" axes by pressing followed by (not Y) (Fig. 04-B). - Extrude on the positive "Y" axis **.**3 pressing followed by ; this creates the visible interior of the lens casing. Press to create the face which is our glass lens (Fig. 04-C). ```{=html} <!-- --> ``` - Based on experience we know we will eventually be adding a Subdivision Surface (\"Subsurf\") modifier and can anticipate that action, so with glass lens face (and its attached edges) still selected press to crease these edges with an edge crease factor of 1 (Fig. 04-D) in order to retain a sharp delineation between the lens casing interior and the glass lens. - Select an outside front edge and select Edge Loops on the Select Menu (as above) (Fig. 04-E). Scale to 120% along the "X" and "Z" axes by pressing followed by (not Y) to create the typical flared or belled mouth of the lens casing (Fig. 04-F). \ \ \ ```{=html} <HR SIZE="2" COLOR="#800080" WIDTH="50%" ALIGN="center"> ``` \ ### Preparing for Subsurf \[\[<File:Fig-05-Subdivision-Surface-Modifier-Preperation.jpg%7Calt=Fig>. 05 Subdivision Surface Modifier Preparation\|thumb\|400x400px\|***Fig. 05 Subdivision Surface Modifier Preparation***\]\] Return to Right Ortho view and toggle \"Limit Selection to Visible" ![](ILI03-Limit-Selection-to-Visible-on.jpg "ILI03-Limit-Selection-to-Visible-on.jpg")***on***. Select an edge from each of the vertical edge loops -- using to add edges - and then 3D header *Select Menu→Edge Loops*. Rotate the viewpoint vertically towards you () until you can see top fully. Deselect the top edges from the middle pair of loops ( on each edge to deselect) and crease the remaining selected edges () at a factor of 1 (Fig. 05). \ ```{=html} <HR SIZE="2" COLOR="#800080" WIDTH="50%"> ``` \ ### Adding a Casing Handle #### Handle Stem !***Fig. 06: Extrude Handle Stem*** For clarity's sake we will divide the handle into two sub-components: - The vertical piece we'll call the "handle stem" - The piece parallel with the lens casing body we'll call the "handle proper" Start by switching to Top Ortho view Deselect all () Switch to face select mode ![](ILI05-Face-select-mode.jpg "ILI05-Face-select-mode.jpg") and select the handle extrusion face (Fig. 06-A), Extrude 1 on the default extrusion angle (Fig. 06-B).  Giving the handle a slightly slanted stem rather than a stem perpendicular to the casing results in a more "organic" looking handle. #### Handle Proper !***Fig. 07: Extrude Handle Proper*** Switch to Front Ortho , deselect all once or twice and select the front face of the handle stem (Fig. 07-A); just to be safe, rotate the viewpoint enough to verify the correct face (and only the correct face) is selected (Fig.07-B) We could just extrude this face to create the handle proper but that would not result in a very functional looking handle.  Instead we will only extrude the upper 1/3 of the face, which will result in a nicely functional looking handle proper. There are 3 approach options to accomplishing this 1. Subdivide face, merge 10 vertices -- requires the least knowledge but is the most time consuming 2. Subdivide Left then Right edges sequentially, use the Knife topology tool and (optionally -- see Handle Variations below) merge 2 vertices -- less time consuming and potentially the most powerful 3. Subdivide Left and Right edges simultaneously and (optionally -- see Handle Variations below) merge 2 vertices -- quickest/easiest for this specific case All 3 are presented as has potential utility depending on the situation. This section became bigger than expected; the alternate approaches are described on a supplemental page: _Face Subdivision Alternatives Supplemental page_. ##### Extruding the Handle Proper \[\[<File:Fig-12-Final-Handle-Extrusion.jpg%7Cthumb%7C400x400px>\|***Fig. 12: Handle Proper Extrusion***\]\] Remaining in viewport orientation used for the "face work" above, deselect all than switch to face select mode ![](ILI05-Face-select-mode.jpg "ILI05-Face-select-mode.jpg"), ensuring "Limit Selection to Visible" is still***on*** ![](ILI03-Limit-Selection-to-Visible-on.jpg "ILI03-Limit-Selection-to-Visible-on.jpg") and the select the upper face (Fig. 12 inset). Switch to Right Ortho view and extrude on the Y axis -2 . Be sure to specify the Y axis in order to override the default extrusion angle (Fig. 12). ## Finishing Up the Casing -- No Materials Yet !***Fig. 13: Smoothing Things Off***{width="326" height="326"} While still in Edit mode click on the Modifiers icon ![](ILI08-prop-pan-Modifiers.jpg "ILI08-prop-pan-Modifiers.jpg") at the top of the Properties Window and select the Subdivision Surface (frequently called Subsurf) modifier under the Generate column on the pop-up and use 2 subdivisions for both view and render. You should see an immediate change in the model to a much smoother look. Exit Edit mode and apply Smooth shading from the Tool Shelf. Voilà! The result should be fairly close to Fig.13-A. If your results look closer to Fig. 13-B then some -- or all -- of the edge creasing needs attention. If the results look similar to Fig. 13-C then the face the handle proper was extruded from has not been divided into thirds. ### Handle Variations !***Fig. 14: Variations on a Theme***{width="325" height="325"} As mentioned above the merging of vertices V09 and V12 (Fig. 07-D) into their respective lower corners is optional. That is because merging/not merging results in a discernibly different shape. When the original face is divided into three faces the inner curve between the underside of the handle and the top of the main casing body is much more open with the handle proper having a slimmer look (Fig. 14-A). When the original face is divided into two faces -- the top ⅓ of the original and the bottom ⅔ of the original -- the inner curve between the underside of the handle and the top of the main casing body is quite smooth (Fig. 14-B). Which one you choose is strictly personal preference. Just for fun, Fig. 14-C depicts the result if the center face from Fig. 13-B is extruded instead of the upper face; hmmmm, that's (maybe) potentially useful sometime ... ## QDRC Camera A camera is a complex piece of equipment with many different pieces and creating a truly accurate model of camera could be a tutorial on its own. We must keep in mind, however, the function of this camera within our scene. It is a "supporting player" in the scene. It will be attached to a much larger lens casing, both of which will then be attached to a much, much larger object (a jeep). Since the focus of attention is intended to be the jeep we only need an object that at a distance provides the viewer with enough clues -- in this case a general shape and coloration -- to lead the viewer to the desired interpretation: they're "seeing" a camera. !***Fig. 15: Camera Base***{width="400" height="400"} So let's create a Quick & Dirty Rude & Crude Camera ... Start by switching to Top Ortho view and add a cube, making sure you are in Object mode In the Dimensions section of the Transform Panel of the Properties Shelf (Press if it isn't displayed) type in 1**.**5 for X, **.**75 for Y and 1 for Z (Fig. 15-A); rename the object (using the Outliner) to something unique and easily identifiable like Big Game Camera Enter Edit mode , select all and Bevel with an amount of .2 and 1 segment (default) (Fig. 15-B) !***Fig. 16: Loop Cuts*** Switch to Front Ortho view and then orbit until you have a nice view of the front and top, adding a Loop Cut with 4 cuts (Fig. 16) !***Fig. 17: Face Extrusion***{width="233" height="233"} Switch to Face Select mode ![](ILI05-Face-select-mode.jpg "ILI05-Face-select-mode.jpg") with "Limit Selection to Visible" on ![](ILI03-Limit-Selection-to-Visible-on.jpg "ILI03-Limit-Selection-to-Visible-on.jpg"). Select the top central face and extrude **.**35 on the default (Z) extrusion axis (Fig. 17) !***Fig. 18: Selective Merging*** Switch to Vertex Select mode ![](ILI06-Vetex-select-mode.jpg "ILI06-Vetex-select-mode.jpg") successively selecting the vertices at the bottom of the newly extruded section and merging them with their nearest neighboring vertices towards the outside of the object and along the X axis (Fig. 18) !***Fig. 19: Top Face Subdivide*** Switch to Edge Select mode ![](ILI01-Switch-to-Edge-Select.jpg "ILI01-Switch-to-Edge-Select.jpg") and deselect All () and select both the top front and back edges. Subdivide with two cuts Switch to Vertex Select mode ![](ILI06-Vetex-select-mode.jpg "ILI06-Vetex-select-mode.jpg"), Deselect All and select the four exterior vertices of the combined three top faces using Circle Select (Fig. 19) !***Fig. 20: Shaping View Finder*** Switch to Front Ortho view Move the vertices -**.**15 along the Z axis Scale 2**.**5 along the X axis (Fig. 20). !***Fig. 21: QDRC Camera - Ready to Use*** While still in Edit mode click the Modifiers icon ![](ILI08-prop-pan-Modifiers.jpg "ILI08-prop-pan-Modifiers.jpg") at the top of the Properties Window and select the Subdivision Surface modifier. Exit Edit mode and apply Smooth shading from the Tool Shelf. As promised, you now are the proud owner of a QDRC Camera (Fig. 21) ## Swivel Mount The Swivel Mount is comprised of: - Ball joint providing the swivel movement - Stabilizing support (1), bracket (1) and braces (2) ### Ball Joint \[\[<File:Fig.-22N-Reusing-the-Ball-Joint.jpg%7Cthumb%7C717x717px>\|***Fig. 22: Reusing the Rocket Launch Mount***\]\] If you have***not*** completed the Rocket Launcher tutorial you can find the ball joint creation instructions at _Create a mount instructions_. When you finished the ball joint return here. For those having completed Rocket Launcher, click on the Rocket Launcher layer in the visibility layer section of the 3D View Header. : Since we were in Edit when the mount components were added to the Rocket Launcher the Cylinder and UV Sphere became an integral part of the Rocket Launcher object. The result is that we cannot simply copy the mount components in order to reuse them. Instead we now need to "extract" a copy of the mount\'s components (which are collectively referred to as the *ball joint* in this tutorial) from the Rocket Launcher object. ::\*Select your Rocket Launcher object, enter Edit mode and Deselect everything ::\*Select a vertex/edge/face (which is irrelevant) in both the cylinder and sphere that together create the ball joint and press to select the entirety of both components (Fig. 22-A) ::\*Press to create a duplicate, which automatically become the selection and move the selection into a clear area. ::\* to release, press to bring up the Separation Menu and click on Selection (Fig. 22-B) : At this point we are still in Edit mode of the original object (Fig. 22-C). Note that the selection is now portrayed as an object outlined in red (selected but not active) and the Manipulator/Transform Widget has disappeared; this confirms Separation and informs us that nothing is selected in the actively edited object. : Exit to object mode . We now have two distinct objects and are ready to reuse the ball joint (Fig. 22-D). Deselect all and select the newly created ball joint. Move it to the layer where you have the lens casing and camera. Take note that the Manipulator is hanging out in space rather than in center of the new object (Fig. 22-E). That is because an object "extracted" from another object carries with it the characteristics, including the origin, of the source at the point of Separation. Well, that is easy to correct. To change the Origin characteristic click on *Set Origin→Origin to Center of Mass* on the Tool Shelf. Now the Origin more accurately reflects the object to which it is attached.   While in Object mode click on the Layers tab of the Tool Shelf to view/use the Layer Management capability. Layer Management enables the naming of visibility layers and facilitates management of visibility; quite handy. (This is an Add-on in Blender; if you don't see a Layers tab go to the Add-ons section of User Preferences and look for "3D View: Layer Management". If you're not finding this Add-on mostly likely you're using an older Blender version.) ### Stabilizer Support, Bracket and Braces !Jeeping\|***Fig. 23: Rough Roads*** We expect our Big Game Camera to be attached to body of a safari jeep which will be traveling over rough terrain (Fig. 23) at potentially high speeds. To provide stability in this demanding environment we'll include a Front Support and Central Bracket in the package. The Front Support and Central Bracket need to reflect the size and shape of the object to which they will be attached. We could start with a new cylinder and then manipulate it to achieve the desired size and shape. An easier, faster and more accurate approach is to start with the facet of the Lens Casing to which the stabilizing element will be attached. #### Creating the Front Support Basis !***Fig. 24: Support Prep*** 1. Select the Lens Casing, switch to Right Ortho view and enter Edit mode ensuring "Limit Selection to Visible" is toggled ***off*** ![](ILI01-Limit-Selection-to-Visible-off.jpg "ILI01-Limit-Selection-to-Visible-off.jpg") 2. Select the 8 faces of belled front section using border or circle or (Fig. 24-A). Double check 8 faces are selected (using the Info header). If less than 8 are selected "Limit Selection to Visible" is not toggled off. 3. Duplicate ; do not use in this situation, it will remove the selected faces from the model when they are separated. 4. Separate the selection similar to what was done with the Ball Joint but leave it in place -- do ***not*** move; this will provide the starting point for the Front Support. 5. Exit Edit mode . Rename the new object -- using the Outliner -- to something unique indicating it is (will become) the Front Support. Take note of the yellow lines on the belled faces of the Lens Casing in Fig. 24-B; this indicates two (or potentially more) mesh areas are occupying the exact same space, which is exactly what we want this case. \ ```{=html} <HR SIZE="2" COLOR="#800080" WIDTH="50%" ALIGN="center"> ``` \ #### Refining the Front Support !***Fig. 25: Support in the Round***\|567x567px Select Front Support (if it is not already selected) and switch into Local View . Local View is used here to avoid having the Lens Casing obscure our editing vision. Enter Edit {{ B3D:N2P/Do\|TAB}} and perform Loop Cut with seven cuts (Fig. 25-A) While all of the Loop Cuts are still selected crease at a factor of one; deselect all, select an edge of the 2^nd^ loop from the right and click on *Select→Edge Loops* (Fig. 25-B). Delete the loop then selecting *Edge Loops* which results in a selected ring of faces that will become the Front Support (Fig. 25-C) Invert the selection (Fig. 24-D) and delete unnecessary mesh , selecting *Edges* so that we now have the "foundation" for creating the Front Support (Fig. 25-E). Switch to Vertex Select mode ![](ILI06-Vetex-select-mode.jpg "ILI06-Vetex-select-mode.jpg") and select all ; scale 115% on the X and Z axes (Fig. 25-F/G) Extrude and escape (Fig. 25-H) Scale 70% on the X and Z axis (Fig. 25-I/J). Exit Edit mode to view results. Whoops, not quite what was expected (Fig. 25-K) but no worries. Re-enter Edit mode , switch to Face Select mode ![](ILI05-Face-select-mode.jpg "ILI05-Face-select-mode.jpg") and select all .  Click on *Mesh→Normals→Recalculate Normals* (or simply press ).  You will immediately see a change in face orientation.  Upon exiting Edit mode the problem is solved; now results equal expectations (Fig. 25-L). #### Front Support -- Finishing Touch !***Fig. 26: Support Finishing Touch***{width="357" height="357"} Switch to Vertex Select mode ![](ILI06-Vetex-select-mode.jpg "ILI06-Vetex-select-mode.jpg") and select the top 8 vertices using your preferred method (Fig. 26-A). Delete the 8 vertices *Vertices*. Select the 8 "open ended" vertices resulting from the deletion (Fig. 26-B) and give them Faces (Fig. 26-C) by pressing . Exit Edit mode . #### Finalizing the Front Support !***Fig. 27: Support Quality Check***{width="276" height="276"} Switch out of Local View to review the finished (excepting materials/textures) Front Support. Check shape, size and position to ensure they match intent (Fig. 27). #### Create the Central Bracket !***Fig. 28: Create Central Bracket***{width="444" height="444"} Repeat the same process as used for the Front Support (Fig. 28) with the following exceptions: 1. perform Loop Cut with 7 cuts _*changes*_ to perform Loop Cut with **11** cuts 2. select an edge of the 2^nd^ loop from the right _*changes*_ to select an edge of the **3^rd^** loop from the right 3. scale 115% on the X and Z axes *_changes_* to scale **120%** on the X and Z axes 4. No "Finishing Touch" is required, we'll use this one as a full circular bracket to enhance stability #### Retaining Positioning !***Fig. 29: Setting Parent*** Once the support and bracket are where we want them we need to keep them in place. In fact, we want the brackets to retain their current relationship with the Lens Casing regardless of transforms performed on the Lens Casing. We will use Parenting to keep the brackets--Lens Casing relationship stable. Select the Front Support and the Central Bracket and *_**lastly**_* the Lens Casing using . The order of selection is irrelevant with _the exception_ of the last one selected; last selected is active and will be the Parent (master).  Click on *Object→Parent→Object→Object (Keep Transform)* from the 3D header *or* it can be set using the Tool Shelf (Fig. 29).  Now whatever we do with the Lens Casing the Front Support and the Central Bracket will "tag along". #### Alternate Bracket Creation Approach -- Extrusion !***Fig. 30: Extrusion Approach***{width="681" height="681"} Another approach to creating the brackets is to make them integral to Lens Casing mesh itself through the use of Loop Cuts and Face Extrusion (Fig. 30-A). Using Loop Cut/Extrusion has the following benefits: - it is easier and quicker - it eliminates the need for additional positioning during creation - the bracket will retain its proper relationship with the Lens Casing regardless of how the object is transformed post-creation without the complexity of Parenting There are, however, at least two drawbacks to the Loop Cut/Extrusion approach. 1. Even with all bracket edges creased at a factor of 1 and with the Smoothing Correction modifier applied there remains an unwanted shine between the Lens Casing body and bracket (Fig. 30-B). With two separate objects and use of parenting the shine problem is resolved by avoiding the problem. 2. There may be design changes or may want to reuse all or portions of the object (s) for some other project. If the bracket is integrated into the Lens Casing mesh it restricts our future options. In developing brackets and braces I became dissatisfied with the bracket positioning and their implied function. Had the bracket been integrated into the Lens Casing object not only would making the change have been a lot more work, portraying the functional change of the front bracket could not have been accomplished (Fig. 30-C). #### Adding Bracing ##### Incorporating the Ball Joint !Fig.-31-BJ-pos\|***Fig. 31: Positioning Ball Joint*** The bracing will stabilize the connection between the Lens Casing, the camera and the Ball Joint. Since even a Big Game Camera and Lens Casing are typically smaller than a rocket and its launcher (even a little rocket that can fit in the back of a jeep) we're going to scale the Ball Joint down a bit. Switch to Right Ortho view remaining in Object mode.  Select the Ball Joint object and scale it to 90% . Enter Edit mode, select a shaft element (vertex, edge or face) and press to quickly select the whole shaft. Scale the shaft to 60% on the X and Y axes followed by (not Z) . Exit Edit mode and position the Ball Joint so that the shaft intersects with the bottom of the Central Bracket; the top of the object outline will disappear when full intersection (no gaps) is achieved (Fig. 31). Positioning of the Ball Joint relative to the Central Bracket is perhaps easiest to see by: - Selecting both objects - Switch into Local View - Switch to Front Ortho view - Change the *Method to Display/Shade Objects* in 3D View in the 3D header from the default Solid ![](ILI07-Solid-View.jpg "ILI07-Solid-View.jpg") to Wireframe ![](ILI08-Wireframe-View.jpg "ILI08-Wireframe-View.jpg") or press - Click on the Central Bracket which should make the Central Bracket active while the Ball Joint remains selected but is no longer the active object - Parent the Ball Joint to the Central Bracket so it retains its position relative to both Central Bracket and the Lens Casing. Switch out of Local View and back to Solid View . \ ```{=html} <HR SIZE="2" COLOR="#800080" WIDTH="50%" ALIGN="center"> ``` \ ===== Creating/Positioning the Braces ===== ###### Initial Set-up !Fig.-32-Setup-Braces\|***Fig. 32: Bracing Setup*** Select the Front Support and switch into Local View . Switch to Top Ortho view . - Snap the 3D Cursor to the Support's center Object→Snap→ Cursor to Selected. ```{=html} <!-- --> ``` - Add a cylinder sides 8, rad=**.**25, depth=2 (default) and Cap Fill Type=Nothing. ```{=html} <!-- --> ``` - Similar to what was done when starting the Lens Casing rotate 22**.**5 degrees around Z by typing 22**.**5 on the Z line of the Rotation section in the Transform Panel of the Properties Shelf (Fig. 32-A). This will be the Front Brace -- you may want to rename it as such now. ```{=html} <!-- --> ``` - Change the *Method to Display/Shade Objects* in 3D View in the 3D header from the default Solid ![](ILI07-Solid-View.jpg "ILI07-Solid-View.jpg") to Wireframe ![](ILI08-Wireframe-View.jpg "ILI08-Wireframe-View.jpg") or press : : *This will make seeing what we're doing easier.* - Switch to Front Ortho view and use the Manipulator to move the Front Brace down (negative direction) the Z axis until top is just above lower surface of the Front Support (Fig. 32-B). Switch to Right Ortho view and check to ensure proper Y axis alignment (Fig. 32-C). ```{=html} <!-- --> ``` - Keeping the Front Brace selected select the Front Support and set the Front Support as Parent to the Front Brace. Change from Wireframe View back to the default Solid View and switch out of Local View . ###### Transform a Cylinder into Braces !***Fig. 33: Brace Creation***\|482x482px Deselect all upon returning to Global View then select the Front Brace and enter Edit mode . - Deselect all , switch Vertex Select and select the bottom 8 vertices ( or ).  Use the manipulator to move the vertices into the sphere of the Ball Joint just above its center (Fig. 32-A). - Exit Edit , duplicate the Front Brace and click *Object→Apply→Rotation and Scale* to reset any transform parameters to zero. Note the Front Brace origin is no longer in center of the object (Fig. 32-B); click on *Set Origin→Origin to Center of Mass* on the Tool Shelf. Now the origin is where we need it for proper mirroring (Fig 32-C). - Click *Object→Mirror→Global Z* to create the Rear Brace (Fig 32-D). Use the manipulator to position the top of rear brace just inside the bottom of camera. The bottom of the rear brace is now "hanging" in mid-air unconnected to the Ball Joint where it needs to be. Enter Edit mode to solve the problem. - Deselect all and select the bottom 8 vertices ( or ). If we attempt to position the bottom vertices into the Ball Joint as was done with the Front Brace you'll see that the diameter of the Rear Brace becomes smaller. Our objective, however, is to keep the diameters of both braces identical. - Go to the 3D header and find the 3D Manipulator Widget section and change the Transformation Orientation from Global to Normal. Now we can extend the length of the brace so that the bottom vertices are just inside the Ball Joint without impacting the brace's diameter (Fig. 33-E). Exit Edit mode.  That completes the Stabilizer components with the Ball Joint securely connected to the Lens Casing and Camera (Fig. 33-F). ### Pre-Textured Model Review !***Fig. 34: Hierarchically Connected*** \|470x470px Chapeau! You've completed modeling the Safari Big Game Camera. Take moment to review how the Outliner is displaying the model components. With the Parenting we've set up to prepare for mounting the assembly on the back of the forthcoming Jeep we've also set up a hierarchy of the model's components. Whatever is done to the Big Game Camera Casing (which I\'ve named BGC Lens Casing (Fig. 34)) -- in terms of location, orientation and scale -- the children elements will follow along. ## Bringing it to Life One of the primary objectives of 3D Modeling is to create a 2D rendition conveying a 3D feel that communicates one --or more -- specific messages to a target audience. Despite all the hard work you've done to create this model (which is -- I hope -- SAVED to your storage device) it is not yet ready for public consumption: - colors (called materials in 3D land and for good  reason: materials encompass much more than color, even when the word "color" is used in it's broadest, non-technical sense) need to be added - lighting needs to be set up (lamps in Blender) - and the 3D model converted to the 2D rendition (rendering) before it is ready for dissemination to the target audience. What follows is only a cursory exercise in materials, lighting and rendering; entire books have been written on each of the three topics. ### Adding Zing! with Materials !***Fig. 35: Base Material Selection***\|463x463px Material selection can make or break a project. Material selection also happens to be very subjective. Regardless of the science underlying material selection -- and especially material combinations -- many individuals will either like or not like what they're viewing without being able to specify why. To make things even more intriguing, material preferences, material combination preferences and subliminal material messages are also strongly influenced by culture. The particular materials I've chosen simply reflect my personal tastes and you are encouraged to substitute your own preferred materials. In addition to material selection, lamp selection and setup will also dramatically influence how the final render will appear. Using the default Point lamp with no material applied to the Big Game Camera results in a dull grey look when rendered (Fig. 35-A), which is not my objective. My objective is to have a base material of brilliant white (Fig. 35-D) that will be contrasted with a material that accentuates the object's geometry. *\Hint: Click on the Materials context ! in the Properties ![ window to access Fig. 35-B/C.\]* The Lamp set up used in this tutorial is explained in the Render section. #### Lens Casing Materials There are four different materials to be created for the Lens Casing: 1. the base material which is the dominant color of the object 2. an accent material used emphasize geometric transitions 3. an inside front rim material 4. a lens glass material ##### Base Material The default starting material provided the desired look (HEX CODE E7E7E7 in v2.79). If you are unsure how to create a new material using the default characteristics and/or how to apply it to an object please review _Quickie Material_ and _Multiple Materials Per Object_ before continuing.\ ```{=html} <HR SIZE="2" COLOR="#800080" WIDTH="50%" ALIGN="center"> ``` \ ##### Accent Material !***Fig. 36: Apply Accent Material***\|624x624px Once you're satisfied with base material, the mesh areas that display only that material can be hidden to make it easier to work on accents and fine details. Let's start with the accent material: - ensure *Limit Selection to Visible* is toggled ***off*** - select the three main shank sections comprised of horizontally oriented faces using border select (Fig. 36-A) - press to temporarily hide the selection - select all faces remaining visible (Fig. 36-B) - deselect the glass lens and inner rim faces (Fig. 36-C) - orbit the view a bit to double-check that only faces intended to receive the accent material are selected (Fig. 36-D) - add a new material in the Materials context of the Properties Window -- or use one you've already created -- (Fig. 36-Inset) and assign the material to the selected faces The accent faces should now show the accent material color (Fig. 36-E). Press to hide the accent faces. Exit Edit mode to seeː - changes on the full model - assure yourself that hidden faces are indeed still there ;-) ##### Inner Rim Material !Fig.-37-Apply-Flat-Black\|***Fig. 37: Apply Inner Rim*** Select all to ensure only the inner rim and lens glass faces are remaining (Fig, 37-A). - Deselect all and select the lens glass face (Fig. 37-B). - Invert selection and the selected faces will now be the inner rim faces (Fig. 37-C) - Create a material for the inner rim. I used "matte" black (no gloss; Diffuse=HEX CODE 393939 with Specular=0**.**05) to minimize unwanted light reflections onto the lens glass. Assign the material to the inner rim faces (Fig. 37-D) and hide the faces . ##### Lens Glass Material !***Fig. 38: Add Lens Glass Material***\|425x425px Select all to select the only remaining face (or you can simply click on the face). - Create a new material and leave it at the default; we're going to add a texture to this material as explained _Image Textures_ - Select the red and white checkerboard representing Texture context ![](Blender255TextureContextButton.png "Blender255TextureContextButton.png") to right of the Materials context in the Properties Window (Fig. 38-A). : : *Before proceeding with material/texture you will need a suitable picture of lens glass. You can use the one I created (so it isn't copyrighted) or find one you prefer on the web. To use mine, right click on ***Lens Glass Pic.jpg*** below (I suspect you know the drill) and save to your local computer.* - Select Image or Movie for the Type (Fig. 37-B) and click on Open (Fig. 37-C). Navigate to the lens glass image file and open it. - When you are returned to Blender note that (1) the image is displayed in the Preview pane and image information is provided (Fig. 37-D). You can leave all other settings at their defaults. Click on the Materials context icon and Assign the material to the lens glass face. Exit Edit mode to see the changes . ###### Non-copyrighted lens glass image. Lens Glass Pic.jpg !Fig.-39-Lens-Glass-Pic\|***Fig. 39: Share Alike Lens Glass Image***\|624x624px ##### Quickie UV Unwrap !***Fig. 40: Results of UV Unwrap***\|481x481px Rotate the model's front rim towards you until you can clearly see the lens glass face. It should look similar to what is shown at right. All of the materials are applied as intended with glaring exception of the lens glass (Fig. 40-A), because in Solid View mode textured-based materials are not displayed. Change the *Method to Display/Shade Objects in 3D View* in the 3D header from the Solid ![](ILI07-Solid-View.jpg "ILI07-Solid-View.jpg") to Material ![](ILI09-Material-View.jpg "ILI09-Material-View.jpg"); you will need to make the change by clicking on the icon in the 3D header as only works for toggling between and Solid and Wireframe. Now it is possible to see a material's texture in the 3D display without rendering. Results are still not matching intent. The texture looks like it is scrambled. Why? Well, this Wikipedia article on _UV Mapping_ gives some very strong clues. To summarize: the output isn\'t really scrambled. Lacking sufficient information Blender is creating triangular \"slices\" of the texture image and applying to all of the faces. In the Image Texture tutorial in which a square checkerboard was applied to a cube Blender could determine how to apply the image to the object using the Mapping instructions of the Texture context since there was only a single face -- having a same proportions as the texture image -- to which the image needed to be applied. To tell Blender how we want the image texture applied to the object in this tutorial's situation -- a multitude of faces (calculations are performed on the faces generated by Subsurf) none of which have the image\'s proportions -- we need to use *UV Unwrapping*: - enter Edit mode ; select the lens glass faces (if needed) - click *Mesh→UV Unwrap→Unwrap* Even with the face selected and still in Edit mode you will see the texture image appear on the lens glass faces as a single image. Exit Edit mode and you will see the applied texture image much better. It still doesn't look quite right though; specularity is too strong and sharp. To correct that reduce Specular Intensity to **.**1 and Hardness to 15 (Hardness is the spread of the specularity, the lower the value the greater the spread and the softer the specularity border).  Now specularity complements the selected image texture (Fig. 40-B). \ ```{=html} <HR SIZE="2" COLOR="#800080" WIDTH="50%" ALIGN="center"> ``` \ ##### A Minor Hiccup !***Fig. 41: Optical Illusion Partially Resolved***\|664x664px That completes application of materials to the Lens Casing. And it is looking pretty good (Fig. 41-A). Except ... if we look closely at the rear section of the Casing it sort of appears to slant downwards. It is difficult to see for sure with white of the Lens Casing against the light blue background. Let's give it darker background and yes, it definitely appears as though rear section has a downward tilt (Fig 41-B). We know it does not tilt downward because of the manner in which we created the model. It must, therefore, be an optical illusion, most likely caused by the curvature of the handle stem as it merges into the Casing's rear section. One option for correcting the illusion is to redesign (and obviously remodel) the handle, which would entail substantial time spent on rework. Another option is to provide a visual "clue" that would counter the illusion by reinforcing the horizontal structure of the Casing shank. Two parallel stripes down the shank running from the front to the rear should correct the illusion *and* be fairly quick & easy to implement. The stripes are added by simply: 1. press to reveal the hidden faces 2. apply a Loop Cut with 8 cuts to the side face of the shank 3. use select edge/select loop/delete loop to quickly select stripe faces 4. assign the accent material (Fig. 41-C) The good news is that the stripes do counteract the illusion. The not so good news is that when the Loop Cuts were added the Subsurf algorithm flattened the area around the cuts resulting in a very noticeable flattening of the front rim (Fig. 42-D). Use or the Tool Shelf's Undo History (my preferred approach) to revert to before the Loop Cuts were applied. ##### Optical Illusion Resolution !***Fig. 42: Optical Illusion Fully Resolved***\|407x407px Since the stripes appear to correct the optical illusion we need to create the stripes whilst leaving the front rim pristine (untouched). While still in Object mode click the Modifiers icon ![](Blender255ObjectModifiersContextButton.png "Blender255ObjectModifiersContextButton.png") at the top of the Properties panel (ILI08) and Apply the Subsurf modifier. Enter Edit mode to find that a lot of now permanent faces are now available to us (at a small ploy-count cost) (Fig. 42-A) Select faces which in aggregate will provide the stripes (Fig. 42-B) and Assign the Accent material. That does the job; the illusion issue is resolved and the circular curvature of the front rim is intact (Fig. 42-C). #### QDRC Materials !***Fig. 43: QDRC Fully Clothed***\|457x457px We will give the QDRC Camera the traditional black and silver two tone look which requires two materials: - main body area - viewfinder area Select the Camera object - click , on the Materials context icon at the top of the Properties Window - click the "+" sign to create the first material slot then click on "New" - click on the default name type in Camera Body - click on the Diffuse color swatch and move darkness slider to the bottom (darkest) -- leave other options at their defaults - enter Edit and switch Limit Selection to Visible off - select the upper faces (Fig. 43-A) using Border select - create another new material naming it something like Camera Viewfinder and make the following changes to the defaultsː 1. check the checkbox for Mirror 2. in the Mirror section set Reflection to **.**2 and Depth to 4 Exit Edit mode to see your completed Two Tone QDRC Camera (Fig. 43-B)! #### Swivel Mount Material -- Create !***Fig. 44: Swivel Mount Texture***\|432x432px All Swivel Mount components have the same material. The intent is to create rugged dull metal look. Select any one of the components and create a new material, naming it something appropriate. - set Diffuse to HEX CODE=5E5E5E - click on the Texture context icon in the Properties Window (Fig. 44) - add a new texture and select Noise for the type - make the following changes to the defaults: 1. activate *Influence/Diffuse/Intensity* and set to **.**75 2. activate *Influence/Diffuse/Color*, leaving it at 1 3. activate *Influence/Shading/Emit* and also leave it at 1 4. change the *Blend* from Mix to Divide 5. click on the default pink color and set the Hex value to BFBFBF 6. change the *DVar* from 1 to **.**4 ##### Swivel Mount Material -- Apply !***Fig. 45: Swivel Mount Textured***\|277x277px Click on the Materials context icon and apply the material (one at a time) to the remaining Swivel Mount components. After the material is created you can (with the Material context active): - select a Swivel Mount component - click on the Material sphere next to the material name - select the material on the "fly-out" panel (Fig. 45) from the list of all the materials created in this Blender file, or - use the search capability at the bottom of the panel If no other materials have been created for the object the selected material will be automatically applied to the object ### Project Status Overview -- Outliner Hierarchy !***Fig. 46: Project Status***\|921x921px Good job on getting this far!  Before we move to the final step (rendering) let's take a bit of breather and review what has been accomplished. One way to do that is using the Outliner which provides a structured, organized and comprehensive "snapshot" of the status (Fig. 46). Using the content of the Outliner it is quite easy to identify: 1. the hierarchical relationships ![](ILIO-hierarchy-symb.jpg "ILIO-hierarchy-symb.jpg") between the high level components of the project 2. which primitive meshes ![](ILIO-primative-symb.jpg "ILIO-primative-symb.jpg") provide the base for the object 3. the consistency and logic of naming conventions 4. the materials ![](ILIO-materials-symb.jpg "ILIO-materials-symb.jpg") associated with different objects, down to the names of image texture files 5. which (if any) Modifiers ![](ILIO-modifiers-symb.jpg "ILIO-modifiers-symb.jpg") are active for each object The granularity of this information facilitates model maintenance/changes, asset re-utilization and -- potentially -- problem solving. ### ¡¡Camera -- Lights-- Render!! Now that you've created the Safari Big Game Camera it is time to transform -- or render -- the results of your hard work into a format shareable with others. Rendering is a BIG subject comprising at a minimum: - selecting a rendering engine (internal Blender Render used here) - positioning and adjusting the camera(s) - selecting, positioning and adjusting lights (or Lamps in Blender terminology) - providing a presentation setting Exploring any of the items listed above in their entirety is well beyond the scope of this tutorial. There are, however, some very simple things we can do to create an attractive rendered result. #### Camera !Fig.-48N-Camera-Setup\|***Fig. 47ː Camera Set Up*** Positioning and aiming of the (single) camera in this tutorial uses the *"Lock Camera to View"* capability which is based on the simplistic WYSIWYG (what you see is what you get) principle. To activate this function: - toggle Property Shelf visibility if needed -- - find the View Panel (3^rd^ panel down with factory settings) and click on the checkbox to the left of *"Lock Camera to View"* (Fig. 47) Now camera positioning/aiming can be accomplished quickly and easily: - select all BGC components ( or ) - activate the camera viewpoint (Fig. 48 Camera Persp) - press to center the BGC components in the view space - adjust to your satisfaction by panning and zooming (which may illustrate a constraint inherent to the *Lock Camera* approach, namely it can get you close but it may not be "perfect") - you can fine tune the positioning using the Manipulator but use with caution: this actually moves the objects -- it is not just for camera positioning/aiming \ ```{=html} <HR SIZE="2" COLOR="#800080" WIDTH="50%" ALIGN="center"> ``` \ #### Lighting !***Fig. 48ː Lighting Set Up***\|562x562px A single Hemi Lamp with Energy set to **.**8 is used for the renders in this tutorial. To switch to the depicted Quad View first activate the camera viewpoint then press . Position the Lamp (Fig. 48) using the Manipulator in move and rotate modes. Alternatively, you can quickly position using the values provided in the Fig. 48 Inset: 1. click on the lamp to select making sure it is the only thing selected 2. toggle Property Shelf visibility if needed and enter the values provided in the Location area 3. the values are relative to the position of the BGC components #### Setting !***Fig. P1ː Render Backgroundː Elephants (no copyright)***\|674x674px|674x674px") !***Fig. P2ː Render Backgroundː Leaping Tiger (no copyright)***\|674x674px|674x674px") To provide the presentation Setting we'll give the World context a render background derived from a standard image. The image should explicitly or implicitly invoke the feeling of a big game safari. You can use either (or both) of the images in Fig. P1/P2 or find one you prefer on the web. Neither P1 nor P2 is copyrighted. The elephants image is from WikiCommons and the tiger image is my own creation using Photoshop and starting from a royalty-free image. To use these, right click on the image and save to your local machine. Image aspect and sizing is the Render context default. #### Render Background Texture !***Fig. 49ː World Background \-- Texture***\|586x586px The following steps associate your selected image with a World entry so that Blender knows to display it as the render background: 1. click on the World context icon ![](ILI10-World-context-icon.jpg "ILI10-World-context-icon.jpg") at the top of the Properties Window 2. and then on the "**+**" sign to the right of a World name (Fig. 49-A) to create a linked World entry which is a clone of the original 3. click on the "**X**" adjacent to the "**+**" sign to unlink the clone and reset the entry (Fig 49-B) 4. click on the New button (Fig. 49-C) which has replaced the named clone to create a fresh World entry named World.xxx 5. rename the entry then click on the Texture context icon (Fig. 49-D) to create a texture linked to the new World entry 6. click on "New" to create a new Texture entry (Fig. 49-E) 7. similar to how a texture was identified for a material, select "Image or Movie" for Texture Type and click on "Open" to browse to the background image location 8. after returning to Blender -- where the image info is displayed -- scroll towards the bottom of the Texture context to the Influence Panel (Fig. 49-F) 9. click on the checkbox to the left of *Horiz:* 10. *Blend:* should be checked by default; if isn\'t, check it also 11. return to the World context !***Fig. 50ː World Background \-- Rendered***\|508x508px Click on the "Paper Sky" checkbox in the World Panel of the World context to activate the image for use as the render background and align to your render dimensions. Press to view the final results of efforts in a render. ***Congratulations**... you've completed this tutorial!  I enjoyed making it and I hope you found it enjoyably educational.* {{ B3D:N2P/NAV \|next=Simple Vehicle: Body \|previous=Simple Vehicle: Rocket Launcher }}
# Blender 3D: Noob to Pro/Simple Vehicle: Body |previous=Simple Vehicle: Another Shooting Machine }} ``` ## Techniques You should already know how to: - Make a mesh - Navigate the viewport - Extrusion - Form faces - Name objects This section will recap and introduce: - Deleting and creating edges - Subdividing - Merging vertices - Loop subdivide - Adding unconnected vertices in one object ## Planning The jeep is being designed to include the back, flatbed, door holes, dashboard, window, and hood. The window is extruded straight up (older jeeps\' windshields aren\'t slanted), and I decided to add a lower back to later hold the bumper/lights if you want to add them. ## Building the Jeep ### Extrude the Chassis Start a new file. Change to front view (), switch to **EDIT** mode, and deselect all (). !Main sections are made..jpg "Main sections are made."){width="300"} Be in **Face** select mode Starting from the default cube (*#1*), box select () on the right edge to select the right face, and extrude () 2 units (*#2*) to the right along the X axis (should default, otherwise ). Continue with three more extrusions to the right along the X axis of 1 unit (*#3*), 1 unit (*#4*), and 2 units (*#5*). deselect all (). Now starting again from the default cube (*#1*), box select () on the left edge to select the left side face, and extrude 1 unit (*#6*) to the left in the X axis deselect all (). box select () on the bottom edge of block *#6* to select the bottom face, and extrude 1 unit (*#7*) down in the Z axis. deselect all (). Finally box select () on the top edge of *#4* the second block from the right to select the top face, and extrude up 2 units (*#8*) in the Z direction. ### Widen the chassis 250px\|right Now to widen the jeep body. Switch to top view (). deselect all (). set \"Limit selection to visible\" off Increase the width of the existing boxes (*#1*) with one square (*#2*) by box selecting () everything (since you\'re in **face** select mode it will select all the faces of the starting chassis), now Scale () 2 times on the Y axis () And select all faces on one side and extrude along the Y Axis 1 unit. do the same on the other side This should give you the figure that is shown to the right. **Noob note:** holding as you do the above moves and extrusions will lock it to grid steps **Noob note:** You might want to save your job here and rename it before carrying on as the options below are easier if you can revisit this stage. !Widening along the Y axis{width="250"} ### Flatbed and Doors Our jeep design will have somewhat of a cheat - no actual door. There are now a few different ways of doing this (thanks to reader submissions)! Try each one and study the results, as they will teach you about the issues you will encounter when you start making models of your own design; Method 1 is the simplest of them, but teaches you the least in dealing with mesh trouble. #### Method 1 ##### Make the jeep bed ![](Blender3d_Method_2_select_bed_and_doors_s1.jpg‎ "Blender3d_Method_2_select_bed_and_doors_s1.jpg‎"){width="200"} In view Be in **Face select** mode Turn **occlude background geometry** (now called **Limit selection to visible**) on. It\'s the button with the spotty-box icon to the right of vertex, edge, and face select buttons. Select (, then +) the top faces where the flatbed and then doors should go. You should now have four faces selected, two large ones for the bed, and two small ones for the doors. 200px\|right Extrude () the \"region\" -2, on the Z axis (). ##### Make the no-door holes 200px\|right 200px\|right Now in front view () Be in **Edge select** mode Select () the top edge of the door face, and delete () the \"edge\". Next, do the same to the corresponding door edge on the other side. 200px\|right Be in **Face select** mode Select the faces in the bottom of the door wells, and extrude them up 0.5 along the Z axis. 200px\|right Select the bed panels, and extrude them up .1 along the Z axis ( leaving them on top of each other will cause problems with rendering engines down the road ) right\|200px **Noob Note:** Be very careful as you extrude the parts up, since they are on top of each other, it\'s easy to select the face on the outside, rather than the one on the inside. Once you\'ve done the extrusion, check the normal lines by hitting the *draw normals* button in the mesh tools more panel (*if you can\'t see it, hover and scroll with the MMB*). If you don\'t get good normals, then hit undo, then reselect the faces, and try again until you get the correct face being extruded (50% chance of getting the wrong face pulled up). Or select the faces with a wrong normal and hit the *Flip Normals* button in the Mesh Tools tab. Finally, select the whole body and remove doubles, () to select all then () to bring up the specials menu. On the special\'s menu, hit \"remove doubles\". Note: removing doubles every couple of steps is a good habit to get into, and will save you time down the road. #### Method 2 ##### Make the jeep bed !Deleting faces{width="300"} be in Top view (), and **Face select** Mode. Select the two faces in between the bumpers and windshield (, then +). Now delete both faces (-\>\"faces\"). **Note:** *you could also be in edge select mode, and delete (xkey) the edge between the two faces, for the same end result.* !Selecting vertices{width="300"} You will now add outer faces around the hole we just opened in the model, by selecting two vertices at the top of the model, and two from the bottom of the model. Be in vertex mode Deselect all ( twice) Starting at vertex A, circle select () vertex B, C, and D, !Creating faces{width="300"} Next create a face (); do this same procedure 5 more times at the vertx groups show in the pictures. right\|700px right\|700px ###### Issues with exposed inside faces (Normals) right\|300px Now that we have gotten the new outer faces in place we can\'t see into the model any more but we still have a big problem, the floor is actually the outside face of the bottom of the model, this is not good because you should never leave exposed inside faces (the other side of outer faces) on a model. Exposed inside faces are invisible when looking through them when you apply textures and render it, since nearly all rendering engines completely ignore inside faces ( A common problem with many sketchup models, ah the irony! ). You can tell a face is an inside face, by the fact that if you turn on show normals, and show vnormals, on the mesh tools more panel, the outside faces and vertices will have blue lines shooting out of them, while inside faces will not. \'\' Understanding this now will save you lots of wasted hours in the future trying to fix your normals.\'\' !Click the button within the red circle to display face normals Press **NKEY** and go to \"mesh display\" and click on the cube with the face highlighted. Look closely at the exposed interior faces in the floor of the truck bed, they don\'t have blue lines popping out in the inside, only on the outsides.\'\' *Now select textured from the box where you pick wireframe, or shaded, and the exposed inside faces will become invisible when viewed from the inside, but look great when looked at from the outside.* In newer versions it is no longer invisible, and it seems to work but it still has no normals, and it is still important to know. ###### Add the floor of the bed Lets make a floor for the bed now. right\|400px Be in **Face select** mode Select () both faces of the truck bed, Extrude () pick \"region\" from the popup, and move up along the Z axis (), by about 0.2. With the two faces selected, hit mesh -\> normals -\> flip to make their normals correct for their new position Now rotate the model till you\'re looking at it from the bottom, as you can see there is now a hole that needs some extra inside faces removed, and new faces added to compete the bottom. right\|400px Select each extra face on the sides, and delete () the \"faces\" as shown in the photos. right\|400px Change to **Vertex select** mode Select () corners a, b, c, d, and create a face , then do the same for c, d, e, and f. right\|400px Recheck the normals, and make sure you only have outer faces on the outside of your model. ##### Make the door holes Method 2.2 is easier! ###### Method 2.1 Subdivision right\|400px To cut out one door, select the four vertical edges where the door will go. !Split the area where the door will go.{width="300"} Use the subdivide command () to cut the edges in half. You\'ll notice that the subdividing will also affect the adjoining faces. !Delete edges for door opening.{width="250"} Select the two edges at the top of the door panel and delete them, removing the top half of it. right\|400px Change to **Vertex select** mode Now build up faces by selecting the groups of vertex\'s as shown in the photo, and creating a face (). Do the same thing for the other side, removing/adding edges and creating new faces. !Merging faces.{width="300"} If you want to clean up the look of the sub divided faces in the model Change to **Face select** mode, and select the faces that are going to be combined. Press and a little window will appear titled \'Make Faces\'. Click on \'Make FGon\' to merge the faces. (*As you may have guessed, if an FGon face is created and you want to later undo it, select the \'clear FGon\' option in the Make Faces window.*) **Note:** to merge an Fgon to a flat face, select it and hit + **Pro Note:** You don\'t even have to make an FGon. Just select the door-to-be, Tris and Quads both, and hit +. **Noob Note:** Q. What is an FGon?? A. It is a fake polygon, a way to hide triangles and quads on flat faces. ###### Method 2.2 Multicut right\|400px Be in frontview (NUM1). Select the top edges where you want the doors Multicut (KKEY), enter two in the popup, draw a line along the axis of the cut, as shown in the photo, and hit . right\|400px Then move the newly created edges down and towards the sides. ###### method 2.3 (Noobie) Select top face of where door is going to be `   `` to extrude, pick "Region" from the popup menu`\ `   `` to lock in Z direction`\ `   hold `**`CTRL`**` to snap to whole BUs and move down one BU` Select 2 top edges that look like they have no widths `   `` to erase, pick "Edges" from the popup menu` Two faces will be missing. For each individual missing face, Select top and bottom edges `   `` to fill in the missing face.` ### Resizing the bed and windshield Go ahead and resize the widths of the bed and windshield. As a precaution, Remove doubles before starting! right\|400px To narrow the width of the window, change to **Edge mode** and select the edges shown in the picture, then move () along the X axis. right\|400px To narrow the width of the side, change to **Edge mode** and select the edges shown in the picture, then move () along the Y axis. !Adjusting the widths.{width="300"} Always move as many vertices or edges at the same time to not only work faster but to make sure they are moved equally. The use of circle select, loop select, and while moving vertices is very helpful in fine movements. !Bringing the back to a point.{width="300"} If you want an object to come to a point such as a wedge from a cube, merge vertices. In this example, the lower back area will be modified. Select two vertices to join together and press +. Select the option for your merging. \'At First\' or \'At Last\' will probably be the option that will work here. Play around to see what each merge option does. After the merging, Blender will tell you how many vertices were removed. Be certain to \"remove doubles\" (), as merging creates lots of them. ( *You can also find it on the menu Mesh ==\> Vertices ==\> Remove doubles*) !Raise the flatbed.{width="300"} Extrude the bed surface upward. This is only useful in hiding the tires that we\'ll add later in the tutorial. Alternatively, you could make two boxes to hide them. ## A Touch of Detail ### Adding an Engine Hood #### Method 1 !Loop Subdivide select.{width="200"} Let\'s add some detail to the model - how about the hood? First thing to do is add some edges to the front of the jeep. Press + to enter Loop Subdivide. A pink loop will appear around the mesh. Put the cursor over the area to get the example picture to appear. !Aligning the hood.{width="200"} When the loop is in the right place, click. The place to put the actual cut can now be selected. Do this twice - once for each side. Move and align the resulting edges to form an angle to the front and bring the window vertices in. Extrude the hood surface up a small amount. We don\'t want it too high, just high enough to catch the light. Zoom in and select the top-front hood edge created from the extrusion. Drag it out along the X axis. Select the now diagonal face of the hood extrusion. Extrude from it. The result will come out of the surface at a diagonal angle. Take the resulting vertices and move them close to the front of the jeep.\ !Formatting the window.{width="200"} Using the additional lines from the loop subdivide you can improve the shape of the window #### Method 2 Another way to raise the Jeep hood. It doesn't require loop cuts, so is a bit simpler. !Hood extrusion.{width="200"} Step 1. Make Inner Square. Switch to Top-view (), or slightly rotated off for easier viewing. Face-select the top square of the hood.\ Do -xtrude, then hit `<esc>`{=html}. NOTE: this WILL make a new surface, hitting doesn't cancel the extrude, just makes its location to be exactly on the old surface.\ Do -cale and type 0.9 and hit `<return>`{=html}. Now you will see the new surface as a smaller square (or really rectangle) on top of the jeep hood square.\ \ **Noob Note:** What I had to do is -cale on and type 0.9, otherwise the New Surface For the hood would end up shooting through the Windshield.\ \ !Bring out the top front edge.{width="200"} Step 2. Shape Hood. Still in Top-view NUM 7, deselect all.\ Box-select the right two vertices of the new square, towards the front of the jeep.\ Do -cale on Y, and type 0.8 and hit `<return>`{=html}. Leave the two vertices still selected.\ Do -rab on X, and type 0.2 and hit `<return>`{=html}.\ Face-select the resulting quadrilateral.\ Switch to Side-view NUM 3.\ Do -xtrude on Z and type 0.2 and hit `<return>`{=html}. I used 0.2 to exaggerate the screenshot a bit, you probably want 0.1 instead.\ Now you should have a raised hood on the front of the jeep. #### Method 3 Another way to extruding the Hood of the jeep including a lip that comes over the front. ![](Hoodstep1.png "Hoodstep1.png"){width="200"} Step 1: In face select mode (+-\>faces), select the top of the hood and press to extrude it. Only extrude it a small amount. ![](Hoodstep2.png "Hoodstep2.png"){width="200"} Step 2: Staying in Face select mode, here is the tricky part. Select the small face on the front of the hood you just extruded. Then, hit then . This creates a duplicated face on top of the one you selected. Do not click or move the mouse between these two keystrokes. ![](Hoodstep3.png "Hoodstep3.png"){width="200"} Step 3: Now deselect the selected face by hitting `<b>`{=html}AKEY`</b>`{=html}. Then enter Edge select mode (+-\>edges) and select the top edge of the face you just deselected. ![](Hoodstep4.png "Hoodstep4.png"){width="200"} Step 4: Hit to go to the side view. Now using the red X arrow pull the edge out a little further than you pulled up the hood itself then hit . ![](Hoodstep5.png "Hoodstep5.png"){width="200"} Step 5: Now rotate just enough so you can see under the wedge you just made. Go back into Face select mode (+-\>faces) and select the face on the underside of it. ![](Hoodstep6.png "Hoodstep6.png"){width="200"} Step 6: Go back into side view with . Now hit to extrude the face a little with the mouse. When it\'s a good size hit . ![](Hoodstep7.png "Hoodstep7.png"){width="200"} Step 7: Now make sure the \"Select only visible\" button is turned off (\"Occlude background geometry\" in later versions) and go into Vertex select mode (+-\>vertices). Play around with the vertices pulling them a little closer to the front of the jeep. It\'s best to select using the box select () or the Lasso (+). ![](Hoodstep8.png "Hoodstep8.png"){width="200"} The end result should be an extruded hood with a lip. ### Add a Fender !Starting the fender.{width="300"} In the topdown view (), add a plane. Extrude an edge twice to result in three connected planes. !Bend the fender.{width="300"} Pull the sides down to form a trapezoid shape and reduce the width. !Model with fenders.{width="300"} Once it is in the desired shape, select the three faces and duplicate it. Press +\'\'\' and all selected vertices, edges, and/or faces will be duplicated. The copy will automatically be grabbed for moving. Move the duplicate to the jeep body and repeat the duplication two more times for a total of four fenders. Noob note: A good idea is to first position one fender, then copy it and restrict movement to x or y-axis. Then copy both fenders and move the two new copies along x or y-axis. Much simpler than trying to position four fenders individually. ### Add a rocket launcher mount !Setting up the tripod in view.{width="300"} We\'ll move on to making a tripod support for the rocket launcher. Add a cylinder mesh with 12 vertices then scale and size it so that it looks like a tube. Once you have it to a size you like, Duplicate it twice for a total of 3 cylinders. Rotate two of the cylinders in the view by clicking on the white circle that appears when the cylinder is selected in rotate mode. The picture on the left is an example of the end result. !Setting up the tripod in view.{width="219"} Change to overhead view () and put together the three cylinders so the tops come close together. Now all three can be selected and moved or rotated accordingly. !Putting in the tripod.{width="300"} Move the tripod onto the jeep flat bed. The final steps are to select your materials and rename the object (described in the wheel section). This will complete our simple jeep model. ## Subsurf Since we expect a jeep body to have squared up edges, we won\'t subsurf this part of the model. ## Optional Activities Feel free to add anything you see fit such as bumpers, guard rails, doors, steering wheel, lights, etc. You can either have them on the same object or separate objects (useful if you want to move them around).
# Blender 3D: Noob to Pro/Simple Vehicle: Some Assembly Required |previous=Simple Vehicle: Body }} ``` ## Techniques You should know how to: - Do everything discussed in previous tutorials This section will recap and introduce: - Append a file - Duplicate an object ## Overview The objects for the simple vehicle have been made if you have followed all the previous Simple Vehicle tutorials. Putting it all together will come very easy now. ## Appending the File !Body object\|right{width="200"} If you have the jeep body file open, keep it open. Otherwise, open the file for the jeep body. In Object Mode, go up to **File \> Append** (*Append or Link* in later versions), about 3/4 of the way down the menu. The Find file window will appear. Go to the location where the jeep seat was saved. When the .blend file is clicked, you\'ll go into it as if it is a directory. Here we have the categories of Camera, Lamp, Material, Mesh, Object, Scene, Text, and World. We are interested in the seat object, so click on Object. Now there are three items: Camera, Lamp, and Seat. That is, it will say Seat if you named your object Seat. This is why it is useful to rename your objects, materials, etc. If you forgot to rename the object, it will be called Cube (default for our starting mesh). **Noob note:** You must be sure you\'re appending, and not linking! If you try to duplicate it, and you get an error, then it\'s probably linked, there will also be \"li\" to the right of the ME: object name button. Ways to be certain you\'re appending are: when selecting the file, look at the bottom for the append/link options and make sure \"Append\" is selected; In the file menu, don\'t choose \"Append or Link (Image Browser)\", you need to use the option above it. !Appended seat object\|right{width="228"} What should happen after selecting Seat and the button \'Load Library\' is the seat will pop into our file where the 3D cursor was. !One seat\|right{width="300"} It will definitely need to be scaled, rotated, and/or moved to the right position. One way to do this is to rotate the seat about the Z axis -90 degrees by pressing . !Duplicated seat\|right{width="300"} After placing the seat in the jeep body, let\'s make another so we have a seat for the driver and passenger. Still in Object Mode with the seat selected, duplicate it (+) and slide it over. After duplicating it, it will automatically go into grab mode. If you or , it will still be duplicated - just sitting on top of the original. **Noob note:** Duplicate appended objects in object mode, not edit mode, as they are separate objects and do not share the same edit mode space (each appended object has its own edit world, unless you join them together) ## Rinse and Repeat Append the file again to place the wheel object and rocket launcher in the file. Scale, rotate, move, and duplicate each object accordingly. Depending on the position of your camera, you may or may not have to make all four tires. Remember that the only important parts to draw are those that will be seen! Set the ball over the tripod. The fun part is rotating the rocket launcher since the center of it has been moved to the ball joint. !All objects{width="300"} ## Parenting Be sure to parent each item to the jeep chassis, by selecting the item, lets say the tire, then also selecting the chasis ( then + ) and then +, and select \"make parent\" from the popup menu. ## Final things !Rendered jeep{width="300"} The last thing is to apply materials to your objects! You can apply material in either object, or edit mode. As you might have noticed when you select something in object mode the entire object is selected, in edit mode on the other hand individual faces can be selected, and painted. ### Make the windshield look like glass You have to create a new material and assign it to the appropriate faces. In edit mode, select the faces you want (make sure you select both sides of the windshield including: front face, back face, and top face). On the Editing section F9, under Links and Materials, click the \'New\' button under Materials then click the \'Assign\' button. This assigns the new material to the selected faces. You can then go into the Shading section F5 and adjust the material to be glass, by setting the alpha to .20, and hitting the ray transparency button. Three more ways of making a material that looks more like glass are shown in Material Glass. Make sure you are editing the correct material (if you have just the one texture on the jeep, the default name for the new material should be something like \"2 Mat 2\"). **Noob note:** Glass is only transparent when you render it. in order to render it you will need to position a few lamps around the jeep, and move the camera around so that it can see the jeep (view-\>camera). ## Extra ![](JeepRender.jpg "JeepRender.jpg"){width="400"} Other possible ideas 300px 600px 600px 600px\|Created by following the great tutorial! 600px\|Make LOVE not war! Jeep \| Render \| Version 5 ## Additional Tutorials Append and Link Video Tutorial: <http://www.youtube.com/watch?v=69ZBlDrOlIY>
# Blender 3D: Noob to Pro/Modeling a 3D Parachute in Blender |previous=Simple Vehicle: Some Assembly Required }} ``` ## Remove the default cube ![](Blender267DefaultCube.png "Blender267DefaultCube.png"){width="150"} When you first open blender you will see the default Blender user interface (UI) layout and the default cube. Delete the cube by selecting it with and then pressing . ## Add a cylinder ![](Blender267CylinderEditMode.png "Blender267CylinderEditMode.png"){width="150"} Switch to **Side** view (). Add a Cylinder with → Add→ Mesh→ Cylinder. At the bottom of the Tool Shelf change "Cap Fill Type" to "Triangle Fan". Press to switch to Edit mode. The cylinder should now look like the picture at right. ## Remove the bottom row of vertices ![](Blender267ParachuteDeleteCylinderBottom.png "Blender267ParachuteDeleteCylinderBottom.png"){width="500"} Next you will want to delete the bottom row of vertices. To accomplish this go into side view by pressing . Ensure that you are in **Vertex select** mode (that the leftmost of the group of 3 icons ![](Blender-edit-select-modes.png "Blender-edit-select-modes.png") is selected; click on it if not). Press twice to deselect everything. Press , and box select the bottom row of vertices, and press to delete and then confirm. Note: you must have limit selection to visible off, the button to the right of the group of three icons for selection. If you wish to do the selection with it ON, you will have to change your perspective so as to be able to select all lower vertices. Note: Instead of all of the above, you can also just add a circle with fill type \'triangle fan\' ## Extrude and scale to shape ![](Blender3d_Parachute_select_outer_edges.jpg "Blender3d_Parachute_select_outer_edges.jpg"){width="150"} Be in **Vertex-select mode** (as above). Select all the vertices around the outside of the circle. The centre vertex must not be selected. You can do this conveniently in a number of ways; why not practise them all: - Starting with no vertices selected, use to select all vertices, then on the centre vertex to deselect it. Or - Starting with no vertices selected, (*loop select*) on one of the outside edges or vertices to select the entire loop of them. Or - on the centre vertex to select only it, then use to invert the selection. Now switch to edge-select mode by and selecting Edges. ![](Blender_Cylinder_Taper_For_Parachute.jpg "Blender_Cylinder_Taper_For_Parachute.jpg"){width="150"} Press to extrude (\"region\") the selection and to constrain to the Z axis. Drag the edges a small ways down then click to release. As this makes a right-angle at the sides and parachutes don't have straight edges, we need to scale the selection outward. Press and move the mouse away from the model, you will see that the edges get smaller and bigger. Scale them out a small ways then left click to release. You will want to practice a little with the scale amounts till you can make a realistic parachute shape. ![](Blender_Screen_Parachute_shaped_Mesh.jpg "Blender_Screen_Parachute_shaped_Mesh.jpg"){width="150"} Continue extruding and scaling till you have a shape like the one shown on the right. When you\'re done making a nice shape, be sure to select all ( twice), then and pick "Remove Doubles". ## Make the top more rounded 150px\|right Be in **Vertex mode**. Select the center vertex in the middle of the original top half of the cylinder, use circle select to get it, otherise you will be a number of times to find it, and move it up along the axis. Select all , and then and Remove Doubles, in case any were created. ## Extrude the parachute straps ![](Blender_Select_Corners_OnCylinder.jpg "Blender_Select_Corners_OnCylinder.jpg"){width="150"} Now go into top-view by pressing . Here you will select \~4 edges at opposite sides of each other. ![](Blender_Pull_Corners_Down.jpg "Blender_Pull_Corners_Down.jpg"){width="150"} Go back into side-view and extrude downward by pressing and then . ## Merge it together ![](Blender_Completed_Parachute.jpg "Blender_Completed_Parachute.jpg"){width="151"} All that remains to finish your parachute is to press then choose "At Center" which will merge all selected vertices. A alternate way to make the parachute top is to create a UV sphere, and cut it in half.
# Blender 3D: Noob to Pro/Model a Low Poly Head |previous=Modeling_a_3D_Parachute_in_Blender }} ``` ## Overview This tutorial is designed to teach users to make a low-poly animesque head in Blender. What you need to know: - Basic Blender controls ## Add a plane Noob Note: Using triangles on a subsurfed model may result in \"peaks\" appearing in some areas. To reduce this problem, merge as many triangles into quads as possible. !Add a plane{width="200"} Start with a new file, and delete () the default cube. Be in **Front** view () Add a plane (+-\> add-\> mesh-\> plane) Click on \"Align to view\" in the settings at the bottom left side. ## Make a pointed chin !Merge the vertices{width="200"} Switch to **Edit mode** Be in **Vertex select** mode Select the bottom two vertices (+) and press W to bring up the vertex menu. \"Select Merge\", then \"At Center\", or just hit + and choose \"At Center\". !A pointed chin!{width="200"} Now you have a pointed chin. !A pointed chin!{width="200"} Select the top two vertices (use the ) !Select the top 2 vertices{width="200"} Re-arrange them so they make more of a chin shape by pressing the to move and to constrain the movement to the Z-Axis. **Noob Note:** Move it down; don\'t scale it out. ## Extrude the face !Extrude along the Z-Axis{width="200"} Now extrude () \"edges only\", along the Z-Axis () so that you have another area. !Scale it{width="200"} As a precaution, remove doubles. (**WKEY**) Scale it () so that it\'s not so cubic. !Extrude along the Z-Axis again{width="200"} Now extrude along the Z-Axis again ( then ) and scale () it down a bit. !Extrude along the Z-Axis again{width="200"} One last time\... (E) (Z) (S) ## Make the facial features !Select the middle vertices{width="200"} Select the middle vertices (**BKEY**) or (**RMB**) and press (**WKEY**) to bring up the specials menu. Subdivide it once. **Note**: In newer versions you have to check the checkbox: \"Quad/Tri Mode\" in the lower left corner. !Select the vertices{width="200"} Now select at first the pair of vertices above and subdivide once. !Subdivide!{width="200"} Now subdivide 2 times with the pair of vertices below the center line. !There!{width="200"} Yours should now look like this one on the right. ### Eyes !Subdivide some more{width="200"} Select and subdivide here, so you can make the eyes. !Make some eyes{width="200"} And rearrange the vertices so they make eye shapes. ### Nose !Select these{width="200"} Now select the middle vertex here (right mouse button). Extrude it along the Y-Axis (**EKEY**) (**YKEY**) and move your mouse around to change how far it moves. !Let\'s make a nose!{width="200"} Select these three vertices (*\'SHIFT+RMB*) and press (F) to make a face. !Do the same to the other side{width="200"} Now do the same to the other side, and you will have the nose\'s base. !Make a face{width="200"} Select these vertices (**SHIFT+RMB**) and make a face (F). Do this to the other side. !You have a nose!{width="200"} Now you have a nose. ### Remove interior nose faces !Rotate the camera{width="200"} Rotate the camera (**CTRL+NUM1**) so you are seeing the back. Be in **Face select** mode. !Get rid of these{width="200"} Select (**SHIFT+RMB**) the faces behind the nose. Delete (**XKEY**) them (on the popup pick \"Faces\"). ## Smooth the mouth region !Select these{width="200"} Be in **Vertex select** mode Select the vertex at the bottom of the chin, and the one at the bottom of the nose. Subdivide them. ## Make the head !Select edges on the outside{width="200"} Be in **Edge select** mode Select all the edges on the outside (shown with blue lines in the photo). !Give the face more smoothness{width="200"} Move (**GKEY**) the vertices back, along the Y axis (**YKEY**), a bit to give the face more smoothness !Select the vertices at the back of the head{width="150"} Be in **Vertex select** mode Rearrange the chin, by moving (**GKEY**) the bottom vertice along the Y axis (**YKEY**) till it looks right. ## Make the back of the head !Extrude along Y-Aixis{width="150"} Be in **Edge select** mode Now select the edges all around the back of the head, using (**BKEY**). Extrude these along the y axis (**EKEY**) (**YKEY**) !Ta da!{width="200"} Ta da! !Make a face{width="200"} Now select a set of 4 back vertices that form sort of a rectangle and press (**FKEY**) to make a face. !and so on\...{width="200"} and so on\.... !and so on\...{width="200"} and so on\.... !Subdivide these{width="200"} now select and subdivide these once (W) !Subdivide these as well{width="200"} and these points too. !Move the middle back{width="200"} Now select the middle and move it back (G) (Y). ## Finishing it up !With subsurfing{width="200"} And here it is with sub-surfacing. You have finished. Hit (F12) to see the final render.
# Blender 3D: Noob to Pro/Building a House |previous=Model a Low Poly Head|Model a Low Poly Head }} ``` In this tutorial, you will learn how to make a simple toy-like house with a fence around it. You will learn how to use *array modifiers* to replicate the palings of the fence, saving you from duplicating them one by one. This tutorial is based on Bart Veldhuizen\'s \"Building a House\" from Tutorial #01 published by NaN in 1999 which is also available in a PDF at <http://download.blender.org/documentation/BlenderTutorialGuide1.tar.gz> (a tar.gz containing BlenderTutorialGuide1.pdf) or <http://download.blender.org/documentation/BlenderTutorialGuide1.zip> (a ZIP file containing the same PDF). Permission was asked to use it and Ton Roosendaal said \"Be assured that everything that was produced by NaN now is open and free content for everyone to reuse, including the tutorial "Building a House".\" ## Setting the Scene ![](Blender267Split3DView.png "Blender267Split3DView.png"){width="300"} Start a new document (). Split the view into four views as at right, by pressing . This gives you a standard set of views: top, front, side and camera, the first three orthographic and the last one in perspective. You can switch back to the single 3D view at any time by pressing again. Leave the default cube, it will be the walls of the house. ## Make the Roof ![](Blender267HouseRoofCube.png "Blender267HouseRoofCube.png"){width="300"} Ensure you are in **object** mode ( switches between object and edit mode) Now, in the Front view window (lower left) Press + to duplicate the cube, grab mode is automatically selected, press to restrict the move to the up-down axis and move the cube to rest on top of the original (pressing while moving will snap it to the grid and make it easier to position accurately.) Press when it is in place. You can see how useful this four-paned window is; it shows you exactly what\'s going on. Note: It helps to simply grab one of the arrows, press and then press 2 on the key pad, this will move the block 2 units in the z direction. the standard starting cube is 2 units tall. ![](Blender267HouseRoofCubeEdit.png "Blender267HouseRoofCubeEdit.png"){width="300"} The top cube is going to become the roof and needs to be given a triangular cross-section. Select the top cube (if it is not already selected) by clicking on it Press to go into **Edit** Mode (check the box in the middle of the 3D window header) Press to deselect all the vertices. In the top view, select the top four ( the first one and the rest). You can check in the other views that only those four are selected. Note: another way to do this is to have \"limit selection to visible\" turned off, and then press the for, border select, and make a box around the top vertices. (it helps to view it from one of the sides, by pressing either the 1 or 3 keys) Another Note: Or, with \'limit selection to visible\" turned on, press for circle select and turn the mouse key to make the circle large enough to enclose all four vertices before you press . ### Make the Apex of the Roof ![](Blender267HouseRoofApex.png "Blender267HouseRoofApex.png"){width="300"} Now press for scaling and to limit the scaling to the X-axis (left to right). You could try to move the mouse back and forth to bring the top vertices together, but you will have a hard time lining them up exactly, so it\'s best to just type in (zero) followed by to set scaling to zero. Now it looks like there are only 2 vertices where there were 4, but in fact there are still 4, even though 2 of them are occupying exactly the same positions as the other 2. With these 4 still selected, bring up the vertex specials menu with and select "Remove Doubles". You should see a message briefly flash up at the top right saying "Removed 2 vertices". Now there really are only 2 vertices where there previously were 4. ### Form the Eaves ![](Blender267HouseRoofEaves.png "Blender267HouseRoofEaves.png"){width="300"} The roof needs to project over the walls of the house to form the eaves. To do this, we will scale it, but only along the X- and Y-axes, not the Z, so it doesn't become taller. Select all the vertices in the roof object by pressing once or twice. Press to scale, followed by to scale uniformly along all axes *except* Z, and scale to about 1.1. Confirm the operation with or in the usual way. ## Naming the Roof and House Objects In a complex project with lots of objects, it can be helpful to keep them straight by giving them names. This is less of an issue in a simple tutorial like this one, but for practice, let's give names to your objects anyway. Go to the Object context ![](Blender255ObjectContextButton.png "Blender255ObjectContextButton.png") in the Properties window, and at the top you should see an editable field containing the name of the currently-selected object. The walls of the house should be called "Cube", and the roof should be called "Cube.001" (note the automatic addition of a numeric suffix to keep the names unique). Try changing these to, say, "House" and "Roof" respectively. ### Object Name Versus Mesh Name If you look in the Mesh Data context ![](Blender267MeshDataContextButton.png "Blender267MeshDataContextButton.png"), you will also see a name like "Cube" or "Cube.001". This is a separate name for the object-type-specific data (the mesh data, in this case), quite independent of the object name. Don't worry about this name for now; you will learn about its significance later. ## Colouring the House The roof now needs to be given a different colour to the default grey. Select the Materials Context ![](Blender255MaterialContextButton.png "Blender255MaterialContextButton.png") in the Object Properties window. In the list at the top, you should see a single entry, called "Material" (the name of the initial default material). Below that is an editable field containing the name, and immediately to its right should be a small box with the number "2" in it. This number indicates that the same material is being used in two places---in this case, we know the other place is the object representing the walls of the house. Click on this "2", and that will force a new copy of the material to be made (leaving the house walls with the original); the number will disappear, and the material name will change to "Material.001" to be different from the original. ![](Blender267HouseRoofMaterial.png "Blender267HouseRoofMaterial.png") Change this material name to "RoofRed", to make it clearer what it is for. Next, find the panel "Diffuse" further down, showing a swatch of the diffuse (non-reflective) colour, which is initially white. Click on this to bring up a colour picker, and choose some suitable shade of red for the roof. (Notice that when using shades of red, the white to black slider on the right actually creates shades of brown from the red.) As you do this, the 3D view should instantly update to show your new colour being applied to the roof of the house. If you want to exit the colour picker and leave the colour unchanged, press ; otherwise, to confirm your choice, simply move the mouse outside the picker window, and it will close, leaving your last-chosen colour in effect. ![](Blender267HouseWallsMaterial.png "Blender267HouseWallsMaterial.png") Follow a similar procedure to choose the colour for the house walls: click the "House" object with in one of the 3D views, go to the Materials Context ![](Blender255MaterialContextButton.png "Blender255MaterialContextButton.png") in Object Properties, change the material name from "Material" to something more appropriate (here I'm choosing "HouseSandy" because I'm going to give the house walls a sandy-yellow colour), click on the colour swatch in the "Diffuse" panel and choose a suitable colour for this material. **Noob Note:** I have found it very useful, when I re-name anything, to type my new name in ALL CAPS. This makes it easier for me to pick out what I have done. ![](Blender267HouseColoured.png "Blender267HouseColoured.png"){width="300"} Your house should look like this now. ## Make a Chimney ![](Blender267HousePlusChimney.png "Blender267HousePlusChimney.png"){width="300"} Go into Object mode, if you\'re not already in it. ( flips between object and edit mode.) Go to the Front view (lower left window). Click to position the 3D cursor on the right-hand side of the roof, this will select the spot where the chimney will be created. Press to Add → Mesh → Cube from the popup menu --- a bit large, isn\'t it? Scale it along the X and Y (, ) to about 0.2. Now grab it (, ) and move it into position looking at the front view (lower left window). (Feel free to use the mouse wheel to zoom in the view to make things easier to see.) When this is correct, move it into position along the Y axis (, ) looking at the top view (upper left window). You can check the side view (lower right window) and the camera view (upper right window) to see that it looks OK. ### Name and Colour the Chimney In the Object context ![](Blender255ObjectContextButton.png "Blender255ObjectContextButton.png") in the Object Properties window, change the name of the chimney object to \"Chimney\". Next in the Materials Context ![](Blender255MaterialContextButton.png "Blender255MaterialContextButton.png") in the Object Properties window, you will notice there are no buttons, and there is an icon ![](Blender267MaterialsPopupIcon.png "Blender267MaterialsPopupIcon.png"), and next to that a button with the word \"New\" in it. You can now choose to have the chimney a different colour to the roof or the house or reuse one of these colours. If you want a new colour, the \"New\" button, and it will create a new material with a default name and settings. You can rename this and give it an appropriate colour. If you want to reuse the same colour, you can click on the icon ![](Blender267MaterialsPopupIcon.png "Blender267MaterialsPopupIcon.png") and select from the available materials, namely \"RoofRed\" and \"HouseSandy\". ## Adding a Window ### Make the Window Frame ![](Blender267HousePlusWindow.png "Blender267HousePlusWindow.png"){width="300"} Be in Object mode. Using the front and top views, click to place the 3D cursor where you want the window to go: use the top view to place it against the front wall, and the front view to place it a little to the left and up from the centre of the wall. (Of course, it's easy enough to reposition the window after you've created it, so exact initial placement is not critical.) In the front view (lower left) add a plane: Mesh → Plane). This will initially be laying flat, facing upwards instead of forwards; to fix this, just rotate it 90° about the X-axis: . Scale it down to 0.4, and press To give it a rectangular shape, scale the plane by about 0.8 along the X-axis . Move it into position (), using the top and front view, on the left hand side of the house a little higher than midway. Be in the Side View window (lower right). Move the plane along the Y-axis (, ) until it is just in front of the house. You may want to zoom in () to see better. Now, still in Side View, Switch to **Edit** mode () Extrude the plane towards the house (, -0.07) until it is embedded in the wall. ### Make the Window Sill !Box-select in progress To make this box into a window frame will require a larger view: move the mouse into the Side View window and zoom in with the mouse wheel. Deselect all () and select the outer (leftmost in the right view) vertices using box select (). ![](Blender267HouseExtrudeWindowFrame.png "Blender267HouseExtrudeWindowFrame.png") Press and immediately (without moving the mouse) press . This will extrude, but leave the newly-created vertices on top of the previous ones. Scale the newly created vertices by 0.9 ( ). ![](Blender267HouseExtrudeWindowFrame2.png "Blender267HouseExtrudeWindowFrame2.png") Extrude again inwards to most of the depth of the box about -.03 to -.05 along the Y axis, depending on how you have your window into the wall(, , -.03, ). This screenshot shows a side view in wireframe mode (use to switch wireframe mode on and off). ### Name and Colour the Window Frame Object Change the name of the window object, as you previously did for the rest of the house pieces. It will be initially called "Plane" (because that is the kind of mesh object you started with); change it to "WindowFrame". Also give it a new material, and make it white. Change the material name to "WindowFrame". ### Make the Window Glass The glass of the window has to have a different material from the frame. There are two ways to achieve this: make them separate objects, or make them the same object, with different materials assigned to different faces. We will do the latter. ![](Blender267HouseGlassMaterial.png "Blender267HouseGlassMaterial.png") Deselect all () Be in **Edit** mode . Switch into **Face** select mode ( -\> faces) select mode (you\'ve been in **Vertex** select mode up to now) on the face in the center of the window frame, to select it. In the Materials Context, click the \"+\" button next to the list of materials, and where that was previously showing just the "WindowFrame" material, you should see a new blank item appear. The rest of the window will go blank, but the "New" button will appear; click this to create a new material. Give it a colour reminiscent of glass; I chose to colour it light blue ("87ceeb" SkyBlue). Now to connect the new material to just that one face, press the Assign button just under the material list. ![](Blender267HouseWindowGlassColour.png "Blender267HouseWindowGlassColour.png") Note: If you do decide to make the windows with real glass material, as explained in previous lessons, make sure you use the materials on both faces in the front and back of the window. Also use loop cuts or knife to cut out a hole in the wall in place of the window. And add a point light inside the house. ## Adding a Door ![](Blender268HousePlusDoor.png "Blender268HousePlusDoor.png"){width="300"} Add the door using the same method: Be in Object mode Deselect all, Create a plane, rotating it to face forward as necessary ( ) to align it with the front wall of the house. Scale the plane down by .7 and then again by .5 along the X axis. Move it into position using Front view and then move it against the wall of the house in Side view. Change the Object name to "Door". Create a new material for it; change the material's name to "Door" and choose an appropriate colour for it. ## Building the Fence The fence will consist of long sequences of identical palings. Creating them one by one would be a long, tedious process---which is something the computer, not a human, should do, right? In fact, even creating just *one* paling and making duplicate copies would be a long, tedious process. Which is where the magic of modifiers comes in. Blender's *array modifier* lets you make any number of copies of a single object, all neatly arranged in a row or in various other ways. Being a modifier, the copying only happens at render time, so there is still only a single object to edit while modelling: change that, and the change is automatically propagated to all the copies. ### Make a Paling 200px\|right Be in object mode, with nothing else selected. Add a plane, orient it vertically ( 90 ), scaled to 0.4 and then 0.1 along the X axis in Front view. 200px\|right Switch to edit mode. Ensure you are in **vertex** select mode (+ -\> \"vertex\"), in case you were still in face-select mode from making the window (above). To give it some thickness, go into Side view and extrude it to 0.05. 200px\|right The pointed top is made by going back into Front view, Selecting the top vertices and extruding them by 0.07 (along the Z axis is selected automatically), 200px\|right Scaling them to 0 along the X axis and then removing the doubled vertices (, \"Remove Doubles\": it should say \"Removed 2 vertices\"). In Top view move the paling to the intersection of two grid lines at a suitable distance from the house. In Front view again, check that the bottom of the paling is level with the bottom of the house. Change the name of the object and the mesh to \"Paling\", create a new material for it called \"Paling\" and make the colour white. ### Duplicate the Paling ![](Blender267HouseAddingArrayModifier.png "Blender267HouseAddingArrayModifier.png"){width="300"} Be in Front view, as the flat face of the paling is along the X axis and it is easier to create the front fence first. Change to Object mode. Select the paling. Find the Modifiers Context ![](Blender255ObjectModifiersContextButton.png "Blender255ObjectModifiersContextButton.png") in the Object Properties window. Click the "Add Modifier" button, and in the menu that pops up, select "Array". You should see a second copy of the paling appear next to the first. ![](Blender267HouseArrayModifier.png "Blender267HouseArrayModifier.png") Look at the checkboxes: "Relative Offset" should be checked, "Constant Offset" and "Object Offset" should *not* be checked. Under "Relative Offset", there are values for X, Y and Z; these are the distances between copies, relative to the dimensions of the object. Change the X value to something like -2 (the negative value causes the duplicated paling to appear on the other side, away from the gap we want to leave in front of the door). Now increase the number under the popup that says "Fixed Count", and watch the line of duplicates lengthen until it reaches the point that you want to be the corner of the fence line---a count of about 12 did it for me. ![](Blender267HouseFencePalings2.png "Blender267HouseFencePalings2.png"){width="300"} Now type to make a duplicate of the row of palings, followed by to constrain its movement to the X-axis (parallel to the row of palings). Move the duplicate row to the end of the existing row so it looks like a continuation of it. Now type -90 to rotate it so it lies parallel to the side of the house. Increase the array count for this row to something like 24 so it extends all the way past the side of the house to a suitable corner point. ![](Blender267HouseFencePalings3.png "Blender267HouseFencePalings3.png"){width="300"} Again, type to duplicate this second row, this time followed by to constrain its movement parallel to the side of the house. Move the duplicate so its looks like a continuation of the same row. Rotate it parallel to the back of the house by typing -90 . Adjust its array count as necessary to get the right length. ![](Blender267HouseFencePalings4.png "Blender267HouseFencePalings4.png"){width="300"} Once more, type to duplicate this third row, followed by to constrain its movement parallel to the back of the house. Move the duplicate to the end of the row, and rotate it to be parallel to the side of the house with -90 . Give it the same count you did to the array on the other side, so its length will be the same. ![](Blender267HouseFencePalings5.png "Blender267HouseFencePalings5.png"){width="300"} One last time: to duplicate, to ensure it only moves parallel to the side of the house, move to the end of the row, rotate into position with -90 . You'll probably find it's so long it runs into the original row of palings you started with on the other side of the front of the house; reduce its array count to something like 8 and you should end up with a nice gap in front of the door. **Noob Note:** I encountered a problem when rendering the fence. It became grainy, and when I say grainy, there are random clusters of black all over every rendered post. Some had few of this \'grain\' while others were almost black. I have environment lighting at 1 and it\'s still goofed up. Would this be due to hand-sizing them instead of putting in all of the above values? **Noob Answer:** I don\'t think hand sizing would make any difference. The first thing I would do is go back into edit mode on the original paling and select all vertices. Then I would hit \'W\' and click remove doubles. After that, recalculate the normals by holding \'Ctrl\' and hitting \'N\'. Those operations typically fix common rendering issues for me, hopefully it will work for you too. **`Alternate Noob Solution:`**` I encountered this problem and it turns out it is caused by having more than one copy of the fence in the exact same place. Try moving the affected fence pieces, to find the duplicate then delete it. Remove doubles did not work for my instance of the problem.` ### Make the Horizontal Bars (Left Side) ![](Blender267HouseFenceHoriz1.png "Blender267HouseFenceHoriz1.png"){width="300"} The fence needs horizontal bars to hold the palings in place: be in Front view below the middle of the left-hand fence. Create a plane, rotating it to the vertical as necessary ( 90 ) and scale it to the length of the fence. Scale it again to 0.05 along the Z axis and move it into position. ( if you keep pressed while you move it, it will snap to the grid.) Go into Edit mode () In Side view move it so it is against the back of the fence and extrude it by -0.04 along the Y axis. Go into Object mode (). Give the horizontal bar the same material you previously created for the palings. Duplicate it () and move it (keeping pressed) along the Z axis () to make the bottom bar. ### Make the Horizontal Bars (Right Side) ![](Blender267HouseFenceHoriz2.png "Blender267HouseFenceHoriz2.png"){width="300"} To make the bars on the right-hand part of the fence: In Front view, select *both* the horizontal bars you just created: on one, then on the other (you may need to zoom in to be able to select them without accidentally including the rest of the fence). Duplicate them with . Move your duplicates along the X-axis until they are horizontally centred around middle of the right-hand fence; now scale them horizontally until they are the right size. You could have done the bars one by one, but it's quicker to do them both at once, don't you think? ### Put the Horizontal Bars Around The House Select the two horizontal bars you created above for the front fence (make sure you don't select anything else, like the palings). Press + to make a duplicate, then to rotate the duplicate about the Z-axis, type 90 for the angle and press to confirm the rotation. In the top view, move the duplicate () you just made so it's against the side fence. Keep scaling it along the Y-axis ( ) and/or moving it along the Y-axis ( ) until it's the right length and position. Having done the side of the house, press + to make another duplicate of the horizontal bars, and 90 to rotate it into the right alignment for the back fence. In the top view, move () it against the palings. Now keep scaling and moving it along the X-axis until it has the right length and position. Having done the back of the house, do the other side: another duplicate of the bars, rotate 90° around the Z-axis, move against the palings, move and scale until they're the proper length in the right position. Again, another duplicate, rotate and move/scale into position against the palings on the other side of the front of the house. ![](fence-complete.png "fence-complete.png"){width="400"} Your house should now look like this. ## The Ground Plane and a Path ![](house-complete.png "house-complete.png"){width="400"} ### Make the Ground In Top view put the 3D cursor somewhere near the middle of the plot, (click ) Create a plane Be in camera view (bottom right-hand window) Scale it to extend just past the boundaries of what the camera sees (10.0 seems a good number). Go back into Object mode and change its (object, mesh) name to \"Ground\", create a new material for it, rename it \"Grass\" and select a suitable green from the colour selector (\"00cd00\" green3). Check in Front view that it is level with the bottom of the house and fence and move it (along the Z axis) if necessary. ### Make the Path ![](Blender267HousePath1.png "Blender267HousePath1.png"){width="300"} For the path: Go into Top view, create a plane. Scale it to fit the gap in the front fence with some space on either side and position it just outside the fence. Check, in Front view, that it lines up with the door and is level with the bottom of the house. Scale it along the X axis to the same width as the door. ![](Blender267HousePath2.png "Blender267HousePath2.png"){width="300"} Be in Top view, Select the two vertices closest to the fence, and extrude away from the house to make a suitable width for the footpath outside the fence. ![](Blender267HousePath4.png "Blender267HousePath4.png"){width="300"} Of those four vertices just outside the fence, select the left two and extrude a suitable distance to the left, and then the right two and extrude a suitable distance to the right, to make the path passing the house. ### Give the Path Some Thickness The path is still just a flat plane. Let's give it some thickness, so it rises slightly above the ground. Go to Object mode. Make sure the path is still selected. Go to the Modifiers Context ![](Blender255ObjectModifiersContextButton.png "Blender255ObjectModifiersContextButton.png"), click Add Modifiers, and look for Solidify. The default thickness (the top-left editable field) is 0.01; change this to -0.01 so the path protrudes above the ground rather than into it. ## Improve the Lighting ![](Blender267HouseLighting.png "Blender267HouseLighting.png"){width="300"} If you were to try to render now, you will probably find that most of your beautiful house is lost in gloomy shadow. To fix this, let's add a bit more light to the scene. In the top view, find the existing default Lamp object. Duplicate it a couple of times, and position your copies around the house to give it a more even lighting. ## Check the Camera View ![](Blender267HouseCameraView.png "Blender267HouseCameraView.png"){width="300"} Before doing the render, check your camera is properly positioned to capture the beauty of your work. In the camera view (top-right quadrant of the split view), you should see something like this; note the *passepartout* (darkened area) outside the rectangle denoting the visible area of the scene that will be rendered. If you on the rectangle, you can reposition the camera from side to side or up and down with , or do to move it closer to or further away from the scene. **Pro tip :** To adjust camera view, select camera view by , then + to enter \"Fly\" mode. Then, use FPS control to move the camera (WASD keys to move around, mouse to change direction and or to acsend or decsend. ## Final Render Now hit , and hopefully you should see something like this! 500px
# Blender 3D: Noob to Pro/Pipe joints |previous=Building a House|Building a House }} ``` How to model pipe joints. ## T joint Start in top view, and delete the cube. !**Figure 1:** Modeling a simple T joint.{width="150"} - Add a cylinder object (*Add-\>Mesh-\>Cylinder*) - 16 Vertices, Depth 4, Cap Fill Type *Nothing* (For recent versions of Blender create the cylinder then press F6 to get these options) - Switch to front view (*View-\>Front* or ). The X axis now points to the right. We will work along the X axis from now on. - Change to Edit mode (). - Create a Loop Cut in the middle of the cylinder (). Make sure that the 3D cursor is placed in the middle of the cylinder () - Switch to right view () - Box select () the 7 vertices at the front ```{=html} <!-- --> ``` - Rip the mesh with . Tap on *Proportional editing* and set it to *connected* , and select *Falloff Type* to *inverse square* . - There will be 7 overlapping vertex pairs: 7 vertices linked to the top half of the tube, and 7 vertices linked to the bottom half of the tube. - Either the upper middle vertex or the lower middle vertex should be selected. Depending on which set of vertices is now selected you will need to grab at the Z-axis by 1 (upper) or -1 (lower) make the circle that indicates how round your hole will be larger \'till you get a beautiful half circle. - Once you have grabbed the first, deselect (), then select the other middle vertex - grab at the Z-axis the selected vertex by +/- 1 BU. The pipe should now be straight again thanks to the rotations. Set \"proportional editing\" off - Box select the vertices of the gap and extrude \"edges\" along the X axis. ```{=html} <!-- --> ``` - *Pivot -\> Median Point* (**CTRL+,KEY**) - To flatten the front: scale at the X axis by factor 0. (). ```{=html} <!-- --> ``` - Add the *Subsurf* modifier in combination with *Set Smooth*, *LoopCuts*, - Use *Edge Crease* to get a nice transition. In *Edge Select Mode* select the edges around press and move the mouse until you\'re done. ## Six-cylinder joint !**Figure 2:** 6 cylinder joint{width="200"} Be in Object mode (have nothing else selected) Add a cube. Switch to Edit mode - (**1**) : Select all , then Subdivide the cube once (, ), : Select the 12 vertices in the middle of the cube\'s edges. ```{=html} <!-- --> ``` - (**2**) : Scale by factor 1.4142 (press and type in the factor with the keypad) . ```{=html} <!-- --> ``` - (**3**) : Select all vertices, and Extrude \"Individual Faces\" ( -\> individual faces), : Select all vertices, and *Remove Doubles*. ```{=html} <!-- --> ``` - (**4**) : Select the center vertex of each tube, and delete them () to open the ends. ```{=html} <!-- --> ``` - (**5**) : Select the original vertices in the middle of the object and delete them. ```{=html} <!-- --> ``` - (**6**) : Clean your mesh as described above. ## Three-cylinder joint !**Figure 3:** 3 cylinder joint{width="201"} This is very similar to above, only the selection for scaling is different. - Select the middle vertices at the edges where the cylinders shall come from. Additionally select the middle vertices at the faces that shall be kept free. You have to select 12+3=15 vertices. - Scale your selection by 1.4142. - Select the faces that shall be extruded. - *Extrude-\>Individual Faces* (**5**) - Select all, then *Remove Doubles*. - Delete the inner vertices (**6**, **7**). - Select 3 vertices (which were middle of faces that were kept free) and 1 corner vertex in middle of the free faces (**8**). - Make sure your 3D cursor is at the origin (and that you added the cube at the origin) and switch to 3D Cursor Pivot (**.KEY** in v2.49b), then scale (**SKEY**), and type in 0.7071 (inverse of square root of 2, or Sin(45 degrees) or Cos(45 degrees)) and **ENTER** (**9**). - Make sure you switch back to Median Point Pivot (**SHIFT**+**,KEY**) to straighten out pipe ends (**10**). Clean your mesh as described above. If your joint looks odd, it might be because of some edges in the mesh. Delete those by selecting it and delete (**XKEY**) edges (not vertices). ## T-joint with smaller diameter framed\|**Figure 4a:** Basic structure for a T joint with a smaller diameter framed\|**Figure 4b:** The result We\'re going to create a structure like in **Fig. 4a** and extrude the inner circle. To do that we place a circle with *Retopo* (\"Snap during transform\") on the cylinder and join both objects afterwards. - *Add-\>Mesh-\>Cylinder* - 8 vertices (of course you can use more vertices if you like) - *No Caps* - *Depth 4* - **Noob note:** *More vertices in your cylinder will mean more intuitive work and figuring \[more loop cuts, face making, etc.\] later on when retopo-ing. First, follow the tutorial, then try to do a more advanced model with more faces / vertices when you understand the tool. If you have trouble getting really nice geometry, do a search for some tutorial videos. There are many really helpful ones.* - *Add-\>Mesh-\>Circle* (**Noob note:** *To make sure you create these as separate objects, be in Object Mode (not Edit Mode).*) - 8 vertices - *No fill* - Rotate the circle by 90° at the Y axis (**R**-\>**Y**-\>**90**). - Move the circle in front of the cylinder(**G**-\>**X**-\>**2**). - Switch to side view (**Num-3**). - Scale the circle to the diameter of the smaller cylinder. (**Noob note:** *I felt this was a little unclear. What the author means is, scale the circle down until it is the size of the diameter of the smaller cylinder you are going to create from it later by extrusion. Scale it so it fits (straight backwards from view) inside the two closest faces of the cylinder as per **Fig. 4a** if you wish to follow the tutorial.*) - Switch to edit mode, select all vertices of the circle. (**Noob note:** *To recap: you should be in edit mode for the circle, with the all of it selected, with the cylinder object directly behind it in from your viewpoint in orthographic mode.)* Make sure that you don\'t work in *Wireframe* view. - Click on *Snap during transform*, that is the icon of the magnet in the 3D view header, select \"Face\" and after that a third box will appear, select there \"closest\". After that, push: \"num3\" and then \"G key\" and reposition it a little. After that you will see it lies perfectly around the cylinder. (**Noob note:** *What \"retopo\" (Snap during transform) does \[in this case\]; is project the selected topography of an object in edit mode directly backwards from your selected view point onto the topography of another \[separate\] object. So you must be lined up view-wise for this to work. It is necessary to press the **Enter key** for the \"Snap during transform\" to take effect even if I\'ve selected it with the **LMB***.) If the vertices of the circle are not adjacent to the cylinder but have jumped to wrong places undo the last step (**Ctrl-Z**), deselect and reselect all vertices and try again. This does help (strangely). *Snap during transform* works with limited accuracy, if the vertices don\'t fit perfectly you have to move them by hand. - Change to object mode, select additionally the cylinder and join both objects (**Ctrl-J**). Now you work best in *Wireframe* view. - Add three loop cuts (**Ctrl-R**-\>**3**) - Delete the middle vertex. - Connect the free vertices (**F**). - Select the circle. - Extrude and clean up.
# Blender 3D: Noob to Pro/Lighting Suzanne: Introductory one lamp lighting |previous=Pipe joints|Pipe joints }} ``` # Lighting Suzanne: Introductory one lamp lighting If you have followed all these tutorials you now have quite a library of images: A simple figure with a hat, a penguin, a volcano, a jeep and several goblets, not to mention dice, a head and a house! To show them off to best effect, you need to experiment with lighting. **Lighting** is a complex subject, as any photographer can tell you. Blender allows many different arrangements and numbers of lamps to be used in combination to light your image. For this introductory tutorial, let us consider single lamp lighting and do some experiments to see how it works. (In later sections more complicated lighting is covered: Lighting Rigs.) \_\_TOC\_\_ ## Suzanne, Our Star We need an object to light. Who better than Blender\'s favorite resident simian, Suzanne! Open the default startup page. Delete the default cube. Be sure the 3D cursor is at the origin. Add a plane. *Add\>Mesh\>Plane*, scale it up nice and large , and in the Properties panel (which by default is the lower right panel) add a material ![](Blender255MaterialContextButton.png "Blender255MaterialContextButton.png") color such as light blue that will render well. In that same panel be sure that under SHADOW the Receive box is checked. Now Add Suzanne, the famous monkey. *Add\>Mesh\>Monkey*. Move her up about 1.5 Blender units so she is above the plane but close to it. . Rotate her around the Z axis so she is facing the Right View. . Add a material ![](_Blender255MaterialContextButton.png "_Blender255MaterialContextButton.png") color such as red (red is my favorite color). ## The default light !300 px\|Default Quad view!300 px\|First Render Now lets change to the Quad view, which you should refer to extensively throughout this tutorial. Press to bring up this view. You now have the TOP, FRONT and RIGHT ORTHO views. In the top right you will see your camera view. Suzanne should be seen in 3/4 profile just above the plane. If not, rotate and scroll in or out until she is. Then I suggest you bring up the object panel , scroll down to View and put a check next to Lock Camera To View. In the outline panel, select Lamp. You will see the default lamp position. In Ortho Quad view, we can see that the default lamp is up, in front of and slightly to the right of Suzanne as she now faces. If you don\'t see it, scroll out in each view window until the lamp shows up as a point with a double dashed circle around it. When your screen looks like the screenshot, render for the first time to get a good image of Suzanne and her shadow. ## Types of lamps Lamp should still be selected in the Outline panel. In the Properties panel, click the ![](Blender-2.5_lamp_radio_button.png "Blender-2.5_lamp_radio_button.png") button to see the properties of the light. The default lamp is a POINT lamp with ENERGY 1.000. Let\'s experiment with those settings. First, click in turn each of the different kinds of lamp, SUN, SPOT, HEMI and AREA, and render after each one. You can see that each of the light types has its own characteristics. With the light in the default position, your images should look like this: !800 px\|Comparison of light types. ### Point lamp This is the default type. The light rays are assumed to originate in a single point and spread from there. At the default value of ENERGY 1.000 is not very bright and covers a limited area. It casts a good sharp shadow. Point is the basic general purpose lighting in Blender. Advanced lighting rigs will frequently use several point lights with different settings. ### Sun The sun is assumed to be infinitely high in the sky so its rays are all parallel. It puts out a bright light and casts heavy shadows. It is the lighting type of choice for outdoor scenes but can also be used to good effect indoor. ### Spot The Spot lamp behaves very much like a theatrical spotlight (DUH). It casts a limited circle of light. Within the circle it is bright and casts a heavy shadow, but outside the circle all is dark. (Note: Under the Shadow setting, the Spot lamp is the only one that can cast a Buffer shadow. The distinction is subtle but important in some more advanced applications.) ### Hemi The Hemi lamp resembles lights photographers choose for indoor shots. It is the only kind of light that does not cast shadows. It gives a very bright lighting that is relatively even over the entire picture. ### Area This light behaves more like a flood light, as if the area is flooded with it. It is extremely bright and casts a very heavy shadow. ## Light Energy Each type of light has its own brightness. This is controlled mostly by the ENERGY setting of the light. Obviously less energy reduces the amount of light, more energy increases it. Still in the Properties panel, try different settings for ENERGY and see how it affects the image. Begin with energy increased to 2.000. Render each type of lamp. We can see that reacts differently to the energy settings. Area is almost too bright at Energy 2.000, while Point and Spot are just reaching nice bright levels. Sun is \... Sun. Remember that it is infinitely far away and its rays are parallel. Little changes with the Sun. Now reduce energy to 0.300 and render each type of lamp. Point and spot at these settings are way too dim, while Area becomes a very useable setting. !800 px\|Lighting varying energy settings ## Distance and Height The distance of the lamp also affects brightness and its position affects several things, particularly including the shadows. In the quad view, grab the default lamp and raise it up quite high, say to Z=25. The light falls off with distance, so point becomes very dark. The spot area increases with distance so the circle in the spot example is now quite large. The Sun \... well, the sun was infinitely far away already, remember? The shadow cast by the sun does not change, and hemi still casts no shadow. But the shadow cast by the other three lights moves considerably and is now almost directly under Suzanne. Lower the lamp to Z=3, placing it almost directly at a level with the subject. Both the distance and the angle of light change. The brightness increases, the size of the spot circle shrinks, and now the shadow is long and far behind the subject, except, of course, for the Sun which remains infinitely far away and casts parallel rays. !800 px\|Effects of height on lighting ## Rotation !400 px\|Effects of Rotation on lighting The last setting we will consider in this lesson is Rotation. The Point light cannot be rotated since it is equal in all directions. Each of the others reacts differently to being rotated. The Sun finally shows a different effect when rotated. I am not sure how Blender interprets the difference between location and rotation for the Sun. It seems rather counter intuitive. The sun when rotated seems to me to behave as if it has been moved. But in any case you can see that the shadow and the lighting show a distinct difference. The Spot behaves very much like a real spotlight. Its circle of light moves with the rotation and frames whatever it is pointed at. The Hemi lamp also finally shows a bit of difference. Even pointing it entirely way from the subject still lets light leak through it and give that same shadowless flat lighting. The Area lamp has its characteristic brightness over a large field, and then suddenly cuts off in to total blackness. The contrast is very striking. ## Experiment! You can experiment with other placements of the light, and see the effects on the illumination and the shadow. There is an almost infinite variety of ways to light a Blender image, and this is just with a single lamp. Multiple lamp setups increase the variety many fold as will be seen in the Advanced portion of this tutorial. ## Note on Transparency thumb\|left\|300 px\|Where does that shadow come from?thumb\|right\|300 px\|Plane Shadows set to Receive Transparency A special case of lighting is transparent objects. What sort of a shadow do transparent objects cast? You can try an experiment. Click on Suzanne to select her. Now in the Material panel ![](_Blender255MaterialContextButton.png "_Blender255MaterialContextButton.png") scroll down to Transparency and put a check in the box. Just below that is the Alpha setting, which controls the amount of transparency, with 1.000 being fully opaque and 0.000 being completely transparent to the point of invisibility. Lets try setting it to 0.200 for an almost glassy effect. Render your view, and then ask yourself, why does this glassy object still cast a thick black shadow in the render? The answer is not in Suzanne, but in the settings for the plane which is her background. Recall that we checked Receive under shadows for that plane. But go back to the properties panel for the plane, and notice that there is another check box under Shadows that says Receive Transparent. By default, to save rendering time, Blender assumes that all objects block light equally. Only if that box is checked does it make a check for transparency in the object casting the shadow. Now render your view and you will see that the shadow is suitably glassy. Experiment with this one. Try different types of lamp (Area is so strong that transparent objects effectively disappear) and different values for the alpha setting. You might want to remove the color material from Suzanne and see what effect that has. ## Note on World Lighting It is not absolutely necessary to use any lamp source. In the World panel ![](Blender255WorldContextButton.png "Blender255WorldContextButton.png") you will find several lighting settings that simply produce light throughout the scene without any particular source. Experiment with Environment Lighting and Indirect Lighting and see the effects they produce.
# Blender 3D: Noob to Pro/Curve and Path Modeling |nextText=Intro to Bézier Curves |previous=Lighting Suzanne: Introductory one lamp lighting }} ``` ## Why Use Curves? You've learned how versatile mesh objects can be, and how they can easily produce flat surfaces with sharp edges and even give a convincing representation of curved surfaces with rounder edges. So why do we need a separate kind of curve object at all? There are important reasons. - The various kinds of curves and surfaces/patches (Bézier, NURBS etc) were used in computer graphics before meshes were developed. In the days when memory was more expensive, they offered a more compact way to represent complex shapes. Even now, they are still common in CAD and other technically-oriented graphics applications, where they make it easy to precisely specify the shape of a curve. Thus, if you are importing data from such applications, you will need the ability to represent such curves---even if you end up converting them to meshes before applying materials and textures for rendering. - You can use curves as guides for shaping meshes. This makes it easier to construct certain kinds of complicated curved shapes. Particularly since it is simpler to make changes to the curve (with fewer control points), than after it has been converted to a mesh. To this end, Blender defines *scaling radius* and *tilt angle* settings for curve control points, which make no difference to the appearance of the curve itself, but have an effect when it is used to deform another shape. ## Bézier Versus NURBS In the following pages, you will come across two kinds of curves/patches. *Bézier* objects only occur in Blender as curves, while *NURBS* ("**N**on-**U**niform **R**ational **B**-**S**pline) objects can be curves or surfaces. If you've used 2D drawing programs like Inkscape or Adobe Illustrator, you would have come across Bézier curves before. NURBS curves are a mathematical generalization of these, which are heavily used in CAD applications. Unlike Bézier curves, NURBS curves allow the specification of a variable *weight* for each control point, which governs how closely the curve passes to that point. ## More Than You Wanted To Know About Curves As usual, Wikipedia has the lowdown on all the interesting trivia about - Bézier curves - NURBS curves
# Blender 3D: Noob to Pro/Intro to Bezier Curves Note: Some pictures are outdated. ## Bézier Curves !It should look like this.{width="300"} - First start a new Blender project, and delete the default cube. - Press: → Curve → Bezier to create a new curve. Switch to top view for a clearer look. You may want to zoom in a bit as well. into Edit mode. The black line with the extra angled lines like centipede legs coming off it is the Bézier curve. The white or orange dots are the *control points*, with the ones in the middles of the pink handle lines defining the endpoints of the curve segment. Press to deselect the selection, so that all the control points turn black, and the lines connecting them turn red. You can on any point to select it; however, selecting a curve endpoint selects the entire handle line passing through it. You can move a selected point in the usual way, with : note how moving an endpoint causes the curve to bend so it always connects to the endpoint. Moving just a point at the end of a control handle affects the inner part of the curve, making it bend more or less sharply away from the endpoint: try moving one of these points around, and note how the handle gets longer or shorter, and automatically rotates as necessary to remain a single straight line. Alternatively, you can select an endpoint (which selects the entire control handle, remember) and use to rotate the handle, and to make it longer or shorter. ### Resolution ![](Blender267CurveDataContextBezier3D.png "Blender267CurveDataContextBezier3D.png") In the Curve Context ![](Blender267CurveDataContextButton.png "Blender267CurveDataContextButton.png") in the Properties window, further down you will see the Active Spline panel. (This is only visible in Edit mode.) Note the editable field next to the label "Resolution:", probably showing "U: 12". That number governs the number of straight-line segments that the curve is converted into for rendering purposes; the more of these, the smoother the result, but it will add a bit to the render time. This resolution setting is also used when converting the curve to a mesh (). ### Extending Your Curve So far your Bézier curve only has one segment. You can add segments in several different ways: - Back in EDIT mode, on an endpoint at either end of the whole curve, and use to extend a new curve segment connected to the same endpoint. (We won't say "extrude", to avoid confusion with a different extrusion function discussed further down.) - on an endpoint at either end of the whole curve, and where the endpoint of the new segment will go; the new segment will immediately be added between the previous endpoint and the new one. - Select the endpoints of a single curve segment, press and choose "Subdivide" from the menu. This splits the curve segment into two new connected segments. Note that if you when the selection is not precisely one endpoint of the whole curve, it will add a new handle that is not connected to any part of the existing curve. You can extend from this handle to create a whole set of new curve segments that are still part of the same curve object, even though there are no lines running between this piece of curve and the previous one. You can join two separate pieces of the curve with a new segment by selecting an endpoint of each and pressing . You can also add new pieces with in Edit mode. ### Removing Points and Segments You can delete any control points by selecting them and using the familiar or . The menu that pops up asks you if you want to remove the "Selected" points, the "Segment", or "All". - "Selected" removes all points that are part of the same handle(s) as the selected point(s). Removing an endpoint of a curve piece removes the connected segment. Removing an interior endpoint causes the replacement of the curve segments on either side of it with a new one running directly between their remaining endpoints. Thus, the curve piece of which that segment was a part remains a single curve piece afterwards. - "Segment" removes a segment between two connected endpoints. If neither endpoint was an endpoint of the curve piece, then the remainder of that piece of the curve becomes two disconnected pieces. - "All" removes *all* of the control points, leaving an empty curve object! ### Handle Types So far, all the handles on your curve have been *aligned*. This means that adjacent curve segments are guaranteed to join smoothly. If you select a control point and press , you will get a menu allowing you to set other types for the handle: - *Free* means the two parts of the handle on either side of the endpoint are free to rotate independently, so the two curve segments can now meet at a corner. - *Vector* means the selected part of the handle points at the other endpoint of the same curve segment, and will keep pointing that way even if you move either endpoint. If you set the part of the handle from the other endpoint pointing back this way to "Vector" as well, then the curve segment becomes a straight line. However, as soon as you explicitly move the handle itself, it reverts to being "free". - *Automatic* is like "aligned", except Blender will automatically adjust the orientation of the handles as you move the endpoints, to try to keep the curve smooth. Moving either end of the handle will change it back to "aligned" type. ### 2D Versus 3D At the top of the Shape panel in the Curve Context ![](Blender267CurveDataContextButton.png "Blender267CurveDataContextButton.png") in the Properties window, you will see buttons labelled "2D" and "3D". "2D" means the points of the curve are constrained to lie in a single plane, while "3D" means they are free to be located anywhere in 3D space relative to each other. Initially "3D" should be selected. Try moving one point along the Z axis. Now click the "2D" button, and you should see all the points you moved snap back into the same plane as the rest. Also the "centipede legs" along the curve should have disappeared (their presence indicates a 3D curve). You can alter the orientation of this plane by bing into Object mode and then rotating the whole curve about any desired axis. ### Closing, Filling and Extruding Each curve piece can be individually *closed*, meaning that an extra curve segment is automatically added between the two endpoints of the piece. This is governed by the "Cyclic: U" checkbox in the Active Spline panel in the Curve Context ![](Blender267CurveDataContextButton.png "Blender267CurveDataContextButton.png"). Each closed piece of a 2D curve is automatically filled to form a flat surface. The curve can also be *extruded* into the third dimension, effectively turning it into a ribbon-like shape. Look for the "Extrude:" editable field in the Geometry panel, and put a nonzero value into that to specify the extrude width. If you extrude a 2D closed curve, the flat surface becomes a solid object, and the result is a *prism*---a solid shape with a uniform, but arbitrarily complicated, cross-section. ### Scaling and Tilting Turn your curve into a ribbon by specifying a nonzero Extrude value. Change your view so it is not exactly from the top or bottom, but at some angle. Notice how the ribbon is of constant width and always perpendicular to the plane of your curve. Select an endpoint, and press . As you move the mouse, you are changing the *radius* of the endpoint from its default 1.0 value, and this causes a corresponding scale factor to be applied to the width of the ribbon at that point. You can see (and also edit) this radius value in the Properties Shelf , in the Transform panel at the top. With an endpoint selected, now try (**Note:** This only has an effect with 3D curves, not 2D ones). Now as you move the mouse, you are applying a *tilt angle*, which correspondingly alters the angle of the ribbon at that point. This value is also accessible in the Transform panel in the Properties Shelf. The scale radius and tilt become particularly useful when you apply a *bevel shape* to the curve---then you will start to get much more complicated shapes than simple ribbons. ## NURBS Curves ![](Blender267NURBSPointTransform.png "Blender267NURBSPointTransform.png") Start a new Blender document, and get rid of the default cube. This time, do → Curve → Nurbs Curve, and into Edit mode. The result looks a bit similar to a Bézier, except there are no control handles, only the segment endpoints. Instead of dragging handles, you can adjust a weighting assigned to each control point. Bring up the Properties Shelf with if it is not already visible. If you have a single point selected, in the Transform panel at the top, you should see four editable fields under the heading "Control Point:", labelled "X:", "Y:", "Z:", and "W:". The first three are of course the position of the point; the "W" value is like a gravitational field strength that attracts the curve to the point. Try adjusting this, and see how it influences the shape of the curve near that point. You can move endpoints in the usual way, but there are no handles to rotate. All the other options for add and deleting endpoints apply as for Bézier curves: or xtend, →Subdivide, eting Select/Segment/All. The curve can be 2D/3D, extruded and cyclic, and each endpoint has a cale radius and a ilt angle. In the "Active Spline" panel in Object Properties, there is an additional "Endpoint: U" checkbox which forces the curve to pass through the endpoints (this is ignored if Cyclic is enabled). →Curve→Nurbs Circle inserts a NURBS curve with eight control points arranged in a square, "Cyclic: U" enabled, and the weights of the corner points adjusted so the curve is an exact circle. →Curve→Path inserts a NURBS curve with five control points in a straight line, and the "Endpoint: U" option already checked. ## Which Curves To Use? As mentioned earlier, NURBS curves are heavily used in CAD applications, while Béziers are popular in 2D drawing applications. If you are importing data from these applications, then you won't have any choice about which one you end up with. But if you are creating your own curves, then you have a choice. If you have done drawing with Bézier curves a lot, then you should feel at home with them. If you just want simple curves to deform a shape or guide an animation, NURBS curves could very well do the trick---you could even leave the W values at the default, and just add, delete and position points to get a suitable curve. ## Extruding from 2D to 3D You may have noticed you can only modify the curve in two dimensions, and now it\'s time to explore the third dimension! Extruding is where you define a two dimensional \'profile\' shape, and it is \'swept\' through space to create a volume. **Noob note** Bézier circles are not true circles, they are approximations. For artistic purposes, this may not really matter, but for precision modelling only NURBS circles should be used. This is due to the math used to describe the Bézier and NURBS curves. ## Make a Simple Face of Bézier Curves - **Make a curve and fill it**: Being sure you are in 2D mode, Use the steps above to create something simple, and fill it in using . **Noob note:** you may find it easier to use Bézier circles, instead of filling discrete curves. ![](Face_Bezier_Curve.png "Face_Bezier_Curve.png"){width="400"} Note that the eyes and mouth of the face above are parts of the same curve object. Blender can only identify holes in a filled curve if the holes are part of the same object as the outer curve. If you had created four separate curves then filling the outer curve would have covered the eyes and mouth. To create a detached section of a curve, be in edit mode and deselect all the points (). Then create new points (you will need two or three) with +. Alternatively you can create the pieces as separate curve objects and join them later with in object mode. You might prefer the alternative way if you don\'t want a lot of control handles and \"centipede legs\" to distract you. ### Extrude the Simple Face ![](Curve_and_Surface_Box.png "Curve_and_Surface_Box.png") **Set the extrude depth**: Click on the Object Data button and find the Geometry panel. (Older versions: find the \'Curve and Surface\' box in the Editing tab of the Buttons window.) There is a slider called Extrude. Set the Extrude depth to something other than 0, and probably less than 1. !Bezler Geometry\|right\|300px Behold, your 2d curve has transformed into a neat 3d structure. The great thing is, you can still edit the curve as if it were just 2d, and the changes will update in real time. ### Bevel the Simple Face Now you have an extruded shape, you should start playing around with some of the other curve settings on offer, so here is a description of how the Bevel depth and Bevel resolution sliders work. Try setting the Bevel depth to a small value, say 0.02. This will cut off all of the sharp edges, and give a bevelled effect all around the shape. ![](Bezier_Face_Bevel.png "Bezier_Face_Bevel.png"){width="400"} As you may guess, Bevel resolution decides how many times the algorithm divides up an edge. Higher values than 0 result in smooth curves rather than sharp edges, but dramatically increase the number of vertices in the shape. Try setting the resolution to 3 or 4, you should see an effect like this: ![](Bezier_Face_Bevel_4.png "Bezier_Face_Bevel_4.png"){width="400"}
# Blender 3D: Noob to Pro/Bevelling a Curve |previous=Intro to Bezier Curves |previousText=Intro to Bézier Curves }} ``` A simple, non-extruded curved line on its own will not be visible when rendered in Blender. Things are different, however, when you *bevel* the curve---that is, use some two-dimensional shape as a cross-section, and the line curve becomes a guide for extruding the shape into the third dimension. ## Built-In Bevel !Bézier curve with default settings Start with a curve object---any curve will do. Here we use a Bézier curve. ![](Blender267CurveDataContextBezier3D.png "Blender267CurveDataContextBezier3D.png") Look in the Curve Context ![](Blender267CurveDataContextButton.png "Blender267CurveDataContextButton.png") in the Properties window, for the Geometry panel. There you should see two editable fields with the title "Bevel:" above them, one labelled "Depth:" and the other "Resolution:". Try setting the depth to something like 0.1. !Bëzier curve with bevel = 0.1, fill = half, resolution = 0 Now your curve is no longer a simple line. It should have a V-shaped cross section, perhaps like a piece of bent angle iron. !Bëzier curve with bevel = 0.1, fill = half, resolution = 3 Now try increasing the "Resolution:" value, and you should see the V cross section start to smooth out, until at about a resolution of 2 or 3, it looks like a curved half pipe. Now look further up, in the Shape panel. There should be a popup menu with the title "Fill:" above it; for a 3D curve, by default the item selected is "Half". Try the "Front" and "Back" items, and you should see that these give you just halves of your half pipe. !Bézier curve with bevel = 0.1, fill = full, resolution = 0 !Bézier curve with bevel = 0.1, fill = full, resolution = 3 Now try "Full", and your half pipe should now be a complete pipe. !Bëzier curve with bevel = 0.1, fill = full, resolution = 3, cyclic You can also join the ends together by checking the "Cyclic: U" box under the Active Spline panel. **Start and End Bevel Factors:** These reduce the extent of the bevel shape, so that instead of extending the full length of the curve, they go from and to the specified fractions of the length. These become more useful when the cross section of the shape is no longer uniform, when you apply a custom taper (below). !Bézier curve, 2D, cyclic Now change the curve to 2D. The Fill options now become "Both", "Front", "Back" and "None", where "Both" is like the "Half" setting for 3D curves. Note there is no equivalent of "Full". But there is a new feature: if you check the "Cyclic: U" box, it will fill in the entire interior of the curve! !Bézier curve, 2D, cyclic, extrude = 0.1 Try this with a Bézier circle or a NURBS circle, and you should get a pancake-like object. For added flavour, give it a nonzero Extrude value, and this will make the shape even thicker. !Bézier curve, 2D, cyclic, extrude = 0.1, bevel = 0.1, resolution = 3 ## Custom Bevel !selecting just the *end points* of the handles Now we will try using another curve to supply the cross section. Add a Bézier circle shape. into Edit mode. Now, select *just the end points of the handles* (*not* the control points themselves). In the Pivot Point menu, select "Individual Origins". Now cale down to 0.4. !if they highlight like this, you're doing it wrong !handles scaled to 0.4 The result should be something close to a square, but with rounded corners. Go back to your first curve, and find the field titled "Bevel Object:" in the Geometry panel in the Curve Context ![](Blender267CurveDataContextButton.png "Blender267CurveDataContextButton.png") properties. Click on it, and a popup menu should appear, and you should see the name of the second curve (e.g. "BezierCircle"). Select that name, and you should see your bevelled curve immediately take on the cross-section of the new curve. ![](Blender270BezierBevelCustom1.png "Blender270BezierBevelCustom1.png") In fact, you may find the bevel object is a bit large; select it and, while still in Object mode, cale it by a factor of 0.1. The result should appear something like this. Select the second curve again, go into Edit mode, and try messing around with the control points: you should see your changes immediately get reflected in the shape of the bevelled curve. You may find that the orientation of the second curve doesn't coincide with the orientation of the bevel cross-section. This is easy to fix, because any change you make to the rotation and position of the second curve *in object mode* will have no effect on its use as a bevel, so you can freely reorient and reposition it to make it easier to match its shape up with the bevel cross section. (Scaling does, however, have an effect.) ## Custom Taper Now try adding a *third* curve object. (As with custom bevels, only curve objects will work.) Go back to your first curve, find the "Taper Object:" field (it should be next to the "Bevel Object:" field you've already used), and select the name of your newly-added curve. The bevelled shape will now most likely squish down in a most peculiar way. Select your third curve, that you are using as a taper, and go into Edit mode. Now try adjust control points, and observe the effect on the bevelled shape: what you should find is that the object-local Y-coordinate of each control point governs the thickness of the bevelled shape at the corresponding position along the shape given by its X-coordinate, while the object-local Z-coordinate doesn't have any effect. As with the bevel shape, you can freely rotate and reposition (and this time, even rescale) the taper shape *in object mode*, and it will have no effect on its taper function: only alterations of the control points in edit mode have an effect.
# Blender 3D: Noob to Pro/NURBS Patches |previous=Bevelling a Curve }} ``` What Blender calls *surfaces* are more commonly referred to in computer graphics as *patches*. It makes sense to stick to the commonly-accepted terminology, particularly when talking with users of other software. You previously saw how a NURBS curve consisted of a single row of any number of control points. A NURBS patch consists of an *n*-by-*m* grid of points, where *n* and *m* can be any positive integer (and not necessarily equal). The grid has a rectangular topology, but of course the points may be positioned anywhere in space, to shape the curve accordingly. The resulting object can look a bit like a mesh in edit mode, but it behaves very differently. ## Your First NURBS Patch ![](Blender267SurfaceDataContextNURBS.png "Blender267SurfaceDataContextNURBS.png") Start a new document, delete the default cube, bla-bla-bla, but stay in Object mode. Add a new NURBS surface: →Surface→NURBS Surface. Switch to Edit mode, and find the Surface Context ![](Blender267SurfaceDataContextButton.png "Blender267SurfaceDataContextButton.png") in the Properties window. For NURBS curves, you previously had the "Cyclic: U" and "Endpoint: U" options for making the curve open or closed, and extending all the way to the endpoints or not. Now you also have "Cyclic: V" and "Endpoint: V", because the surface has two dimensions, and you can control these settings independently along each dimension. Try checking just one Cyclic box at a time, and the patch turns into a closed ribbon shape along the corresponding dimension; check both, and it forms a solid object, shaped perhaps reminiscent of a pillow or an unusual loaf of bread. As with the curve case, you can move selected points around to alter the shape of the curve, and adjust the "W" value of each point to control how strongly it attracts the curve. Radius-scaling and tilt settings are still adjustable, but don't seem to achieve anything, since you can't apply a bevel to a surface. ### Adding and Removing Control Points Adding and deleting points in a NURBS surface need to follow some rules. The irritating thing is, if you try to do things not in accordance with these rules, Blender will simply ignore you, with no error message. Remember how I said that the control points form a *n*-by-*m* rectangular grid? Any addition or deletion of points must preserve this characteristic. Thus, you can only add or remove points an entire row or column at a time. For example, to extend the patch, you select all the points along one outermost edge of it, and press to add the same number of new points. Or you can select all the points in two adjacent rows or columns, and use →Subdivide to add a new row/column of points in-between. Similarly, you can only delete points by selecting an entire row or column of them at a time. ### NURBS Curve, NURBS Circle? The first two options in the →Surface menu are "NURBS Curve" and "NURBS Circle". Try adding these objects; at first glance, they look exactly like the "Nurbs Curve" and "Nurbs Circle" entries in the →Curve menu. However, regardless of appearances, these really are surfaces, not curves. To observe the difference, ensure all points are selected, and now use to extend the curve: this will create a *whole row* of new control points, instead of just one! As with the different options in the →Curve menu, the ones in →Surface offer premade objects for you to choose whichever is the most convenient starting point for the shape you actually want to create.
# Blender 3D: Noob to Pro/Deforming Meshes using the Curve Modifier |previous=NURBS Patches }} ``` ## Understanding the Curve Modifier The *curve modifier* lets you use a curve shape to deform a mesh. The mesh will follow every twist and turn of the curve as far as it can bend, depending on how many vertices it has---clearly, the more vertices there are, the more faithfully it can follow the curve. The curve modifier is also very easy to confuse yourself with if you're not careful in how you set it up. A common situation is you try to move the deformed object in one direction, but it ends up moving in a completely different direction! This happens when you choose a deformation axis that doesn't correspond to the predominant orientation of the points in the curve. There are in fact some predictable rules that govern the behaviour of the curve modifier. Once you understand these rules, you shouldn't need to keep trying different things at random to try to achieve the effect you want, you should be able to go straight for it. ### A Simple Example !Grid plus path objects, ready for action Let's do an illustrative example to clarify things. Start a new Blender document; delete the default cube, and add a grid object instead, with the default 10×10 subdivision to give it plenty of vertices that can be deformed. Also add a path curve on top of it---this will give you a NURBS curve with 5 points, initially in a straight line. The result should look like at right. !Grid deformed by path, default settings Now on the grid, go to the Modifiers Context ![](Blender255ObjectModifiersContextButton.png "Blender255ObjectModifiersContextButton.png") in the Properties window, and add a new Curve modifier which you will find in the \"Deform\" column. Click under \"object\" in the empty box and choose \"NurbsPath\". The grid object should immediately jump a little way in the direction of the negative X-axis. Why? If you select the curve and into Edit mode, you should see that, while the origin of the curve's local coordinate system (the fat orange dot) is in the middle of the curve, the first point (the one at the end of curve in the same direction that the "centipede legs" are pointing) has a negative X-coordinate. Select just that point, and from the Snap menu , do "Cursor to Selected". Now back into Object mode, and from Object→Transform do "Origin to 3D Cursor". This will adjust the origin of the curve's local coordinate system to that first point (keeping the curve itself in the same place), whereupon the grid object should jump back to its original location. You can of course freely move around, add and delete the other points. Just be sure to keep that first point always at the origin of the curve. ![](Blender267DeformModifierSettings.png "Blender267DeformModifierSettings.png") Now look at the settings for the Curve modifier. Notice those six buttons under "Deformation Axis:"? When a path curve is created, all its points initially lie along its local X-axis. Since the default for the Deformation Axis is "X", all works pretty much as you expect. If the two do not coincide, then weird things happen when you try moving things around. If you *really* want to mess around, you could go into Edit mode on the curve, select all its points, rotate them to, say, orient them along the local Y-axis, then get out of Edit mode, select the deformed mesh, and change the Deformation Axis on its modifier to Y, and things should still work consistently. But why bother? As long as you obey the above rules, you can move, rotate and scale the deforming curve *in object mode only* as much as you like, and the deformation will still behave in a reasonable fashion. Of course, you can do what you like to the deformed mesh in object or edit modes, and this will still be true. !Fiddling with the deforming path Select the curve, into Edit mode, select the middle point, and move it a little to one side, as at right. You should see the grid mesh immediately bend in a corresponding way. Now into Object mode, select the mesh, and move it around: notice how it tries to follow the shape of whatever part of the curve lies nearest to it. What shape does it take when you move it off an end of the curve? How about to one side? Alternatively, you can similarly drag the curve instead of the mesh, and the same thing will happen: it is only their relative positions that governs the actual deformation. Also try changing the scaling radius and tilt angle on particular curve points: note how the former causes the deformed mesh to get wider and narrow at those points, while the latter makes it tilt from side to side. ## Another Example ### Setting up your Mesh While this example will be done with a cone primitive, you can use the default cube or another shape of your choosing so long as it can be loop subdivided along the axis you wish to curve. Delete the default cube if you\'re not going to use it as your base mesh, and add your chosen primitive. In this example, we\'ll be using a Cone. ! A basic cone in Edit Mode{width="220"} Do everything with the 3D cursor at the center. - Set your view to the X-Y Axis (Top View) by pressing **NUM7**, the 7 on the keypad. - Press *\'Shift+A \>*Mesh*\>*Cone\'\' - A smaller number of vertices are needed, since this cone will become just the tip of the finished shape. - Reduce the number of vertices to 12. - Press **TAB** to enter Edit Mode, or choose Edit Mode from the bottom of the 3D viewport. - Switch views to the Z-X Axis by pressing **NUM1** (1 on the keypad). Your screen should now look something like the picture at left. - If your cone is selected (one or more vertices are yellow) press **AKEY** (Select/Deselect All) until they are deselected. - Select the point of your Cone with the **RMB** and drag it upwards with the blue arrow. You can hold down the **CONTROL** key if you want to constrain the scaling to set units. For this example, 5 squares of height were added to the cone. ### Subdividing the Cone !Extruded cone{width="100"} - Go to front view by pressing **NUM1** The best way to do it is by selecting the side edges and subdivide them by pressing **WKEY** then clicking on *Subdivide*, after that you can select the number of cuts you want. You need at least \"5\" segments. The more segments you have, the smoother your curved cone will be. be sure you have \"Limit selection to visible off\" and to first deselect all \"A key\" and you are in \"edge select\" mode - You can also do: still in Edit Mode, press the **NUM8** repeatedly to rotate your view to the underside of your cone. Select the center vertex of the circle, and hold down **CONTROL**, then press the **+KEY** on the keypad. This will select all of the adjacent vertices of the base. Then extrude using the **EKEY** Pull the new vertices away from the cone a distance at the Z-axis and click the **LMB** to set them in place. Press the **SKEY** and widen the new base of the cone a bit. ### Making a Curve ![](ConeCurve3.jpg){width="100"} - In Object Mode, Z-X orientation (**NUM1**\'), make sure you have nothing selected and press *\'Shift+A* \> *Curve* \> *Bezier Curve* - Rotate your curve 90° (holding down the **CONTROL** key to make it rotate in 5° intervals) Note- or just R-KEY and then type 90, so that it lines up with your cone. Move it off to one side so that its not hidden by your cone. - Go into \"wireframe\" - Grab the center vertex of each end and adjust its rotation (**RKEY**) until you have a nice shallow dome shape. - Scale the curve in size (**SKEY**) until it is larger than your cone. - The name is highlighted in the \"Outliner\" Window: \"BezierCurve\" ### Applying the Curve to the Mesh !Modified cone{width="120"} - Select the cone in Object Mode. Choose in the \"Properties\" Header the \"modifiers\" tab and click \"Add Modifier\" - Click the *Add Modifier* button and choose *Curve* from the popup list. - Under Object tick the empty box, and select the name of the \"Bézier Curve\" (it will be \"BezierCurve\" without the quotations if you left it as the default.) - Notice the six buttons underneath, They are **X, Y, Z, -X, -Y, -Z**. They affect which plane the curve deforms. For this example, you\'ll need to select the **X** button. - Move your Cone so that it overlays the curve in the \'3D View\" windows, and notice how it follows the Bézier Curve. - You can modify the Bézier Curve as well as the cone repeatedly until you are happy with the design. - If you switch to Edit Mode, notice that the cone returns to its straight orientation. - To apply the deformation to the mesh permanently, in the Modifiers panel, click the *Apply* button next to your Curve modifier. - Move the curve up \'till the cone is around the curve
# Blender 3D: Noob to Pro/The Empty Object |previous=Deforming Meshes using the Curve Modifier }} ``` ![](Blender268ObjectContextTransformPanel.png "Blender268ObjectContextTransformPanel.png") Every object in a scene has common settings in the Object ![](Blender255ObjectContextButton.png "Blender255ObjectContextButton.png") Context. This includes the common transform settings shown at right: location in the scene, overall rotation and overall scaling. Most objects also have additional properties, such as the geometry of a mesh and the materials that govern how it appears in the render. The **Empty object** has none of these additional properties. It has the overall transform settings, and not much else. And it has no appearance in the final render. So what is the point of having such a thing? In fact, it has many uses, such as: - In the Physics ![](Blender255PhysicsContextButton.png "Blender255PhysicsContextButton.png") Context, it can be set as the source of a force field (e.g. wind). - It can be used as the parent for multiple other objects. That way they can be moved together just by moving the Empty, rather than each child object individually. - It can be used as a target object in an **array modifier**, where it adds its transformation to the copies of the object being modified by the array. - It is a handy marker and place holder if you are moving things around. You can mark an object\'s original position, and then put it back easily where the empty object is. In these situations, the invisibility of the Empty in the render is an advantage, because it can be placed wherever necessary, without introducing unwanted clutter into the final image. ## Using an Empty With the Array Modifier !The types of Empties Open a new default Blender document, complete with default cube. Add a new Empty object to the scene. It doesn't matter what type of Empty you choose; the options just control its appearance in the 3D view, not the actual behaviour of the Empty. Besides, you can change your mind about this later anyway. ![](Blender268ArrayModifierWithEmpty1.png "Blender268ArrayModifierWithEmpty1.png") Now select the default cube, go to the Modifiers ![](Blender255ObjectModifiersContextButton.png "Blender255ObjectModifiersContextButton.png") Context and add an Array modifier. In the properties header, there are three different ways the modifier can produce its copies of the original object: via a Constant Offset, Relative Offset, or Object Offset. The Constant and Relative offsets only allow a simple displacement for the copies, but the Object Offset looks at the full transformation of the specified object, which can include rotation and scaling. Here I have unchecked the default Relative Offset, checked Object Offset, and from the popup menu for selecting the target object, I have selected my Empty (which by default would have been called "Empty"). But if you look at your 3D view, nothing seems to have happened: the cube is still sitting, unmoved, in its original position. In fact, it might be hard to see the Empty, because it would have been inserted in the same position as the cube, so it ends up within it. If you switch to Wireframe view, you should be able to see the Empty sitting within the cube. Before doing anything further, increase the Count field in the cube's array modifier to 3. This will give you a clearer idea of the effect of subsequent manipulations. Doing so will not have any noticeable effect to start with, because all the copies will be lying right on top of each other. Now select the Empty, and move it to one side: you will immediately see a second copy of the cube follow the empty, and the third copy move *by the same amount in the same direction*, so it ends up beyond that. Return the Empty to its original location, and this time try moving the cube. As the original cube moves, you will see the second copy stay with the Empty at the centre of the scene, while the third copy moves beyond that, by the same distance and in the same direction as the second copy is removed from the original cube. Now if you return the cube to the same location as the Empty, select both and try moving them together, you will see no additional copies of the cube appear, because they remain exactly on top of the original cube. The rule for using an Object Offset with the Array modifier is this: In other words: - the translation applied is the difference between their origins. - the rotation applied is the difference between their object rotations. - the scaling applied is the *ratio* between their object scaling factors. Try moving the Empty to one side, as before; this time leave it there, so the three copies of the cube are nicely spread out. Now try applying a rotation to the Empty; see how this applies the corresponding rotation to the second copy (the one located where the Empty is), while the third copy gets *twice* that rotation. Return the Empty to its unrotated state, and this time try rotating the cube: see how the second copy (where the Empty is) stays unmoved, while the third copy gets the opposite rotation. Undo the rotations, and now try scaling: shrinking/enlarging the Empty correspondingly shrinks/enlarges the second copy, while the third copy gets transformed by the *square* of the shrink/enlarge ratio (the ratio multiplied by itself, or alternatively the ratio raised to the second power). Or shrink/enlarge the original cube, and see the second copy stay unchanged (as before), while the third copy enlarges/shrinks by the *inverse* ratio. When you change the transformation of the original cube, the second copy always stays unchanged because the Object Offset transformation is the *inverse* of the transformation you are applying to the original; hence it always cancels out for the second copy, but you can see corresponding increasing powers of it applied to subsequent copies. ### Editing the Modified Object Make sure the Empty is positioned so the array instances are well separated. Select the cube, into Edit mode, select all the vertices, and try transforming them: moving, rotating or scaling. Note the difference in behaviour from doing this to the cube in Object mode: this time all the copies of the cube transform along in unison. This is because we are not affecting the object transformation, which is what controls the behaviour of the array modifier. ### Arranging Object Copies in a Circle Which brings us to a convenient trick for a common need: arranging copies of an object in a neat circle. The easiest way to do this is start with the cube and the Empty in their original central positions. Suppose you want 8 copies of the cube in your circle; the angle between them then needs to be 360° ÷ 8 = 45°. So rotate the Empty by 45°. Now select the cube. Set the Fixed Count field of its Array modifier to 8. into Edit mode, and move all the vertices to one side. You should see the other 7 copies of the cube correspondingly move away from the centre in different directions, maintaining a nice neat circle arrangement. Your cube mesh is simply being rotated about its origin, which is not where the vertices are, but where the Empty is!
# Blender 3D: Noob to Pro/Background Images |previous=The Empty Object }} ``` You will often need to use reference photos to guide your modeling. Among the many things you can do with photos and other images in Blender, it is possible to use them just as guides in the 3D view, such that they do not appear in the final render. Furthermore these images will only be visible when the view is *orthographic* and exactly aligned to one of the X, Y or Z axes (or the camera view). This way, they can be used as a precise reference for positioning elements of the model. ![](Blender270BackgroundImagesDefault.png "Blender270BackgroundImagesDefault.png") In the 3D view, make sure the Properties Shelf is visible. Look for the Background Images panel; it will most likely be collapsed, so expand it. Initially it will look like at right, with no background images in your view. ![](Blender270BackgroundImages1Image.png "Blender270BackgroundImages1Image.png") Check the box at the top. Click the "Add Image" button once, and this will add one entry to the list of background images, as at right. Initially there is no image opened in this entry; you will need to click the "Open" button and select an image file. ![](Blender270BackgroundImages1ImageLoaded.png "Blender270BackgroundImages1ImageLoaded.png") Once you have chosen an image file, the list entry expands with additional options. Clicking on the eye icon lets you temporarily hide a reference image, without actually removing it from the document. Or you can uncheck the box at the top of the Background Images panel to temporarily hide all reference images; just check it to make them visible again. Click the X to delete an entry from the list of background images. If you have multiple scenes in your document, the document's background image settings apply to all of them. ![](Nibelungendrache.jpg "Nibelungendrache.jpg") If you don't have an image handy to experiment with, how about downloading this simple 2D one from Wikimedia Commons. Flat images with no perspective work best for use as a precise modelling reference. Having loaded your image, it might not immediately appear in the 3D view. For it to show, you must be in a *perfect* (axis-aligned) view (i.e. one of , , , , or ) which is in orthographic, not perspective, mode (use to toggle between these), or alternatively it will show in the camera view. ![](Blender270BackgroundImagesAxisMenu.png "Blender270BackgroundImagesAxisMenu.png") You may not want the same reference image visible in all views. For example, you might have one reference image for top view, another for a side view, and so on. The Axis menu lets you choose which view this image is visible in. ## Other Ways To Bring In Reference Pictures Maybe you don't want to use a reference image for precise, axis-aligned modelling, but only as a rough guide. There is a standard Blender addon called "Import Images As Planes", which will create a plane object and apply an imported image to it as a texture. This can then be aligned whichever way you want in the scene. ![](Blender279bImageEmptyPanel.png "Blender279bImageEmptyPanel.png") In Blender 2.58 or later, an empty with the type of image can be created. In the object data pane an image can be selected. Like the image plane, the image will be present in the 3D view and can be aligned in any orientation.
# Blender 3D: Noob to Pro/Aligning Vertices with a Guide Image |previous=Background Images }} ``` Note: Some pictures are outdated. This tutorial is about using guide images to place vertices in their proper places in 3D space. The second tutorial is on how to take good reference pictures. This tutorial assumes that you have completed all previous tutorials. This tutorial describes the use of the *background image* feature of Blender to assist in creating models of 3D objects. The background image provides a reference for the dimensions of the object, similar to the way the floor plan and elevation views of a house provide dimension information for the actual house. Guide images are not rendered, and may be removed after the model is completed, or they may be retained as part of the internal documentation of the model. Background images are not generally useful for other \"image\" purposes such as materials, textures, and actual background images in a scene, just as a floor plan is not actually visible after a house is constructed. ## Background: orthographic projection !orthographic projections in six directions{width="300"} **orthographic projection** is a technique used by architects and engineers to describe a three-dimensional object by the use of several two-dimensional images, or \"projections.\" In architecture, the projection as seen from above is called the \"plan view\" or \"floor plan,\" the projection as seen from the front is called the \"front elevation,\" and the projection as seen from the right side is called the \"right elevation.\" Orthographic projections are intended to assist builders in creating an actual 3D object. A Blender user also wants to create a 3D object, in this case a model. Blender provides a way to use a set of one or more orthographic projections as a guide for object creation. Because the images are conceptually \"behind\" the object from the appropriate point of view, Blender calls these 2D images *background images*. Each background image is located \"at infinity\" in an orthographic view, and there may be one image in each direction: back, front, top, bottom, left, and right. we can use one or more background images to assist our modeling effort. For example, to model a house, we can put the \"floor plan\" on the bottom, and build the house above it. We put the front elevation image on the back background, and build the house in front of it. We put the right elevation image on the left background, and build the house to the right of it. The background images can be diagrams such as floor plans, or they can be photographs of an object taken from sufficiently far away to provide undistorted dimensional information. Reasonably enough, an orthographic projection is only useful in Blender when in orthographic mode. Blender enforces this to prevent you from making mistakes: the orthographic image is only displayed in the background when you are in the orthographic view mode. ## Making a Simple Pyramid ![](BlenderMakePyramid.png "BlenderMakePyramid.png"){width="300"} First we are going to create a pyramid the easy way. Then we are going to show how to use different viewpoints and images as a guide to place vertices correctly in 3D space. Get rid of the default cube. Press and select Mesh→Cone. Set the number of vertices to 4, and Set \"Capp fill Type\" to \"Nothing\". Click OK. There's your pyramid. **Note:** Do not render this looking up from the bottom, as it will appear invisible, as the interior faces of models are ignored by most rendering engines. ### Save the top vertex for later steps Enter Edit mode (). First, unselect all the vertices by pressing . Next, select the bottom four vertices of the pyramid and delete them with or . The only vertex left will be the vertex which makes the tip of the pyramid. This will be used later. ## Using the guide images Now that we have the pyramid the easy way, let\'s learn how to use guide images as references to build models. ### Window Layout ![](Blender3d_view_name_setting_location.jpg "Blender3d_view_name_setting_location.jpg"){width="300"} Split the Main 3D view window in to 4 windows (2 x 2). : **Reminder**: to split windows, move the mouse to the border of the view, when the cursor transforms into arrow, right-click and choose \"Split Area\". (Explained in the guide: Noob to Pro/Blender Windowing System.) \ The point of view in each window are like this: : {\| border=1 width=\"30%\" \|- align=center \|**NUM7**\|\|**NUM0** \|- align=center \|**NUM1**\|\|**NUM3** \|} And if you click on View, you can see that these windows are respectively: : {\| border=1 width=\"30%\" \|- align=center \| *Top* \|\| *User* \|- align=center \| *Front* \|\| *Right* \|} By knowing which view you are looking at you may find that you quickly get the idea of what you are doing and can proceed somewhat intuitively in this section on your own without following all of the step by step instructions. Note: The quick way to achieve this layout is to go into Quad-View (CTRL-ALT-Q) ### Guide images Now, we need some images. These come from a source outside of blender. For this tutorial, we need a floor plan of our pyramid, a front elevation view, and a side elevation view. The floor plan of our pyramid is a square, and the front elevation view is a triangle, as is the side elevation. We will cheat and use the same source image for both the front and side elevation. We can make a picture of a white square and of a white triangle in the GIMP, Paint :) , or some other image editor. Or we can find appropriate images somewhere. #### Method 1 download and use !Save the triangle with a black background Download the black and white triangle image on the right of the screen and use that. This image is, minus the checker pattern at the border, 198 x 198. (click it once to get the larger version, right click on the larger one, and save) #### Method 2 roll your own !The square and triangle relationship You want to make a triangle, for the ground plane you don\'t need a picture. **Noob note** Make sure that the *drawing* of the square is *square* and not just rectangular. Make the triangle the same width and height as the square. Make sure the apex of the triangle is directly above the midpoint of its baseline. ##### Specific instructions for Photoshop Make a square selection of \"n by n\" size, remember the value of \"n\". Fill it with white color and save. To create a triangle of needed properties make a rectangular selection of same (n by n) size, on a new layer, click **RMB** on your document, choose \"Transform selection\" option in the pop-up menu. Once you are in \"Transform selection\" mode, right-click the blank image again. This time the pop-up menu would be different. Choose \"Perspective\" from it, and with **LMB** drag one of the two top vertices toward the other. Once the vertices meet (in the top-center of the image), exit the transformation mode, and fill the resulting triangular selection with white. Save the files to a place that is easy to access. Blender only supports the TGA, PNG, and JPG image formats. ##### Specific instructions for Gimp Turn on the grid (View-\>Show Grid, View-\>Snap to Grid), use the rectangle select with a fixed aspect ratio of 1:1 (in the tool options panel) to select a square that you can flood fill. For the triangle, use the node tool to draw a triangular path, convert to selection (Select-\>From Path) and fill it. Or you could just use Inkscape\... Save the files to a place that is easy to access. Blender only supports the TGA, PNG, and JPG image formats. ### Background Images ![](Importing_Image.jpg "Importing_Image.jpg"){width="300"} Load the images (as described in the previous module) like this: In the 3D view, make sure the Properties Shelf `<b>`{=html}(N)`</b>`{=html} is visible. Look for the Background Images panel; it will most likely be collapsed, so expand it. Initially it will have no background images to view. Check the box at the top. Click the "Add Image" button once, and this will add one entry to the list of background images. Then, with \'Image\' selected, use the Open button to navigate to your image file. Load the white triangle (the front elevation view): this places it infinitely far \"behind\" the model. You can see the image in the front view. Similarly, load the right elevation (coincidentally, you can see the same triangle image in the right view window, to place it infinitely far to the left. If necessary, zoom out so that you can see the whole background image in each view. Now you have now placed your guide images for making your pyramid. ### Sides ![](Blender2.75a_make_vertices_background_image.jpg "Blender2.75a_make_vertices_background_image.jpg") Make sure you\'re in Toggle Quad Mode. The vertex that is left will be the topmost point of the pyramid. Use the **GKEY** to move the vertex around. To get it in the right spot, line it up at the top most point in the **front** and **right** windows. If you look in the **top** window the vertex should appear to be in the center. Make sure to keep the vertex highlighted for the next step. \ Now you can begin to create individual vertices with **CTRL + LMB**. Be sure you don\'t create vertices in the Top view cause that will confuse you completely. First line in the pyramid in front view then place a new edge between the last made vertex and the top vertex by selecting them and hit \"F\". Then do the right side, after selecting the top vertex, exactly the same way. (Don\'t do the bottom side) ### Make Faces ![](Blender2.75a_make_faces_background_image.jpg "Blender2.75a_make_faces_background_image.jpg") Select the side vertices of the corners were you want a Face and Tick \"F\" Do this for every Face you want to make. ![](blender2.75a_make_faces_made_background_image.jpg "blender2.75a_make_faces_made_background_image.jpg") ![](blender2.75a_Pyramid_background_image.jpg "blender2.75a_Pyramid_background_image.jpg")
# Blender 3D: Noob to Pro/Modeling a Wolf from Guide Images |previous=Aligning Vertices with a Guide Image }} ``` This tutorial assumes that you have completed all previous tutorials. ## Method 1 ### Get the pictures of the model If you have a puppy and a digital camera, take three pictures of the cute little rascal and upload them. If you don\'t have a puppy, any object or small animal will do. Ideally, the photos will be looking straight down at the top of the puppy, a side view, and a front view. It\'s important that the puppy be in the same pose in all three photos! Or at least close to the same pose\...we all know puppies don\'t stand still very long. You could use two mirrors. One is placed next to the puppy at 45 degrees to the camera and 45 degrees to the puppy. Another is placed above the puppy, also at 45 degrees to the camera and 45 degrees to the puppy. This produces three images, one of the puppy (**front \\ NUM1**), one of its reflection seen 90 degrees to the right (**side \\ right \\ NUM3)**), and one of its reflection seen from overhead (**top \\ NUM7**). Take the photo from a long distance away with a zoom lens to get close to an orthographic projection. Or how about pictures of a toy wolf taken from 6 view points?: - Left view - Right view - Front view - Back view - Bottom view - Top view Using your favorite image editor, such as PhotoShop or the GIMP (see detailed GIMP instructions below: Detailed steps to align images using GIMP), down-scale the images need to a reasonable size (I made mine 512x384), and then match them to each other. To match them, draw construction lines (pulled from the rulers above and to the left) on the left view for example to pick out key features. I picked the tail, the front of the back foot, eye level, tip of the ear, and the front of the nose: ![](Toywolf-construction-left.jpg "Toywolf-construction-left.jpg") I found when I picked out these features that this first image needed to be rotated slightly. That completed, I proceeded to scale, rotate and shift the other two views (top and front) until they matched fairly well as layers on top: ![](Toywolf-construction-top.jpg "Toywolf-construction-top.jpg") ![](Toywolf-construction-front.jpg "Toywolf-construction-front.jpg") Once I had the proper results I saved the resulting images, and these are the ones we will use in Blender. The results are the files you\'ll need for Step Two: ![](Toywolf-left.jpg "Toywolf-left.jpg") ![](Toywolf-front.jpg "Toywolf-front.jpg") ![](Toywolf-top.jpg "Toywolf-top.jpg") Just right-click and save them some place where you can find them to load them into Blender for Step Two. You may notice the photos aren\'t perfect, but we\'ll use them just to show how you should deal with your real photos. When you are creating your own pictures to import, note parallax. In this example, parallax is present, and we\'ll attempt to compensate. ### Get the Picture into Blender Getting the image into blender is the easy part. The more difficult part will be creating the mesh, but first things first. Create a new file (*File → New*) to see the familiar default objects. Don\'t bother deleting the cube, we\'ll end up using it in the tutorial. Just as was done in the \"Making A Pyramid\" section, split the 3D Viewer into four views with CTRL-ALT-Q. Each window will show you different XYZ coordinates. Go to View \> Properties, or press . A new toolbar will open to the right of the viewport and by scrolling through you should see *Background Images*. Use the \"Add images\" bar and options will open up. Then check the box to display your images. Click the *Add Image* button and several more buttons will appear. Now \"Open\" button. A new full-viewport window will appear. Explore this window a bit and end up selecting the image file of the wolf from the top view. What you should get is the picture of the toy wolf from above with the default cube on top of it. Now load the top view of the wolf, click on \"Open\" select the picture and set \"Axis:\" to \"Front\". Repeat the procedure and load the picture of the wolf to the other views. **Noob note:** the photo from the top goes into top view, the photo from the front goes into the right view, and the photo from the right goes into front view, if you have front in front, change it now! The pictures are now loaded into the Blender viewports. If you look at the pictures on the grid, you may notice that the front view of the wolf isn\'t quite center. That is okay, Blender has a way to fix it. Press **Shift + SpaceBar**, this expands the current viewport to a fullscreen view, then go to \"Background Images\" and go to the Front view. Notice that there are picture manipulation options available. One of these includes picture offsets. Click on right side of the \'X Offset: 0.00\' to increase the offset to 0.20. The picture will be shifted over slightly so now the wolf is more centered. Press **Shift + SpaceBar** again to return to the window-setup you had earlier. Correct the other views also, and scale the cube if needed. **Noob Note:** If you made, and aligned your own photos, you will need to use a different value than \'0.20\' to center the head in the cube in front view. The setup work is now done! Let\'s start on actually making the wolf model. ![](Wolftut1.png "Wolftut1.png") ### Create a Rough Model This is a brute force model creation using techniques discussed previously in this book. This section is meant to help you explore and become more comfortable with them. Do *not* try to follow the example to the tee. Your wolf and my wolf will probably not look the same since you may want to add more or have less detail. **Noob Note:** If you are just getting started with blender, this step may likely take several hours to complete, since you must use your own creativity to position things in 3D space, using 2D views. Just like sculpting, drawing, or oil painting, it will be extremely fustrating at first, but once you get used to the way it works, \"modeling\" will be much easier. The rough fit stage requires either some planning or on-the-spot decisions. Think about where the wolf will have parts of its body flex or require parts jutting out. The first step is to create a blocky wolf. Start out with a column of blocks using the extrude face command (select face, ). Don\'t worry about snapping the vertices to the grid since we are working with an organic figure. ***Noob Note:** It is handy to do this in wireframe view, to see better how the rough model fits out* **Figure 2.3.1** Body column formation\ ![](Wolftut2.png "Wolftut2.png") The next step is to split the ears and legs off of the body. Do this by subdividing (With \"Quad/Tri Mode\" checked) the appropriate faces. Save often, and if you make a mistake, go ahead and use the undo option (**CTRL** ). Also, if you find yourself looking at redundant faces, combine them (). **Figure 2.3.2** Appendage formation\ ![](Wolftut3.png "Wolftut3.png")\] If you are having trouble with this, try mousing over the perspective window (the one you designated with NUM0) and using the MMB to rotate the view so that you are looking at the underside of the wolf. Click on the face underneath the wolf that is alongside his front legs (use the side view to check this). We are going to subdivide this face in order to grow legs off the new faces. To subdivide, press the and choose subdivide. You will see that the face has been divided into four. Take one of these faces and extrude it as many times as is necessary to make the right leg. Then do the same again for his left leg. **Noob Note:** To avoid making the extruded faces share common vertices (and be connected to each other), either extrude the legs separately (as stated above) or select *Individual faces* in the Extrude pop-up menu. The same works for the ears. Doing the ears is similar, except instead of working underneath you will start with the face on top of the wolf which is directly over the ears. Select this face and subdivide it once. Deselect everything using , then select one of these four faces and extrude it upwards once to make an ear. Do the same for the face alongside it to make the other ear. Finally, extrude the tail end of the wolf one more time, so that your wolf has as many divisions as the picture above. ### Refine the rough model Let\'s start refining the model starting with the tail. Try putting your viewports in wireframe mode by pushing , it may make things much easier. Line up the vertices over the wolf in each viewport by lasso selecting multiple vertices (**CTRL LMB, Drag**). then move to the right location with grab (). **Figure 2.3.3** Working on the tail\ ![](Wolftut4.png "Wolftut4.png") Continue onto the hind legs of the wolf. It is trickier to manipulate the legs so keep rotating a viewport to look at the model from multiple perspectives. Remember that we are working in three dimensions. **Figure 2.3.4** Working on the hind legs\ ![](Wolftut5.png "Wolftut5.png") Continue working up along the wolf fitting the blocks to the pictures. If you have problems seeing the picture because the model is in the way, let\'s hide the model. In Edit Mode, select the entire model by or by pressing when you have the cursor over the model. Simply pressing will hide the selected items. To unhide the view, use +. By hiding and unhiding the model, or parts of the model, you should be able to keep using the picture as a guide. *Note: It is much easier to just switch layers by, let\'s say, pressing (not the Num-Block one) to hide the entire model (thus getting a look at the picture) and to reveal the mesh again.* Once you have the first pass done, you\'ll notice that the model just won\'t fit all three pictures correctly. This is due to parallax. The most obvious example is the side view. The four feet should be level, as they are all standing on a flat surface. Since they are not, we\'ll just ignore some of the aspects of each picture and continue with the model. (This is a helpful example to show what you need to consider when taking your own pictures.) **Figure 2.3.5** Completed rough fit\ ![](Wolftut6.png "Wolftut6.png") ### Subsurf the model Now that the rough fit is done, let\'s smooth out the wolf. Add a Subsurf modifier and set the Levels to 2. The wolf will now be smoothed, but we want to add some of the hard lines back into the model. This may be accomplished with creased edges. Select Edges or faces you want to crease and press **SHIFT + EKEY**. Use the mouse and pull away from the center until the Crease value is close to what you want. A value of +1.000 will give you the sharpest look and is useful for places such as the bottoms of the paws. When an edge has been creased, the edge will be highlighted in yellow (positive crease) or black (negative crease). These highlights are shown due to the \'Draw Creases\' button being turned on. In this example, I creased edges along the paws, tail, ears, and nose to give them some sharpness. **Figure 2.4.1** Creased edges\ ![](Wolftut7.png "Wolftut7.png") The last step is to refit the model to the pictures. You may have noticed that when the model was smoothed, the result didn\'t quite fit to the pictures. Now is a great time to tweak the vertices to fit to the pictures or add to/modify the model. *Noob note: if you see a weird edge on the body after smoothing, check the face normals (F9 \> Mesh Tools More \> Draw Normals; and then W \> Flip Normals on the culprit faces).* And here is my basic wolf based on three pictures! **Figure 2.4.2** Final toy wolf model\ ![](Wolftut8.png "Wolftut8.png"){width="400"} ## Method 2 (using mirroring) In this alternative method we will do half a wolf and then mirror it to create a complete wolf. You should start out by creating a silhouette of the wolf body in the side view, and then in front view start to shape the wolf head, tail and legs\... **Noob Note:** If you are attempting this method, it is best to avoid using triangles in rounded areas of a Mesh, because they tend to cause artifacts in your model (artifacts are protruding edges or other things that don\'t look realistic). Using quads is a much better alternative. Triangles should only be used on flat areas of your mesh if they cannot be avoided. ![](Wolf_building_side.jpg "Wolf_building_side.jpg") ![](Wolf_building_front.jpg "Wolf_building_front.jpg") Here is what you should end up with ![](Wolf_finished.jpg "Wolf_finished.jpg"){width="400"} ## Using mirroring with method 1 You can also use mirroring with the first method (the one with cube extrusions). This can speed up your work as you don\'t have to do the same changes on each side of the fox - just once. To start the mirroring: - Go to Editing (**F9**) - In the *Modifiers* panel, add a *Mirror* - Check only the *Y* button When modeling: - You may want to adjust the *Merge Limit* value (e.g. 0.14): this means vertices too close to each others (after the mirroring) will be merged, thus avoiding artifacts along the mirror\'s axis. - Remove the faces along the mirror\'s axis, otherwise Subsurf will be confused by the faces *inside* the body of the mirrored fox. Keep all the faces for the legs though. - To move the legs differently on each side: when you\'re done modeling the rest of the fox, apply the Mirror modifier, and then work on each leg independently. ## Detailed steps to align images using GIMP From this point forward there are multiple ways to do exactly the same thing, however for simplicity\'s sake and so that I can be more detailed I will be using one method (the one which I use) and be using GIMP. I found it best to size all the photos to a known width, with an easy way to find center. (Mine happened to be 850x638 pixels, I don't recommend that but you can choose any size you want really, as long as all of them are the same size). Then drag the construction lines to form a crosshair in the middle of the photo. To do this, click on the top ruler, and drag down to the middle (Exact middle) of the photo, then click on the side ruler and drag across to the middle (Again exact middle) of the photo. If you are having trouble finding the exact middle of the photo, move the cursor to the very bottom left of your photo and the height of your photo will be listed at the bottom left of the GIMP interface. The numbers are listed in an (x,y) format so you want the first number to say 0 and the second to be the largest you can make it by dragging your cursor. The second number is the height, and half of that is the middle of your photo. You can do the same with the top ruler to find the vertical middle of your photo. Only this time the co-ordinates at the bottom left of the GIMP interface should list the second number (y) as 0, and the first number should be as large as you can make it by moving your cursor (to the upper right of the photo). Once you have your width again half of that will be the middle of your photo. Then using construction lines put one at the top of your object, and the bottom of your object. Find the \"height\" of your object by the distance between them. Remove the construction lines from the top and the bottom, and place a new construction line above the horizontal center line by the half of the \"height\"(of your object). Now place a construction line on both sides of your object and find the "width" (distance between the new vertical lines), then remove those construction lines and place a new construction line vertically half of the \"width\"(of your object) to the right of the vertical center line. Now cut the object out, and drag it so that the point you used as the \"top\" is on the horizontal construction line that is above the middle. Then Drag the photo left or right until the right edge of the object is on the vertical construction line you put in right of the middle construction line. Now the center of your object is at the center of your photo. This is a very important thing because when blender loads in the picture you will need this so that all of your pictures match up with each other 3d. You should repeat these steps with all 3 photos. I also don\'t recommend doing it in GIMP\'s \"layered mode\" as that caused more pandemonium for me. I recommend opening each photo in a new window . Taking your pictures is the most important part, because if the pictures are not all in the same scale (object size to photo size) then your photos will not line up and you won\'t be able to place a dot on the same location from front view, side view, and top view. As a recommendation I would recommend making your first model from a Lego man. That is what I did and it is very simplistic easy practice. To take my photos I took about 10 minutes to construct a photo platform for my object. It consisted of a cardboard box with two sides cut out. I covered the inside area with computer paper. I then used a 2"x4" and a ruler to make sure that the box stayed the same distance from the camera for all shots, as well as marking where the Lego man's feet were positioned inside the box with a pencil. This will provide good pictures, providing you keep the camera at the same distance and zoom for all three photos.
# Blender 3D: Noob to Pro/Subsurface scattering |previous=2D Image (logo) to a 3D Model }} ``` Real-life materials which may look opaque are often not perfectly opaque: light may penetrate a little way into the surface before bouncing off. This is noticeable as a subtle softening and colouring of the edges of shadows on the object. This effect is known as *subsurface scattering* (commonly abbreviated "SSS"). ![](Blender267MaterialSSSSettings.png "Blender267MaterialSSSSettings.png") Open a new default Blender document. Select the default cube. Go to the Material ![](Blender255MaterialContextButton.png "Blender255MaterialContextButton.png") context in the Properties window. Look for the Subsurface Scattering panel. Check the box at the top to enable it for the cube's material. !Subsurface scattering with default settings, before and after Compare how the cube looks with and without SSS enabled: see how the edge of the shadow becomes a little bit fuzzy? This is simulating the effect when the light penetrates a little way into the material, emerging just within the edges of the shadow, making them that little bit lighter. Note the following settings in the SSS panel: - The *Scale* controls how the overall size of the effect relates to the size of the object. If you size your object so that 1 BU is equivalent to 1 metre, then the default scale of 0.1 should produce a realistic effect. - The colour swatch causes the scattered light to take on the specified colour. - The RGB Radius values govern how far the red, green and blue components of the light penetrate into the material before being scattered. These are relative values, all subject to the overall Scale factor. !Higher red scattering radius For example, this is what happens when the red radius is increased to 10, leaving the green and blue radii and the actual scattering colour unchanged: this causes the red light to travel further, tinting the interior of the shadow red and the adjacent area the opposite colour---blue-green. This is similar to what happens with human skin, as the light scatters through the blood vessels underneath. ![](Blender267MaterialSSSPresets.png "Blender267MaterialSSSPresets.png") Try the various options in the Presets menu: how convincing do they look? Of course, they may look better if you apply them to a model that is supposed to look like the actual material.
# Blender 3D: Noob to Pro/Ray Tracing |previousText=Subsurface Scattering |next=Using Textures }} ``` You previously learned about using diffuse and specular shaders to control the appearance of a material. These settings only affect how the material reflects *direct* light from lamps; but in the real world, objects are also illuminated by *indirect* light bouncing off other lit objects. !A particularly outstanding ray-tracing example, from the Wikipedia article "wikilink") In particular, there is the important case of light bouncing off mirrors and other glossy or polished surfaces before travelling to the camera, and also of light passing *through* transparent objects and being *refracted* (bent). In the real world, such light can illuminate other objects, and it can also do so after bouncing off non-mirrorlike surfaces. The general problem of modelling such indirect lighting is called *global illumination*, commonly abbreviated "GI". Unfortunately, the Blender Internal renderer, which is what we have been working with so far, cannot deal with GI in its full generality; to cope with that, we would have to use the Cycles renderer, which is introduced later. So for now we will confine ourselves to mirrorlike reflections which do not illuminate other objects. ## Setting The Scene ![](Blender267BasicRayTraceArraySettings.png "Blender267BasicRayTraceArraySettings.png") Let's create a very basic model we can use to experiment with various ray-tracing effects. Open a new Blender document. Make sure the default cube is selected. Go to the Modifiers ![](Blender255ObjectModifiersContextButton.png "Blender255ObjectModifiersContextButton.png") context in the Properties window, and add an Array modifier to the cube. The cube will immediately become two cubes, but so close together that they look like a single cuboid. This is because the default settings for the Array modifier are to use a Relative offset of (*X*, *Y*, *Z*) = (1.0, 0.0, 0.0). Change these offsets to (1.5, 1.5, 1.5), so the copies are more widely separated at a more interesting angle, and increase the repetition count to 5. ![](Blender267BasicRayTraceRender1.png "Blender267BasicRayTraceRender1.png") Now try rotating and repositioning the camera and the cubes to get them all in the view. If you hit to render now, you should see something like at right. So far not very exciting. But since we are going to be dealing with reflections and refractions, it would be nice to have something in the surroundings to be reflected and refracted. thumb\|upright=0.5 One easy thing to add is a world texture. Go to the Texture ![](Blender255TextureContextButton.png "Blender255TextureContextButton.png") context in the Properties window. Make sure the World texture ![](Blender263TextureIconWorld.png "Blender263TextureIconWorld.png") (the leftmost of the 3 buttons at the top of the topmost panel) is selected. Create a new texture, and change its type to "Magic", which has a nice variety of different colours. Go to the Influence panel; by default the top-left checkbox (affect background progression) is checked; but this does nothing, because the default sky setting is not to have a progression at all. So uncheck that box, and check the second one on the left (affect horizon colour) instead. Also under the "Size:" setting, set the X, Y and Z scaling all to 3.0; by shrinking the pattern, this will bring more detail into the view. ![](Blender267BasicRayTraceRender2.png "Blender267BasicRayTraceRender2.png") Now if you hit , you should get an image with a slightly more interesting background. OK, we are ready to start playing with the material settings\... ## Ray-Traced Transparency !Left half of pool is filled with water material, right half is empty; floor is *not* broken, it just looks that way because the path of the light is bent. In physics, *refraction* is what happens to light when it crosses the boundary from one material (e.g. air) into another (e.g. water); it slows down when it enters the denser material, and speeds back up when it leaves. The *refractive index* of a material is a measure of how much the speed changes relative to a vacuum (where light travels at full speed). As the speed changes, the light beam also changes direction, giving rise to well-known "bending" effects like you see when you put a teaspoon in a glass of water, or look down into a swimming pool (as at right). ![](Blender267BasicRayTraceMaterialTransparencySettings.png "Blender267BasicRayTraceMaterialTransparencySettings.png") Anyway, back to our tutorial model. Make sure the cubes are selected. Go to the Materials ![](Blender255MaterialContextButton.png "Blender255MaterialContextButton.png") context in the Properties window. Find the Transparency panel, and check the box at the top to enable transparency. In the row of buttons for selecting the type of transparency just below that checkbox, titled "Mask", "Z Transparency" and "Raytrace", select "Raytrace". In the editable fields immediately below those transparency-type buttons, the one at the top left is titled "Alpha:"; you will have to reduce it below its default value of 1.0 in order to see any actual transparency effect. Try reducing it to 0.5. Just a bit further down from the Alpha field, look for two more fields: "IOR:" ("Index Of Refraction") and "Filter:". To simulate glass, set the IOR to 1.5 (other useful values are 1.33 for water, 2.4 for diamond etc). The Filter value controls how much of the diffuse colour of the material the light takes on as it passes through; set it to something like 0.5, though you probably won't notice much effect from this unless you specify a strong colour in the diffuse shader settings. The "Depth:" setting controls how many times the light passes across material boundaries before the renderer gives up keeping track. Larger values give more realistic results, at the usual cost of increased render times. In more complex scenes where you have transparent objects in front of other transparent objects, this value will have a definite effect; here it probably doesn't matter too much. !Semi-glassy\... Now if you hit , you should see something like at right. The cubes still look a bit grey; if you set the alpha to 0, they will look much more transparent. Also try playing with the "Amount:" slider under "Gloss:": the default value of 1.0 gives perfectly smooth refraction, while values less than 1.0 give a "frosted glass" effect, blurring the light as it passes through the material. ## The Fresnel Factor Real-life materials are never perfectly opaque or perfectly absorbent; even with something like a shiny metal which seems entirely opaque, light still manages to penetrate a little way into the surface, and even with the blackest of black soot, there is still some (tiny) amount of reflection going on. The general behaviour is that a material is most transparent when its surface is viewed directly-on, and it is most reflective when it is viewed almost parallel to the surface (as usual, Wikipedia has all the gory details if you're interested). If you look back at that Transparency settings panel, you will see to the right of the Alpha field one labelled "Fresnel:", and another one below that labelled "Blend:", which comes to life when the Fresnel value is set to something greater than its default of 0. The Fresnel (pronounced "fray-nel") value is the *power*, which governs how sharply the transparency of the surface changes with viewing angle; 0 means the transparency stays unchanged at all angles, while higher values cause the transparency to fall off more rapidly towards the edges. The maximum value you can set for this field is 5.0. ## Ray-Traced Mirroring ![](Blender267BasicRayTraceMaterialMirrorSettings.png "Blender267BasicRayTraceMaterialMirrorSettings.png") Just below the Transparency panel in the material settings, you will see the Mirror panel. Check the box at the top to enable it. Note the "Reflectivity:" editable field just below the checkbox; you will need to set this to something other than its default of 0.0 in order to actually observe any mirror effect. !Is that glass, or is that glass? If you render now, you should see something like this. See also the colour swatch specifying the colour of reflections: the default white means that reflections keep their colours unchanged, which is characteristic of reflections off glass, plastic or ceramics. Reflections off metal tend to take on the colour of the metal. The Gloss setting governs how mirrorlike the reflections are: reducing this from its default of 1.0 adds blurring to the reflections, giving the effect of less-polished surfaces. Note the Mirror panel has its own Fresnel settings. Go back to the Transparency panel, and set the Alpha to 0. That will disable the diffuse and specular shaders completely, giving us a pure ray-traced material, and also render the transparency Fresnel ineffective. Instead, we will control the Fresnel here in the Mirror panel. The behaviour for a nonzero Fresnel power is similar to before; however, instead of fading from transparent in surfaces viewed face-on to effects from the shaders when viewed edge-on, it will fade from transparent to mirrored. !Even more glassy? Set the Fresnel value to something like 2.5. Compare the render to the previous one without Fresnel: !Pure mirror Finally, set the Reflectivity to 1.0, and the Fresnel to 0. Now if you render, you should get a completely opaque, mirror-reflective set of cubes. ## Why Are My Shadows Black? ![](Blender267BasicRayTraceShadows1.png "Blender267BasicRayTraceShadows1.png") Consider the render at right: this is a default document with a plane added; the cube has ray-trace transparency turned on with an IOR of 1.5, Filter of 0.5, Depth of 5 and Alpha of 0, other settings left at their default. The plane has a material with all settings at their default. Light should be able to pass through the cube and illuminate the part of the plane directly behind; so why is the shadow completely black? ![](Blender267BasicRayTraceMaterialShadowSettings.png "Blender267BasicRayTraceMaterialShadowSettings.png") The problem is, by default, the Blender Internal renderer *doesn't bother to compute transparent shadows*. Instead, it assumes that anything that blocks the light does so completely, presumably because it would slow things down too much to assume the opposite. To fix this, select the plane (*not* the cube), and in its Material ![](Blender255MaterialContextButton.png "Blender255MaterialContextButton.png") settings, look for the Shadow panel. Note the two checkboxes at upper left: by default the "Receive" one is checked, the "Receive Transparent" one is not. Check the latter as well. Now any object surface with this material assigned will have proper non-transparent shadows computed as appropriate. ![](Blender267BasicRayTraceShadows2.png "Blender267BasicRayTraceShadows2.png") Now when you re-render, you should see a more accurate-looking transparent shadow. Imagine if you had a scene with lots of non-transparent objects with different materials receiving shadows from lots of transparent objects: you have to check this "Receive Transparent" option on *every single one* of those materials that might be receiving transparent shadows! Yes, this can be a pain. Not to mention the issue of *caustics "wikilink")*, which the BI renderer doesn't handle at all. If you want to render realistic scenes like this, then you will need to learn about Cycles\...
# Blender 3D: Noob to Pro/Using Textures |previous=Ray Tracing }} ``` Having said everything about Textures in Blender in the manual 1, many people find it still hard to grasp the concepts behind the texturing system and applying Textures. There are some brilliant tutorials about texturing on the net, I personally like Texturing for Dummies , by Leigh Van Der Byl. It is free (as in free beer, not as in free speech like this book), so you should download and read it now, to take the most advantage out of this tutorial. We\'re going to see how to apply the texturing concepts within the Blender texturing system. I will explain it using an image texture and procedural textures, but be aware of the fact that the texturing system is quite complex, and more advanced maps are created with the use of a few combined textures. If you\'re really into texturing you need to learn how to UV-Map, there\'s no way around it. ## Colormap !**Image 1a:** An image applied as a texture to a plane. Download texture{width="250"} This is the most basic mapping type. You can use an image or a procedural texture to change the color of a material. **Noob Note:** A simple Basic texturing Guide The Basics of texturing I. framed\|**Image 1b:** The *Map To* Panel for a colormap. **Using an image texture:** - Add an *Image* texture in the *Texture Buttons* and load the image (this is necessary also for UV mapped textures). - The button *Col* in the *Map To* Panel uses the RGB information of the image to change the color of the material. - The slide number button *Col* governs the blending amount of the texture, *Neg* inverts the colourvalues. - If you use *No RGB* only the intensity information from the picture is used. The target color is then taken from the RGB sliders in the *Map To* Panel. **Using a procedural texture:** The result depends on the type of value the texture provides. - If the value is of type intensity (e.g. *Clouds*), the color is taken from the RGB sliders in the *Map To* Panel. - If the value type is color (e.g. *Magic*), everything is handled as with image textures. ## Diffusemap framed\|**Image 2a:** Diffusemap settings with a small range (0.2). A Diffusemap changes the amount of diffuse light the material reflects/absorbs. This is controlled by changing the reflectivity (*Ref*). A material with a rough surface may have the color white, but absorbs light to a greater amount than a material with a smooth surface. For more on diffuse reflection physics, see Diffuse reflection. **Noob note:** Most of the settings described below will be found in the \"Influence\" section under the texture/material panel in blender 2.61 Let\'s test: - In the Texture buttons (**F6**), in the Map Image panel, make sure *UseAlpha* is unchecked. - In the Material buttons (**F5**), in the Map To panel, uncheck *Col* and check *Ref*. **Noob note:** In blender 2.6x \"Ref\" has been changed to \"Intensity\" To understand the effect of this and all other mappings, we have to discuss the meaning of the NumButton *DVar* (Destination Value). - White in a texture (or an intensity value of 1) will be mapped to the value of the *DVar* Button. So if you set *Dvar* to 1, white will be mapped to 1, if you set *DVar* to 0, white will be mapped to 0. The result is multiplied with the value of the *Var* number button. - Black on the other hand (or an intensity value of 0) does not change anything, so the settings from the material will stay unchanged. The difference between the material settings and the *DVar* button is the range for the texture. Let\'s take a look at an example. !**Image 2b:** The image used for the Colormap applied as a Diffusemap with a small range (0.2).."){width="250"} If we use the default settings for the Diffusemap the range of the values is small. - *Ref* is 0.8 - *Dvar* is 1.0 - White pixels in the texture change the *Ref* value to 1.0, black pixels in the texture don\'t change the *Ref* value at all. So the resulting **range** for *Ref* is 1.0 - 0.8 = 0.2. !**Image 2c:** Diffusemap with full range (1.0).."){width="250"} When we change the *Ref* parameter in the *Shaders* panel to 0, we\'ll get a much larger range of *Ref* values from 0.0 (black pixels in the texture) to 1.0 (white pixels in the texture). There are other ways to achieve a larger range, you could also set *Ref* to \"Inverted\" (click it twice, it will be painted in yellow), *DVar* to 0 and *Ref* in the *Shaders* panel to 1. ## Luminositymap Luminosity is the property of self-illumination, i.e. of objects emitting light. So we change the *Emit* value with this texture. This light does not illuminate other objects - you would have to use Global Illumination (e.g. Yafaray) to use an emitting object as a true light source. Radiosity rendering does not work with Luminositymaps. Everything that was said about the *DVar* value applies here exactly as for Diffusemaps. ## Specularitymap Specularity is the second most important material attribute. Specularity fakes the reflections of light sources. Of course you can modify the general specularity with a texture. In Blender you can change three different attributes related to specularity: 1. *Spec:* The degree of specularity. You can\'t set values above 1.0 with Specularitymaps, but you could invert the texture and set *Spec* on the *Shaders* panel to a higher value and *Dvar* to the lowest value of your range. So the texture actually lowers the specularity in all areas, that shall have a low specularity. 2. *Hard:* The hardness of the specular reflections. Sometimes called \"Glossiness\". A *DVar* of 1 is equivalent to a hardness of 130. Use the same method as described above to achieve a greater range for the hardness. 3. *Csp:* The specularity color. You will probably use some kind of \"Dirtmapping\" (stenciling) to change the specularity in certain regions of an object, like an often touched object, that is shinier on the used or touched parts. For more on specular reflection physics see Specular reflection. ## Reflectionmap A Reflectionmap would be used to fake real raytracing reflections, either because you don\'t want to use raytracing, or you don\'t want to create a scene, or you need a special effect you don\'t get with raytraced reflections. A Reflectionmap would be a Colormap, typically an Environment Map. Since you can use prerendered Environment Maps, you can fake a surrounding for your object. Sometimes it is sufficient to use a simple Colormap that just bears the right colours, e.g. if you want to create a stormy sea it is not necessary that the clouds above are truly reflected in the water. Environment Maps are a bit more complicated to create, see the respective section in the manual. A very different kind of texture would be used to change the amount of raytracing reflections, the *RayMir* value. This is useful for something like a stained or dirty mirror. Simply click the *RayMir* button in the *Map To* panel and lower the *DVar*. ## Transparencymap Transparency- or Alphamaps change the (partial) visibility of an object. They don\'t have to be transparent themselves (though it doesn\'t hurt, see Make a material partially transparent). You will often use an image as Colormap and Transparencymap together. A nice example for a Transparencymap is in the paragraph *Translucencymap*. There\'s one catch though, you can\'t change Fresnel transparency with a Transparencymap. So you have to use plain transparency, or fake the Fresnel effect with the method described in the section Map Input. ## Refractionmap Well, there\'s no such thing as a Refractionmap. You can\'t change the IOR with a texture. You may try and use Environment Maps to fake refraction, but the result is often not worth the effort (for stills, in an animation it might not be that noticeable). ## Translucencymap Translucency is a material property of all semitransparent materials, like frosted glass, paper, plastic, cloth, skin, stained glass and the like. It allows objects to be lit from behind. Totally clear glass does not show where the lightrays travel through it. But if the glass is dirty or uneven you will see the path of the light. In the first example (*Translucency 1*) the glass material has a transparency of about 0.5 and a translucency of 0.78. So the glass is brighter where the lightrays hit the surface from behind. Additionally a Transparencymap - which sets Alpha to 1 - lets the surface appear to be stained. If we use the same map also as a Translucencymap (*Translucency 2*), the stain appears to be lit - which it would be of course also in reality. ```{=html} <table> ``` ```{=html} <tr valign="top"> ``` ```{=html} <td> ``` !*Translucency 1:* Material with Translucency and a Transparencymap, but without a Translucencymap. This is an example from the releasenotes of Blender v2.32.{width="300"} ```{=html} </td> ``` ```{=html} <td> ``` !*Translucency 2:* Material with Translucency and a Transparencymap and a Translucencymap.{width="300"} ```{=html} </td> ``` ```{=html} </tr> ``` ```{=html} </table> ``` framed\|Material settings for example *Translucency 2* (blue glas). The settings for the material (*Z-Transp*, but raytracing shadows): framed\|Adjusted *Clouds* texture. The texture itself is a *Hard Noise* *Clouds* texture, with modified *Brightness* and *Contrast*. ## Bumpmap/Normalmap framed\|Settings for a Bumpmap in the *Map To* panel. Bumpmaps are a technique to create the illusion of geometry. They could be used for something like a canvas or any small structures that are either difficult to model, or are too computationally expensive. As long as you don\'t get too close with the camera you won\'t notice the difference. They come in several different flavors: - A Bumpmap texture in the nearer sense is a greyscale image or procedural texture mapped to *Nor*. Don\'t activate the button *Normal Map* in the *Texture Buttons* for a Bumpmap. - A Normalmap is an RGB image whose color information bears the information about the direction of the surface normal, also mapped to *Nor*. For this you need to activate the button *Normal Map* in the *Texture Buttons*. See also the manual about the differences between Bump and Normal Maps. ```{=html} <table> ``` ```{=html} <tr valign="top"> ``` ```{=html} <td> ``` !The bumped image.{width="300"} ```{=html} </td> ``` ```{=html} <td> ``` !The Bumpmap, a simple greyscale image.{width="300"} ```{=html} </td> ``` ```{=html} </tr> ``` ```{=html} </table> ``` In the example the bump map was used additionally to the colormap. The *Nor* slider in the *Map To* panel sets the depth of the bumping. ## Displacement Map framed\|none\|A displacement map deformes the mesh A Displacement Map creates real geometry, i.e. it moves the vertices of a mesh. Therefore, you need a lot of vertices. You can use it as a texture mapped to *Disp*, or even more flexible using the Displacement Modifier. ## Dirtmap !Our picture has seen some bad times.{width="300"} I will try to explain what a Dirtmap is and how you apply one. There are different things that people mean when they talk about dirtmapping. - Sometimes a Diffusemap is meant. - Dirtshading is often used as a term for Ambient Occlusion. With a Dirtmap I simply mean any texture that breaks the clean, uniform, untouched look of image or procedural textures. You may do this by simply combining some partially transparent textures resp. textures that affect only parts of the picture in a semirandom way. You can also select parts of the object with a stencil texture. And of course you can (and will) combine both of these methods. As long as two textures don\'t affect the same property you can simply apply one after the other. To select only parts of your texture to apply another texture with the same properties use stenciling. Or use stenciling as a convenient method to separate two different sections on your texture. You need at least three textures for this. 1. The basic texture (e.g. color). 2. The selecting (stenciling) texture. 3. The Dirtmap affecting the same or other properties then the first texture. The stenciling texture has to provide an intensity value, so if you want to use an image (or other RGB) texture you must activate *No RGB*. !The stenciling texture.{width="300"} The image texture used as a dirtmap for our example contains some semirandom noise. framed\|Settings for the stenciling texure. *Nor* for the stenciling texture was not really necessary, but it adds a nice 3D effect. Since the stenciling texture is mostly white, I had to use *Neg* to use the black pixels as mask. The third texture (\"Dirt\") affects *Col*, *Nor* and *Spec*. ## Use UV Coordinates for your Maps It is often necessary to create UV coordinates for more complicated textures/objects. UV coordinates only describe the geometry of the mapping, i.e. which pixels to map on what face. You can use the UV coordinates to create any mapping you want. 1. Create an UV map for your object. This is beyond the scope of *this* tutorial, see UV Map Basics and the section about UV Mapping in the manual. 2. Don\'t turn *TexFace* in the *Material* Panel in the *Material buttons* on. Though *TexFace* is a very simple way to use UV textures, the normal texture mapping methods are much more flexible. 3. Load the image you used for UV-mapping (or any image with the same size) as an image texture. Change *Map Input* to *UV*. 4. Now you can use this image - or multiple different images - for your maps, including color-mapping. The advantage of this technique is that you have much better control over your texture. Even if you just want to texture something like a cube shaped object, you\'re often better off with UV mapped textures.
# Blender 3D: Noob to Pro/Using a texture to make a material partially transparent |previous=Using Textures }} ``` To understand the collaboration of textures and material we will use the opacity of a material - the alpha value - as an example. We will show how to set the opacity/transparency of a material with different types of textures. The Alpha value of the material is set with the *A*(lpha) slider in the Material panel. This is the basic Alpha value. If *Alpha* is 1, the material is fully opaque, if *Alpha* is 0, the material is fully transparent. Now you change that basic Alpha value with a texture. 1. If the basic Alpha value is 1 you can only lower it with a texture, because 1 is the maximum value anyway. 2. If the basic Alpha value is 0 you can only increase it with a texture. The target value of Alpha that can be achieved with the texture is set with the **DVar** button in the *Map To* panel. If *Alpha* is 0 and *DVar* is 0 than nothing will happen. You can set either: 1. *Alpha* to 1 and *DVar* to 0, then the texture will lower the Alpha value, or you can set 2. *Alpha* to 0 and *DVar* to 1, then the texture will increase the Alpha value. Both methods are possible and equal in the result, but for clarity we will always use method number 1. There are more combinations possible, so it may be that you find tutorials with different settings. ## Using a greyscale texture - white for opaque !**Image 1a:** Greyscale Image of leaf{width="200"} In **Img. 1a** the black areas shall become transparent, the white areas shall become opaque. - Load the image as *Image* texture, turn off *Use Alpha*. - Set the *Alpha* value in the material buttons to 1. This is the default value anyway. - Activate *ZTransp* (or *RayTransp* if you need refraction) - The *Map To* panel: - Turn off *Col* (or else the texture would also affect the color of the material) - Turn on *Alpha* inverse, you have to click it twice. We need inverse here, because the texture shall affect the material from its black parts. (**Noob Note**: *On blender 2.63 you need to set a specific \'Alpha\' value (the one located under \'influence-\>diffuse) to -1, as the alpha button referenced in this step no longer exists in 2.63.*) - Turn on *Spec* inverse (you don\'t want your transparent sections to show specular highlights) (**Noob Note**: *As far as I could tell, the equivalent to doing this on blender 2.63 is to set a specific \'Intensity\' value (located under Influence-\>Specular) to -1.*) - Set the *DVar* value to 0. The default value is 1. framed\|**Image 1b:** Material settings for the texture Now let\'s take a look at the texture. - Where the texture has a value of 0 (e.g. black) it will affect the Map To values fully (because we have used inverse). - Where the texture has a value of 1 (e.g. white) it will do nothing. - Where the texture has a value in between 0 and 1 it will affect the Map To values partially. !**Image 1c:** Result of applying the Greyscale Image to a plane{width="200"} The result is shown in **Img. 1c**, the texture applied to a plane rendered against a white world background. If your texture is inverted, i.e. black shall become opaque and white transparent, simply use the normal *Alpha* and *Spec* setting in the *Map To* panel. (**Noob Note** *If you don\'t see the white \'shine\' on the maple leaf, move the default point lamp (lighting source) closer to the plane mesh to which the texture and material are assigned.*) That\'s it. It\'s basically the same for all settings, the only problem that remains is sometimes to know which value a texture will give if you use transparent textures or colored textures. **_For 2.7 blenderers out there:_** To obtain the results I had a hard time and finally came across (almost accidentally) to uncheck the \'use alpha\' button in the image sub panel of the texture menu. Then, you can get the results as above. ## Using a partially transparent texture to make the material transparent !**Image 2a:** Using a partially transparent texture{width="200"} Often we have a partially transparent texture, and want to directly use that transparency of the texture to make the material transparent too. We have now to think a bit about the values that are generated by the texture itself: If we load the image texture with *Use Alpha*, the Alpha value of the image is used as input value for *Alpha* and *Spec* in the *Map To* panel. So a fully transparent pixel in the image has an Alpha value of 0, a fully opaque pixel has an Alpha value of 1. This is exactly the same situation as above, simply turning on *Use Alpha* and *Premul*(tiply Alpha in Advance) will give use the same result as with the greyscale image. framed\|**Image 2b:** Texture settings for a RGB/Alpha texture So: - Turn on *Use Alpha* in the *Map Image* panel of the texture buttons. - Turn on *Premul* in the *Image* panel. This is necessary to get real partial transparent borders. - Turn on *Col* in the *Map To* panel additionally. !**Image 2c:** The result{width="200"} The rendering result is pretty similar to **Img. 2a**, only that it is affected by lighting (and casts shadows). Don\'t forget to turn on *TraShadow* in the *Shaders* panel for the object that is **receiving** the shadow. (**Noob Note:** In Blender 2.6x you also need to check the \"Receive Transparent\" box in the shadow section of the material for the object receiving shadows or you will get a black square shadow.) (**Noob Note:** *In this case add a plane colored white just below the \"leaf.\" This is the object the you should turn on* **TraShadow** *with as this is the object that will receive the shadow. This is also providing that you have a light source properly positioned.*)
# Blender 3D: Noob to Pro/Creating Basic Seawater |previous=Using a texture to make a material partially transparent }} ``` : \[*ed. note: Need a much more basic introduction to what materials, textures, maps, and all the accompanying terms are with illustrative examples before diving into a specific sea-water example. Much more effective learning when you know what you\'re changing.*\] !Settings for the seawater material{width="350"} 75% of the Earth\'s surface is covered with water. In homage to this great fact, we will develop your materials skills first by creating basic seawater. ## Create 3 linked planes First we create a new file in Blender and delete the default cube by pressing **XKEY** and confirming the popup dialog. Now switch to top view with **NUM7** and enter **SPACE \> Add \> Mesh \> Plane** to create a plane. Then scale it up to 20 its original size with the **SKEY** the way you\'ve already learned in one of the earlier tutorials. Go to the side view with **NUM3** and duplicate this plane *two more times* using **Alt-D** (not Shift-D), moving the plane down on the Z axis by two grid spaces each duplicate. This will make the transparency of the water more realistic once we set it. Using Alt-D rather than Shift-D makes a linked duplicate, so that the changes we make to one plane effect the other two. ## Create material Now off to the actual texturing work. Select any one of the planes and press **F5** to bring up the Material Buttons in the Buttons Window. You will probably find two new small windows appearing here: one called Links and Pipelines and the other one Preview. (**Noob note:** A new section has been added for Blender 2.63 users after this section.) Click the \'Add New\' button in the \'Links and Pipelines\' tab to create a new material named \`Material.001\' or so. To make life easier we\'ll rename it to something meaningful like \'Seawater\' by simply clicking it and typing in the letters, as shown here (SHIFT+DELETE in field to clear): Now, on the same tab, give the seawater material a color of RGB (0.100, 0.310, 0.435). Find the tab that reads \'Mirror Transp\' and click it. Click on \'Ray Mirror\' and \'Ray Transp\'. For the \"Ray Mirror\" box, move the \'RayMir\' slider to 0.3, the \'Fresnel\' slider to 2.5 and the Depth to 5. For the \'Ray Transp\' box, move the \'IOR\' slider to 1.33, the \'Fresnel\' slider to 2.0 and the Depth to 5. This will give the water realistic transparency and reflection. Also click the \'Shaders\' tab, change \'CookTorr\' to \'Blinn\', move \'Spec\' to 2.000, \'Hard\' to 180 and \'Refr\' to 10.000. This will make the water look more glossy. Now we\'ll add a procedural texture to our seawater, which will give it a \"wavy\" look. Click the Texture button (looks like bricks) or press **F6** to view the texture buttons subcontext. Click on the knob to the left of the texture name and select the \"Add New\" button. This creates a new texture named \"Tex.001\" or so. Click on the name and change it to \"Waves\". Go to the Texture Type pull-down (**F6**) and select \'Clouds\'. On the Clouds tab change \'NoiseSize\' to 0.050. Our Waves texture is ready; next, we will refine how it is applied to our Seawater material. Noise Size increases the size of the noise, in this case, the clouds. Soft Noise blends the intensities and reduces the contrast. Makes a mellow effect, like soft waves. Hard noise creates a high contrast, and brings out individual \'shapes\'. If you want to add more detail to your water, add another texture and rename it to \"LargeWaves\". Make it a cloud texture like the previous one, but make it\'s \'NoiseSize\' 0.300 and use \'Hard noise\'. !The final rendered image{width="350"} Left click on the Materials button (looks like a red sphere) to return to the material buttons subcontext. Look at the Texture panel, and you\'ll see that the \"Waves\" texture has been automatically associated with the Seawater material. Select the \'Map To\' tab. Click the \'Nor\' and \'Spec\' buttons so they\'re selected and have white text (the white text indicates a positive mapping). Click the \'Hard\' button twice so it\'s selected and has yellow text (the yellow text indicates a negative mapping). Click the \'Col\' button so it is not selected, this button will show any color in the texture which we do not want. Find the \'Nor\' Slider and move its value to about 5.00. If you created the \"LargeWaves\" texture, select the \"LargeWaves\" texture under \'Texture and Input\', go to the \'MapTo\' tab, deselect \'Col\', select \'Nor\' and move the \'Nor\' slider to 7.00. Do not select \'Hard\' or \'Spec\' this time. For lighting press **Space \> Add \> Lamp \> Sun**. You shouldn\'t need to move the sun or change any of its settings. Finally move the camera to the edge of the plain and move it up towards the sky a bit. Go to the Scene tab (**F10**), and look for the six buttons next to the big render button. Deselect all these, leaving only the \'Ray\' button selected. This will tell Blender not to render some features in our scene that we really don\'t need. Go and press **F12** to render the water, it may take a while depending on your system. Admire your water, and maybe drink a tall glass of something refreshing! ## Create Material / Textures (Blender 2.63) **Material** - Go to the properties window (Bottom right window by default) and click on the Material tab - Click of the + symbol to create a new material and name it Seawater - Click on the diffuse color box and give it a seawater blue RGB (0.100, 0.310, 0.435) - Enable the Mirror checkbox - In the Mirror section, set Reflectivity: 0.3, Fresnel: 2.5 and Depth: 5 - Enable the Transparency checkbox - In the Transparency section, click the Raytrace button - Also in the Transparency section, set IOR: 1.33, Fresnel: 2 and Depth: 5 - In the Specular section, use the pull-down menu to change CookTorr to Blinn, then set Intensity: 1, Hardness: 180 and IOR: 10 **Textures** - Still in the Properties window, click on the Textures tab - Click on the "+ New" button to create a new texture and name it Waves - Set the Type: Clouds using the pull-down menu - In the Clouds section, set Size: 0.05 to create soft noise - In the Influence section, uncheck Color under Diffuse, then under Specular, check the \"Specular\" box and "Hardness" box then set the value to Hardness: -1. Under Geometry, check the "Normal" box and set the value to Normal: 5 (**Noob Note: V. 2.78** Under Mapping change coordinates to Generated.) - Select the second line in the Textures list and create a second Texture using the "+ New" button. Name it LargeWaves - Set the Type to clouds again, but this time, set Size: 0.3 in the Clouds section and click on the \"Hard\" button for hard noise - Deselect "Color" and under Geometry, select the "Normal" box and set the value to Normal: 7 (**Noob Note: V. 2.78** Under Mapping change coordinates to Generated.) **Lighting** - In object mode, select the default lamp (if present) and delete it - Create a new lamp by pressing ALT+A and selecting Lamp \--\> Sun - Place the Sun in the sky by moving it up the Z-axis. Press G, Z, 20 and hit ENTER - Go back to the Properties window and click on the World tab - Click on the box under Horizon Color and set the color to RGB (0.242, 0.617, 0.831) for sky blue - Position the camera to be looking over the water with some sky visible and render your scene. - How about using what we have learned in previous modules to add some dolphins swimming just below the surface? !The final rendered image{width="350"} ## Extra Practice This tutorial might also help you make even more realistic water: Link
# Blender 3D: Noob to Pro/Mountains Out Of Molehills 2 |previous=Creating Basic Seawater }} ``` This tutorial shows you how to use displacement mapping to make a simple environment. 1. Make a grid. (Add/Mesh/Grid) 32x32 will do just fine. Be sure to create a Grid instead of a Plane, or you\'ll end up with just a flat plane! This is because a Plane only has four vertices to manipulate - one for each corner - while a Grid has many, many more. A 32x32 Grid, for example, would have over 1000 vertices. The more vertices there are to manipulate, the more effect displacement mapping will have on the finished product. 2. Set it smooth. (Editing/Link and Materials/Set Smooth) 3. Make a new material for it. (Shading/Material/Add New) 4. Make a new texture for the material. (Shading/Texture/Add New) 5. Go to Shading/Texture Buttons. You can see your newly created texture there now. 6. Change Texture Type to Clouds. 7. Change the name of the texture to be more descriptive. For example GroundDisp or something similar. 8. Go back to Shading/Material buttons. You can see our cloud texture applied now, but it\'s not applied correctly yet. Let\'s fix this next. 9. Go to Shading/Map To. This defines how the selected texture is mapped on our material. Uncheck Col, check Disp on, and set the Disp slider to a value like 0.200 10. Set camera and a few lights to the scene. (This is already done as part of the default scene in recent versions of Blender, such as 2.49) 11. Render. **Noob Note** It looks like from version 2.70 there is no shading as a main tool but rather as a subtool for Material, so in version 2.70 to get the effect described in here you have to check third checkbox in Texture\>Influence\>Geometry and adjust the slider : : Several individuals, when working through this tutorial, had trouble getting anything more than a flat plane. A few solutions were proposed (most are still visible on the Talk page), and while each worked in its own way, the vast majority of the time the problem stemmed from creating a Plane instead of a Grid. With version 2.79, it was necessary to change Texture \| Mapping \| Coordinat in the Properties window to Generated, Object, or Global rather than the default \"UV\" to get anything but a plane. Be sure to follow each step very carefully to ensure you don\'t miss anything or do a step incorrectly. ![](Ground1.jpg "Ground1.jpg") You can tweak the environment easily by changing Nor value in the Shading/Map To. This defines how strongly the displacement texture affects the material. You could also add subsurfing to the ground area to get smoother results. Also feel free to tweak the texture and try out different alternatives. Once your mountain looks good, try adding some Mist. 1. Select the \"Mist\" button on the \"Mist/Stars/Physics\" Tab among the World buttons 2. Add a Cloud Texture to the World and make it blend from white to gray The end result is something like this: ![](Blender_Hill.jpg "Blender_Hill.jpg")
# Blender 3D: Noob to Pro/Basic Carpet Texture |previous=Mountains Out Of Molehills 2 }} ``` ## Goal I am using a basic scene that I quickly set up before I started to create the carpet material. It shows a monkey (suzanne), a plane, camera, 3 area lamps and 1 spot lamp.\ !The basic scene setup{width="240"} The purpose of this tutorial, is to highlight the power of blenders built in shaders and procedural textures to create a carpet material to use in your scenes. **`NOTE:`**`''  For those of you needing help getting a similar scene to the one above, here are some axis positions,etc. to help out:`\ **`(Spot-Lamp)`**`-`**`X`**`=1.62,`**`Y`**`=0.86,`**`Z`**`=6.74;`**`rotation`**`-`**`X`**`=37.26,`**`Y`**`=3.16,`**`Z`**`=181.34;`\ **`(Area-Lamp-1)X`**`=4,`**`Y`**`=3.27,`**`Z`**`=4.12;`**`rotation`**`-`**`X`**`=54.67,`**`Y`**`=-18.59,`**`Z`**`=-109.47;`\ **`(Area-Lamp-2)X`**`=-2.07,`**`Y`**`=-2.08,`**`Z`**`=4.85;`**`rotation`**`-`**`X`**`=29.37,`**`Y`**`=-28.98,`**`Z`**`=355;`\ **`(Area-Lamp-3)X`**`=0.315,`**`Y`**`=-2.89,`**`Z`**`=4.29;`**`rotation`**`-`**`X`**`=49.23,`**`Y`**`=-10.63,`**`Z`**`=6.68;`\ **`(Monkey)X`**`=0.05,`**`Y`**`=0,`**`Z`**`=0.42;`**`rotation`**`-`**`X`**`=58.61,`**`Y`**`=-16.07,Z=23.245;`**`DIM`**`(`*`dimensions`*`)`**`X`**`=2.734,`**`Y`**`=1.969,`**`Z`**`=1.703;`\ **`(Plane)x`**`=0,`**`y`**`=0,`**`z`**`=0;`**`(no rotation)`**`;`**`Dimensions`**`: `**`X&Y`**`=14.30,`**`z`**`=0.` Alternatively, you could also download a pre-made file in case that you\'re in a hurry. **Noob Note:** Try adjusting each of the area lamps Dist(ance) value. **Noob Question:** How does the above coordinates help me at all? I haven\'t found anything that tells me were in 3D space object actually is or the objects dimensions little alone control them. Nothing in the Tutorial up to now even gives a clue to this. **Noob Answer:** Hit \'N\' to bring up the Transform Properties window and enter the values there. ## The Basic Material and Shader Settings For the basic material for the carpet set the color settings of your material as follows -\ Col (R 0.714) (G 0.134) (B 0.134) Dark Red\ Spe (R 0.590) (G 0.210) (B 0.084) Reddish Brown\ Mir (R 1.000) (G 1.000) (B 1.000) White\ `<b>`{=html}Noob Note:`</b>`{=html} Copy paste-able hex values: Dark Red (DC6666), Reddish Brown (CA7E52) and White (FFFFFF) Change the specular shader to (\'phong\') and leave the default lambert diffuse shader as it is. Change the (\'spec\') to \[0.13\] and the (\'hard\') to \[12\]. Lastly click the (\'Full Osa\') button to enable it. If you render now you will notice that the plane looks like an ugly pastel color (if not, you have a different lighting setup to mine and the shader will not look the same as the images in this tutorial.) Don\'t worry about this ugly looking plane it will soon be a beautiful carpet.\ !Shader Screen-shot{width="800"}\ !Base Shader{width="240"} ## Cloud Texture 1 Press \'F6\' on the keyboard to bring up the texture panel. Click the bottommost of the long boxes to create a texture in the bottom channel. Create a new texture and rename it something like \'Red Clouds 1\'. From the (\'Texture Type\') pull down select clouds. In the \'Clouds\' settings panel change (\'NoiseSize\') to \[0.210\] and (\'NoiseDepth\') to \[4\].\ Now select the Colors tab which will bring up the ColorBand for the texture. Press the orange (\'Add\') button to add a cursor on the colourband. Next make sure the \'Cur : 0\' is showing next to the add button and change the colours as follows - (R 0.770, G 0.168, 0.168). Now click on right side of the \'Cur : 0\' so it shows \'Cur : 1\'. Change \'Pos\' to 0.6. Set Alpha to 1 and change the colour to (R 0.732 G 0.243 B 0.243).\ !Texture 1 texture panel Screenshot{width="608"}\ Now go back into the material settings and change the settings in the Map To tab as follows. Click (\'Spec\') twice so the text becomes yellow do the same for (\'Hard\'). Now select \'Subtract\' for the texture blending mode. Change (\'Col\') to \[0.188\].\ !Texture 1 materials panel Screenshot{width="408"}\ At this stage if you render you might find it hard to notice the difference, it is apparent only where there is low light levels on the plane, don\'t worry about this at the moment. It means if you render with Ambiant Occlusion you get a nice carpet effect of slightly varying colour. ## Cloud Texture 2 Go back to the texture panel and create another texture, call it \'Clouds\' and put it in the channel above \'Red Clouds\'. Change (\'NoiseSize\') to \[0.054\] and (\'NoiseDepth\') to 4. Select \'Improved Perlin\' from the Noise Basis pull down. Finally change (\'Nabla\') to \[0.031\]. Do not change any more settings here.\ !Texture 2 texture panel Screenshot{width="618"}\ Now in the material panel, under the Map To tab change the following - Click (\'Nor\'). Click (\'Spec\') and (\'Hard\') twice so as they are yellow. !Texture 2 material panel Screenshot{width="412"}\ !Render with the 2 textures so far{width="240"}\ As you can see the material is starting to look a bit better, only 2 more textures to go. ## The Final Cloud Texture Switch to the texture panel once again and create a new Clouds texture in the next channel up. Change (\'NoiseSize\') to \[0.010\] and (\'NoiseDepth\') to \[6\]. Now click on the \'Colors\' tab and change the colour of the left cursor (\'Cur : 0\') to (R 0.713 G 0.262 B 0.223) and Alpha to 0. Switch to Cursor 1 (\'Cur : 1\') and its colour settings (R 1.000 G 0.363 B 0.000) and Alpha to 1.\ !Texture 3 texture panel Screenshot{width="618"}\ Now in the materials panel under the \'Map To\' tab Click (\'Nor\'). Click (\'Spec\') and (\'Hard\') twice so as they are yellow. Leave the blending mode as \'Mix\'. Change (\'Col\') to \[0.464\] and (\'Nor\') to \[1.00\]. !Texture 3 materials panel Screenshot{width="409"}\ !Render of the 3 textures so far{width="240"}\ ## The Last Texture Finally, go to the textures panel one last time. Create a new Stucci texture in the next channel up. Change (\'NoiseSize\') to \[0.006\] and (\'Turbulence\') to \[10.94\]. Click on the \'Colors\' tab. The first cursor \'Cur : 0\' should be black with alpha 0. \'Cur : 1\' should be red (R 1.000 G 0.000 B 0.000) with alpha 1.\ !Texture 4 textures panel{width="800"}\ Now go to the materials panel. Under the \'Map To\' tab Click (\'Nor\'). Click (\'Spec\') and (\'Hard\') twice. Change the Blending type to \'Subtract\'. Change (\'Col\') to \[0.056\] and (\'Nor\') to \[0.50\]. And that\'s it. When you render now, you should have a nice-looking carpet material. By tweaking with the colours you can create any colour of carpet.\ !Texture 4 material panel{width="412"}\ !Final Render of Carpet Material{width="640"}\
# Blender 3D: Noob to Pro/The Rusty Ball |next=Creating Pixar-looking eyes in Blender }} ``` Making objects with image textures is not really hard for simple objects like balls, cubes, and tubes. I\'ll show you how to do this: ![](The-rusty-ball.png "The-rusty-ball.png"){width="300"} 1. Make a new scene in Blender and delete the default cube. 2. Add a sphere. Apply a Subsurf modifier and Smooth as we have learned in previous tutorials. 3. Find a file picture that you want to apply to your object. Check Flickr for something like \"rust texture.\" (If you are going to share it, be sure you check the license of the texture you download.) 4. IMPORTANT: Sometimes you need a seamless texture. If you are not sure, use a program such as GIMP. Use FILTERS \> MAP \> MAKE SEAMLESS. Usually this works well but if your texture turns into gorp, try another one. 5. (**Noob Note:** *Do \[<http://lmgtfy.com/?t=i&q=rust+textures>*a search for **Rust Textures** *\] if you do not have one handy.*) 6. In the Properties Panel, which by default is the bottom right panel, select the Material icon ![](Blender268TextureIconMaterial.png "Blender268TextureIconMaterial.png"). 7. Select NEW or if you already have a material in use, select the + sign to add a new material. Give it a good name like rustyball. 8. Click on the Texture Icon ![](Blender268TextureIconBrush.png "Blender268TextureIconBrush.png"). 9. Click NEW or if you already have a texture loaded, click on the + to add a new one. Give it a good name like RUST. 10. The default type is CLOUDS. Pull down the menu and change it to IMAGE OR MOVIE. 11. Go to the IMAGE section, choose OPEN. New options will become available. (Note: JPGs, PNGs or TGAs are recommended for Blender. Bitmaps tend to get all screwy.) 12. Under Source: Click the folder icon and navigate to your image. 13. Scroll down. In the Image Mapping area are some options that you may need to try. If your image is small it may have to be repeated in the X or Y directions. 14. In the Mapping section (yes, one section is Image Mapping and the other is just Mapping) after Projection, choose the shape closest to your object. If you are using a sphere like the example, then choose \... you guessed it \... SPHERE. - The Preview often looks a bit odd and stripey, but render your project and it should look very nice. - This method works for all sorts of things. Try making a brick wall with a wooden gate using Flickr textures or go back to the Jeep tutorial and put a pattern on your jeep. - You can also render videos onto objects using this method. Just select a movie in the \"Load image\" dialog and enable the option \"Movie\" at the textures buttons. `<i>`{=html}NOTE:`</i>`{=html} Blender ONLY works with Full Resolution video, not video which has been compressed using a codec. Most video software will allow you to export video as \"**full frames**\" or \"**no compression**\". Experiment a bit! !300 px\|left\|The Rusty Ball !400 px\|Textures used from Flicker under Creative Commons 2.0 license!400 px\|Psychedelic Jeep, my own texture such as it may be
# Blender 3D: Noob to Pro/Creating Pixar-looking eyes in Blender |next=Procedural Eyeball }} ``` !The final result, with a blue iris. Note: This tutorial uses the same modelling and texturing technique described in the well-known MAX tutorial by Adam Baroody (http://www.3dluvr.com/rogueldr/tutorials/eye/eyes.html). The sole purpose of my tutorial is to make this technique more popular among the Blender users by explaining how to achieve the same result with Blender. The goal of this tutorial is to make a Pixar-looking eye. One of the main reasons that Pixar\'s characters really convey life is in their eyes. They have depth, you can see how the eye not only shines but it \"collects\" light. You may think that you can\'t achieve this effect without raytracing but you\'re wrong. The secret of this depth is in the modelling of the eye. Let\'s see how it works! ## Parts of the Eye In this picture you can see the \"ingredients\" of the eye model. The blue mesh at the left is the cornea. Its shape allows for a small spot of specular light to appear on it even if the light is in a far side position. The mesh next to it is the iris. Now notice how it\'s a bit concave. That\'s the tricky part - the shape of the iris allows for a wide soft specular light to appear at the opposite side of the lamp direction. This fakes refracted light from the cornea and makes the illusion of \"collecting\" light and creates depth. The next mesh is the eye pupil - a simple circle.The pupil size is the same size as the iris hole. You can position it close to the inner side of the iris. And finally - the eyeball. It\'s a simple sphere with a hole in it. ```{=html} <div style="clear: left; height: 20px;"> ``` ```{=html} </div> ``` I won\'t go deep into modelling of each element - it uses Blender\'s subdivision surfaces and it\'s quite simple as you can see.\ ![](Pixareyes-Eye_mesh.gif "Pixareyes-Eye_mesh.gif") ## Materials Now let\'s look at the materials. ### Sclera To make the eye white, press NUM3 to go into side view and add a UVsphere with 8 segments and 8 rings. To create the hole at the front of the eyeball, delete the 8 triangular faces that make up one end of the eyeball. Ctrl+Tab+3 to go into face select mode, B for border mode and select the middle 8 triangles as shown below, press Delete or the X button and LMB on Faces. ![](Cornea-example.jpg "Cornea-example.jpg") The resulting hole will be ringed by 8 vertices (which you could subsequently extrude and use to help you model the sections below - just a suggestion for those who feel capable) The eye white has white color and high values for Spec and Hard (depends on the lighting), as well as a moderately high Ref value (0.700 - 0.800). Optionally you can use a reflection map to make it look more wet but I usually don\'t do this. (Noob note: Using a Phong specular shader turned to work quite well.) (User: Make sure shadow buttons are off or it will black out the iris. Spec and Hard are located in the Shaders tab.) ### Iris - Loop select the opening of the eye (ALT+RMB click edge of opening). ```{=html} <!-- --> ``` - Duplicate the loop (SHIFT+DKEY). Move the new loop away from the eye a bit perpendicular to the opening. ```{=html} <!-- --> ``` - With the loop still selected, extrude (EKEY). Without moving the extrusion, press ENTER. ```{=html} <!-- --> ``` - Resize by half (SKEY then .KEY then NUM5 then ENTER). ```{=html} <!-- --> ``` - Move the inner loop back toward the eye a bit to form the concave shape. ```{=html} <!-- --> ``` - Create a new material and create a new texture called iris. Then hit F6 or click the spotty square icon ![](Blendertexture.png "Blendertexture.png") to open the texture panel, choose Image as the texture type and then press Load Image button and use the image below.\ !`Setting the iris color.` Here is the eye texture taken from the picture above: !The iris **Alternatively**, you can create an image like this procedurally, using the technique described here. All that is required now is a bit of tweaking of the texture size using the Xsize and Ysize values in the Map Input tab, and scaling the pupil hole size in Edit mode. Also please remember to change \'Projection\' in the map input settings from \'flat\' to \'cube\'. You can tweak the RGB values and brightness/contrast of the image to achieve the appearance you want. Use a smaller value for Hard (about 50) otherwise you\'ll have a too shiny look instead of soft specular that fakes refracted light. The Spec value depends on the energy and distance of the light that illuminates it. Generally you\'ll need to take care that the refracted light on the iris should be no more than half as bright as the small specular spot on the cornea - otherwise you\'ll achieve the bad effect of two specular spots. Oh, another important thing - join the four meshes before tweaking the texture coordinates. Otherwise you\'ll have to do the job twice after you join them, because the texture space is changed. And activate shadeless button. ### Pupil The material for the pupil is a simple black color with the \"shadeless\" button on. ### Cornea The cornea uses a transparent material (**alpha = 0.1**) with **Spec = .6**, **Hard = 255** and **SpecTra = 1**. \"**Ztransp**\" should also be turned on (found under Links and Pipelines tab). The cornea is simply a piece that fits exactly in the middle of the hole in the eye white. Make sure that the \'Traceable\' button, under Render Pipeline, in the Links and Pipelines tab, is switched off.\ Noob note: It may be helpful to turn off Shadebuff since you don\'t generally want the cornea to cast a shadow. ## Lighting The lighting is simple - move the eye to a new layer, create a new lamp and make the lamp affect only this layer. Position the lamp at a good angle so you have a small shiny spot of specular light on one side of the iris and a soft spot of \"refracted\" light on the other side. You can use a backlight to prevent the eyeball from being too dark at the non-illuminated part. To move the newly created lamp to a new layer, press SHIFT+M and select the second blue button and press OK.\ Note though that it is not mandatory to create a new layer; it\'s just meant to prevent cluttering in your main workspace. It\'s completely optional. That\'s it! Now you\'re (almost) ready to start with character animation. You have a nice eye, now you only need a character for it! ## Changing the Eye Color You can change the color of the eye by either changing the cornea color, or by changing the iris color itself. Changing the cornea color might be like putting on colored contacts. ### Changing the Cornea Color To change the cornea color, do the following: 1. In the mesh which is used to create Cornea set the value of the alpha slider to 0.2 (or more if you desire) 2. Change the color of the mesh to whatever color you like 3. Turn off traceble\ ![](settings1.jpg "settings1.jpg") 4. Render! (and remember to smooth out everything by selecting the particular mesh going to edit buttons and clicking on set smooth) Image:Blue eye created in Blender.jpg <File:Greeneyes(1).jpg> Image:redeyes.jpg ### Changing the Iris Color To change the iris color you can either edit the iris image external from blender or you can modify the RGB values of the image when imported into Blender. !Setting the iris color. Image:Pixareyes-iris_blueeye.png Image:Pixareyes-iris_greeneye.png Image:Pixareyes-iris_redeye.png ## Troubleshooting ### I don\'t know where is the \"SpecTra\" Value. I\'m working on 2.46. You can find \"SpecTra\" under \"Mirror Transp\" ### My cornea isn\'t transparent. I don\'t know where Traceable is since I\'m using 2.6x This applies to 2.6. Something that doesn\'t seem to be mentioned in this tutorial (sorry if it is and I missed it) is the cornea\'s shadow settings. If it casts a shadow, it will block out everything inside the eye. So under the cornea\'s Material-\>Shadow settings uncheck the cast box. Another option is to leave the cast box in your cornea on, and change to shadow setting in your iris. Check the Receive Transparent, and that works just as well. ## Useful Links 1. Ira Krakow\'s Blender 2.49 Pixar Eye Tutorial 2. `<s>`{=html}For rigging an eyeball, (making it stay in one place while turning to look at something) and other eyeball stuff, you can visit this site. This tutorial assumes you already have the eyeball made above or one of your own. Click. 5jun2009, the PDF shows no rigging, only creating an eyeball. `</s>`{=html}(May 10th 2011, the site no longer exists.)
# Blender 3D: Noob to Pro/Procedural Eyeball |previous=Creating Pixar-looking eyes in Blender }} ``` Level: intermediate\ **Building a better (procedural) eyeball!**\ Originally created by Jon McKay (Ammusionist) and posted on blenderartists.org/forum\ 1 The end result of this tutorial is an eyeball that fulfills the following requirements: 1. Single mesh - I wanted to be able to append a single object into any project. 2. Procedural Textures - I didn\'t want to have to rely on image maps that could get lost. 3. Versatile - One single model to be used for any type of character, be it human, alien or whatever. 4. Easy - Any effects needed to be quickly accessible. I don\'t want to be wasting time faffing around with colour-band settings at the texture level 5. Impressive - This sucker needs to look good any way it goes. 6. One other thing I really wanted was the iris musculature to follow the pupil dilation! ![](Procedural_eyeball_blender2.75_rendered.jpg "Procedural_eyeball_blender2.75_rendered.jpg")\ \ \ \ \ \ \ \ \ \ An old and different Tutorial: 1. Very old video for making deep-looking eyes <http://www.youtube.com/watch?v=KKmHUZroaBA> ## Creating the Mesh The objective here is to make a great looking eyeball. That means it may not be anatomically perfect, but there are some things we need to take into account: The eye should consist of a white (white bit with veins); an iris (coloured bit); a pupil (black but in the centre of the iris) and a cornea (clear bit surrounding the whole eye). These may not be absolutely correct, but these are how I\'m referring to the pieces of the eye. 1. Start with a ball: Go to a front view () and create a UV sphere. 32 Rings and 32 segments should be sufficient. It\'ll give us plenty of smoothness and enough verts to work with when we create shapes. 2. Click on \"Align to view\" 3. This sphere will become the coloured parts of the eye, but we also need a second sphere for the cornea. Use the key to switch to a wireframe view (if you\'re not already there). Hit the key a couple of times to ensure all points are selected then to duplicate the sphere. 4. Press key to scale and scale the second sphere to slightly larger than the first. (Hint: Hold while scaling for fine adjustment) or you could also enter a value, 1.01. 5. Now that we have a nice confusing mesh, we\'re going to make our life easier. We\'re going to hide the outer bit for the moment. Hit the key. 6. **Noob Note:** Don\'t panic like I did the first time I accidentally hit , you can bring it all back with . (Note: In blender + some key often reverses the effect of pressing the key in the first place!) - OK Now to create the basic mesh for the inner part. Basically, we need to make a concave iris/pupil section. 1. Make sure you're in Orthographic view. 2. Switch to a side view and use the Border Select () to select the first 4 rings and the tip. Now we\'re going to flatten these. Press for scale for Y axis only and for scale-to zero. For more realistic eyes you can also grab the inner 3 rings + the tip a bit inwards the eye. **Noob Note:** It is also possible to flatten the rings in a way that leaves the last ring in place and moving the rings later is not necessary. Before you flatten those 4 rings and the tip of the sphere place your 3D cursor in the plane where the last ring involved in scaling operation lies (use border select to select *only* the fourth ring, press , and select \"Cursor to Selected\"). Then set the pivot point to \"3D Cursor\". Finally proceed like instructed above by selecting all rings to be flattened and scaling them to 0 in Y direction. This time the outermost ring will stay in place. Do not forget to set the pivot point back to the default option \"Median Point\". You may return the 3D cursor to the center by pressing . ![](Procedural_eyeball_blender2.75_1.jpg "Procedural_eyeball_blender2.75_1.jpg")\ \ \ \ \ \ \ \ \ \ 1. Last, grab them along the Y-axis to the eye till it\'s round again. ![](Procedural_eyeball_blender2.75_1-2.jpg "Procedural_eyeball_blender2.75_1-2.jpg")\ \ \ \ \ \ \ \ \ \ \* Now for the cornea. It\'s not perfectly spherical; it bulges slightly at the front. We\'re going to use the Proportional Editing tool. 1. First, we need to un-hide the cornea. Hit Alt-H to make it visible. 2. Click the O-Key, this will activate proportional editing, click on \"Connected\" in the 3D view header at the settings for Proportional editing. 3. Select the type of falloff: "Sphere Falloff" 4. Press A-Key a couple of times again to make sure no points are selected, switch to a side view (Keypad-3) and right click just to the left of the front-most point. We just want to select the tip vertex. 5. Now comes some fun. We want to drag that point away from the eye in the y axis, so press "G" for grab and "Y" for Y axis. As you move the vertex, you\'ll see a circle that defines the influence of the proportional editing. Adjust it so it is as the height of the whole iris and drag it out until it looks right. ![](Procedural_eyeball_blender2.75_2.jpg "Procedural_eyeball_blender2.75_2.jpg")\ \ \ \ \ \ \ \ \ \ \# First, switch off Proportional editing. 1. Select from center the tip and the first 4 Loops. ![](Procedural_eyeball_blender2.75_2-2.jpg "Procedural_eyeball_blender2.75_2-2.jpg")\ \ \ \ \ \ \ \ \ \ \# Then Hit Ekey and Ykey then drag out a bit \'till it\'s good. ![](Procedural_eyeball_blender2.75_3.jpg "Procedural_eyeball_blender2.75_3.jpg")\ \ \ \ \ \ \ \ \ \ \* To clean the model up, we\'re going to apply a subdivision surface modifier and some smoothing. 1. Go to Modifiers in the Properties Header and hit new and choose \"Subdivision Surface\" choose view: 2. 2. Hit Tab to switch to Object mode and hit the \"Set Smooth\" button in the Link and Materials panel. ![](Procedural_eyeball_blender2.75_4.jpg "Procedural_eyeball_blender2.75_4.jpg")\ \ \ \ \ \ \ \ \ \ ![](Procedural_eyeball_blender2.75_5.jpg "Procedural_eyeball_blender2.75_5.jpg")\ \ \ \ \ \ \ \ \ \ - Now would be a good time to save your work before we go on to textures. ## Adding the Textures You\'re going to need multiple materials on this mesh. It\'s possible to apply materials to selected faces. 1. Press A a couple of times to ensure nothing is selected. 2. Press Z to switch off wireframe; this will be easier without it. 3. Place the mouse pointer in the centre of one of the faces on the outside layer of the eye and press "L" to select linked faces. If you get a message saying "Nothing Indicated" try positioning the pointer on a different face and try again. ![](Procedural_eyeball_blender2.75_6.jpg "Procedural_eyeball_blender2.75_6.jpg")\ \ \ \ \ \ \ \ \ \ \# Once the outside section is selected, go to "Materials" in the Properties Header, click "+". Click "Assign" to assign the outside faces to Material.001. ![](Procedural_eyeball_blender2.75_7.jpg "Procedural_eyeball_blender2.75_7.jpg")\ \ \ \ \ \ \ \ \ \ \* Now the inside. 1. Hide the outside faces (H-Key). We\'ll assign the rest from the eye. If a face is already assigned to a material and you assign it to another, it just switches material. ![](Procedural_eyeball_blender2.75_8.jpg "Procedural_eyeball_blender2.75_8.jpg")\ \ \ \ \ \ \ \ \ \ \# Press A to select all and, as above, click "+" then click "Assign" so it is assigned to Material.002. ![](Procedural_eyeball_blender2.75_9.jpg "Procedural_eyeball_blender2.75_9.jpg")\ \ \ \ \ \ \ \ \ \ \* Now for the iris and pupil. 1. Hit A to deselect all. 2. Switch to a front view and zoom in. Hit "C" to enable circle select and select the central faces plus one ring out. You can control the size of the selector by rotating your mouse wheel. 3. Again, create a "+" material index and "Assign" the pupil faces to it. ![](Procedural_eyeball_blender2.75_10.jpg "Procedural_eyeball_blender2.75_10.jpg")\ \ \ \ \ \ \ \ \ \ \# Finally, click Akey to deselect all and use circle select again to select the remaining faces on the iris. Assign them to a new material. ![](Procedural_eyeball_blender2.75_11.jpg "Procedural_eyeball_blender2.75_11.jpg")\ \ \ \ \ \ \ \ \ \ \* Now we\'re ready to make the materials. ### Cornea Material 1. Switch to object mode (Tab). Go to Material.001. We\'ll start with the simplest texture first. The cornea is basically just colourless and transparent. This is because some lighting conditions make the eye under the cornea difficult to see. Go to the shading buttons (F5) 1. Locate the "Transparency" control. Set this on. This means as we go we\'ll be able to see through the cornea. Note that we\'re using Z-Transparency instead of Raytrace. And set Alpha to \".2\" 2. Diffuse at white and intensity is 0.1. 3. Under Specular CookTor is used 1 and Hardness is 333. 4. Under Mirror, Click on, and set to 0.4, Depth is 3 5. Unclick the \'Traceable\' setting under Options 6. And Under Shadow unclick \"Cast\" ![](Procedural_eyeball_blender2.75_13-1.jpg "Procedural_eyeball_blender2.75_13-1.jpg")\ \ \ \ \ \ \ \ \ \ ![](Procedural_eyeball_blender2.75_13-2.jpg "Procedural_eyeball_blender2.75_13-2.jpg")\ \ \ \ \ \ \ \ \ \ ### White Material The white of the eye\'s a little trickier. The material here includes some red veins that can be seen at the side of the eye, but not from the front. This can be done with two textures, but there\'s a cheat we can use. First, the veins: Switch to Material.002. Go to the texture Properties aside of the from the Material: Make a new texture. Use a marble texture, and copy these settings. 1. Under color choose Ramp. 2. The first point is \"0\": Pos=0; R=1, G=0.0, B=0.0; A=1; 3. Click on the second point, The second point is \"1\": Pos=0.340; R=1, G=1, B=1; A=1; 4. Under the Marble tab: Sharper, Sin, and under \"noise\", hard are clicked; 5. Size=2; NoiseDepth=10; Turbulence=26.04; 6. And set under mapping \"Coordinates\" to \"Generated\". And \"projection\" to \"sphere\" or \"Flat\". The two colour band items are shown here separately. This makes a nice marble texture that will evenly cover the eyeball. So how to hide it from the front of the ball? Another colour band trick, but this time in the material itself. Here they are in all their glory. 1. Under the material tab, Diffuse is white and intensity is 1; 2. Check Ramp, 0: Pos=0.533; R=1, G=1, B=1; A=0; Input is Shader; ```{=html} <!-- --> ``` 1. 1: Pos=0.544; R=1, G=1, B=1; A=1; Input is Normal; ![](Procedural_eyeball_blender2.75_14-1.jpg "Procedural_eyeball_blender2.75_14-1.jpg")\ \ \ \ \ \ \ \ \ \ ![](Procedural_eyeball_blender2.75_14-2.jpg "Procedural_eyeball_blender2.75_14-2.jpg")\ \ \ \ \ \ \ \ \ \ ![](Procedural_eyeball_blender2.75_15.jpg "Procedural_eyeball_blender2.75_15.jpg")\ \ \ \ \ \ \ \ \ \ The colour band items are both white with one alpha 0.0 and one alpha 1.0. As you can see they are very close together to give a fairly clear line that the veins will stop at. The input setting for the band is set to "Normal" this means the left hand side of the band refers to faces that are parallel to the camera view and the right is faces that are facing directly towards the camera. There\'s also some colour band fun to be had with the pupil material. ### Pupil Material I wanted a nice black texture, but I also wanted to get a red-eye effect if a light is shone directly at it from behind the camera. Why? I guess just because I can, and now so can you! As before move to Material.003. There are no textures in this one. It\'s basically black and a little reflective with a nice hard specular. 1. Diffuse is Black, presumably with an Intensity of 1 2. Specular is white with an Intensity of 0.6 and a Hardness of 300; 3. Under Mirror reflectivity is 0.1; ![](Procedural_eyeball_blender2.75_16-A2.jpg "Procedural_eyeball_blender2.75_16-A2.jpg")\ \ \ \ \ \ \ \ \ \ If you want to have the red-eye effect, have a good look at the colour band settings though! (Not Necessary, and maybe not wanted by everyone) 1. Check Ramp. 2. 0: Pos=0.970; R=0, G=0, B=0, A=0; 3. The second is fully red (with no blue or green). We want the red-eye to respond to light not angle like the white of the eye. 4. 1: Pos=1; R=1, G=0, B=0, A=1; Input: Energy; ![](Procedural_eyeball_blender2.75_16-B.jpg "Procedural_eyeball_blender2.75_16-B.jpg")\ \ \ \ \ \ \ \ \ \ Now the bit you\'ve all been waiting for -- the iris! ### Iris UV Map Save your work and grab a cup of coffee for this part. It\'s a little involved. We need the texture to stay glued to the mesh irrespective of the shape of the mesh. This gives the effect of the muscles in the iris expanding and contracting. In a nutshell, we\'re going to UV map a procedural texture to a single part of the mesh. OK, here we go. Switch material.004. You\'ll need to be able to see both 3D view and UV/Image editor. This can be achieved by splitting windows, if you don\'t know anymore how to do this read again. Noob note: If you rendered the image of the eye you will see the rendered image, we want an empty grid. So click the \"X\" in the Datablock (Image) choose-section in the UV/Image editor Header. ![](Procedural_eyeball_blender2.75_if_rendered.jpg "Procedural_eyeball_blender2.75_if_rendered.jpg"){width="810" height="10"}\ \ \ ![](Procedural_eyeball_blender2.75_17.jpg "Procedural_eyeball_blender2.75_17.jpg")\ \ \ \ \ \ \ \ \ \ Make sure the window is displaying a front view (Keypad-1) this will be important when we unwrap the bit we\'re going to use. Change the 3D view to edit mode en Face select mode. 1. Hide the outside (cornea) as done before. 2. Go to Material.004 and click on \"Select\" right of \"Assign\", this will select the to the material assigned faces. We will unwrap the faces to place our texture. - You can use these properties for the iris material: 1. Diffuse: black but with an intensity of 1 2. Specular: Intensity: 0 ![](Procedural_eyeball_blender2.75_16,5.jpg "Procedural_eyeball_blender2.75_16,5.jpg")\ \ \ \ \ \ \ \ \ \ ![](Procedural_eyeball_blender2.75_18.jpg "Procedural_eyeball_blender2.75_18.jpg")\ \ \ \ \ \ \ \ \ \ \# Now search in the tool shelf for the Shading/UV\'s tab, you will find there the \"Unwrap\" button under \"UVs\". 1. Click it and select \"Unwrap\". The unwrap tool, is a tool which you can position a texture. You can allocate the places in the texture to the mesh by positioning the unwrapped faces in a grid. The texture can be an image or another texture and will be used at the places, that are described in the unwrapped image in the \"UV/Image editor\" 2. Zoom in \'till it\'s placed exactly to the outer edge the \"UV/image editor\" window. ![](Procedural_eyeball_blender2.75_19.jpg "Procedural_eyeball_blender2.75_19.jpg")\ \ \ \ \ \ \ \ \ \ \# The image window should now contain a nice even circle of dots. If they aren\'t selected anymore, put the cursor in the \"UV/Image editor\" and press "A" to select all the points. Now select each ring in turn using Alt-Shift, starting from the innermost, and scale them until they cover from the centre to the outside of the image grid as shown. (This won\'t affect the mesh) ![](Procedural_eyeball_blender2.75_20-2.jpg "Procedural_eyeball_blender2.75_20-2.jpg")\ \ \ \ \ \ \ \ \ \ Now we\'ve got a map, lets get a texture. In the 3D view \"Tab\" to object mode for the next part. If the UV/Image editor is in your way you can merge the two windows. If you don\'t know anymore how to do this read again. ### Iris Texture Firstly, a texture to control the colour blend across the iris. Generally it starts on the outer edge dark and gets lighter as it moves to the centre. Sounds like a job for the blend texture. 1. Create a new texture for Material.004 at the Texture Properties in the Properties Header. It will be called \"Texture.001\". 2. Change Type to Blend. 3. create a second texture with type: Clouds The texture itself is fairly straight forward, but again, the colour band is where the magic happens. There are two stops in the colour band. Note the alpha values. This blend texture is meant to tint the iris texture so it\'s lighter in the centre and darker in the outside. We make a Blend texture and a clouds texture (yes clouds) Now for that iris texture: Blend texture: The blend texture is applied to the UV map input. The green colour is used as a lighten mix to tint the iris near the centre. 1. Select Ramp, 2. (Blue) 0: pos: 0, play with the color settings and set alpha to 1 3. (Green) 1: pos: 0.009, play with the color settings and set alpha to 0.89 4. set progression to Spherical 5. Set mapping to Coordinates: UV, Projection: Flat ![](Procedural_eyeball_blender2.75_21-1.jpg "Procedural_eyeball_blender2.75_21-1.jpg")\ \ \ \ \ \ \ \ \ \ ![](Procedural_eyeball_blender2.75_21-2.jpg "Procedural_eyeball_blender2.75_21-2.jpg")\ \ \ \ \ \ \ \ \ \ Now you\'ve got color Clouds texture: The colour band points are black with alpha 0 and white with alpha 1. 1. 0: pos: 0, black with alpha: 0 2. 1: pos: 0.737, black with alpha: 1 3. Under Clouds: Grayscale, Noise: Hard 4. size: 0.4, depth: 2 5. here is (together with the UV mapping) the magic of the lines: Mapping Coordinates: UV, Projection: Flat 6. **Important:** Size X: 0.01, Y: 5 7. Under influence - Geometry - Normal: 1 ![](Procedural_eyeball_blender2.75_22-1.jpg "Procedural_eyeball_blender2.75_22-1.jpg")\ \ \ \ \ \ \ \ \ \ ![](Procedural_eyeball_blender2.75_22-2.jpg "Procedural_eyeball_blender2.75_22-2.jpg")\ \ \ \ \ \ \ \ \ \ This texture is applied to UV again and. This makes some small shadows in the iris when the light is from the side. Add some lights and have a look at your eyeball so far. ## Pupil Dilation We\'re going to use shape keys to create the pupil effects. We\'re going to create a normal eye and a cat\'s eye. Fortunately, the fully dilated eye is the same in both cases so that\'s going to be our shape key basis. **Noob Note:** note that you can only set a \"Shape key\" in object mode. 1. Go to Object Mode and go to the \"Shape Keys\" properties in the \"Object data\" (The triangle one) context in the \"properties\" header. 2. Click "Add Shape Key" to create the \"basis\". 3. Make 3 extra Shape keys. (Don\'t make a shape key after editing, because you will change the previous keyframe and that is not the intention) ![](Procedural_eyeball_blender2.75_23.jpg "Procedural_eyeball_blender2.75_23.jpg")\ \ \ \ \ \ \ \ \ \ \# Go to \"edit mode\" and click on Shape Key 1. 1. Use circle select, Alt+Shift of de Select button in Material to select just the first 2 loops en the tip (pupil) in vertex select mode. 2. Now scale this to the next loop, select the latter and scale to just before the edge of the iris (This gives a very wide pupil). It has to be as wide as possible because you can adjust how wide you want it in the shape key section. It is just a maximum so you can simply make an animation. 3. Change the name to "Wide Pupil Contract" ![](Procedural_eyeball_blender2.75_24.jpg "Procedural_eyeball_blender2.75_24.jpg")\ \ \ \ \ \ \ \ \ \ \# Just because you may also need it make a very little pupil (with shape key 2). Call it (Little Pupil). ![](Procedural_eyeball_blender2.75_25.jpg "Procedural_eyeball_blender2.75_25.jpg")\ \ \ \ \ \ \ \ \ \ Use the value slider in \"Object mode\", also set Viewport shading to Rendered (so you can see how it will be when rendered), To increase the shape of the pupil with \"Wide pupil Contract\" and make it smaller with \"Little pupil\" you can use them at the same time also (and much more if preferred). Now switch back to object mode and try the shape key sliders out. Pretty neat huh? 1. Let\'s make a cat\'s eye now. Change the name of Shape Key 3 to -"Cat Pupil". 2. Use the same method as before to scale the edge loops. As you scale, restrict your scaling to the X axis (That is "S" then "X"). You should end up with a shape key tiny but medium long. ![](Procedural_eyeball_blender2.75_26.jpg "Procedural_eyeball_blender2.75_26.jpg")\ \ \ \ \ \ \ \ \ \ That\'s pretty much it. Try some other things to practise with this. Set the Camera and lightning. Note: Due to the settings you\'ve done in the material of the white of the eye, you have to position the camera in front of the eye. Because the white of the eye that overrules the vein-texture is a white spot in the middle of the camera and that has to be placed in the middle of the eye around the iris. Don\'t forget to save -- and enjoy! ![](Procedural_eyeball_blender2.75_rendered.jpg "Procedural_eyeball_blender2.75_rendered.jpg")\ \ \ \ \ \ \ \ \ \
# Blender 3D: Noob to Pro/Putting It All Together: A Dragon! |next=Image Editor |nextText=The UV/Image Editor }} ``` # Putting it all Together: A Dragon! I downloaded Blender without knowing much about how to use it, probably like you. I hunted around for a good tutorial and found this one. It is teaching me wonderful things! I have diligently followed every lesson from the beginning, as I hope you have. Every lesson seems to contain some valuable technique. So now it is time to put it all together into a single project. Hopefully, you now know - How to add objects, move and rotate them, scale them in various dimensions, and change their shape. - How to use proportional editing to change them even more. - How to parent, join and separate objects. - How to use materials and textures. - How to use images in materials. - How to use basic lights. - How to use modifiers including subsurf and array. - Basic use of curves - It will help if you know how to use a photo editor such as GIMP to produce seamless textures This project will build on all that background. Since all those things have been covered before, this will not be a key-by-key tutorial but rather a description of the general steps to take to make the finished scene. \_\_TOC\_\_ ## Modeling from the Image !300 px\|left\|Komodo Dragon.jpg "300 px|left|Komodo Dragon") !Using cubes to model the dragon{width="300"} !200 px\|left\|The basic body smoothed. It happens that the Komodo Dragon is one of my favorite creatures. Let us start with that and let our imagination run wild. In the lesson on **Modeling a Fox from Guide Images** we learned how to make a beautiful 3 dimensional wolf from an image. (Yes, I know. The fox turned into a wolf. If you did that lesson you understand.) Here is a nice picture of a Komodo Dragon by wallygrom from Creative Commons with a proper license. We can then set that picture as a background image and apply the technique of starting with a cube and scaling it, extruding it, scaling again and so on. We only have one view, so our imagination and application of other pictures has to help with the top and end views, and we have to add a nice long tail. As you build your cubes keep in mind that you will have to create faces and extrude the legs so place a well sized face at the proper spot. We will use the techniques we learned to split faces and add the legs. Be sure to provide a nice mouth to put teeth in later, and pay particular attention to modeling the claws. I modeled one entire foot and then duplicated it three times to have them all, and joined each one to the body at the appropriate spot. Once you have outlined the dragon with the cubes, remember what we learned in **Smoothing Your Simple Person** and apply subsurf modifier and smooth the entire thing. You can then push and pull on vertices to help make it look as good as possible. I wanted to try to maintain the look of an ordinary creature and stay close to my Komodo Dragon, rather than a huge fierce beast to take on St. George. ## Setting the Body Materials and Textures Use what we learned in **Image Textures** to give the dragon his scales. The most used technique in this tutorial is: - Search Flicker Creative Commons for a properly licensed picture that has a good material in it. If you use Google or some other search, be sure that the picture you get is properly licensed if you plan to share the image. - If your image is NOT a single seamless texture, use photo editing software (such as GIMP) to produce a usable seamless file. - Load the image into GIMP. Crop it to a reasonable size showing a relatively uniform texture. - Choose *Filters \> Map \> Make Seamless*. Other photo editors will usually have a similar operation. - Save the image with a suitable file name. - Add a material and a texture using the image. Adjust the settings as needed to look good. - If you are following my steps, I have put all the textures in this article for you to copy if you wish. Click on the thumbnail image and go to the Wiki page from which you can download. !266 px\|Fantasy Dragon Skin seamless textureYou can just select a rectangular swatch of skin from the picture and use GIMP to make it seamless. But Komodo Dragons are a depressing color. For a fantasy creature we need a brighter skin! So you can play with GIMP Colorizer until you have a suitably colored swatch. I used red and gold, but use your imagination! This becomes the first material and texture for the dragon\'s body. It will probably be necessary to repeat the image several times in both the X and Y directions. I used X:6 and Y:2 in this particular case. ## Adding the Eyes thumb\|300 px\|left\|The first rendering.The dragon needs suitably scary eyes. Hopefully you have already modeled eyes for the **Procedural Eyeball** tutorial. I chose the cat\'s eye. In **Some Assembly Required** we learned how to append a file. Append the Cat\'s Eye, and then work on the color textures until you have a suitably scary dragon eye. Then duplicate it and put one eye on each side of the dragon\'s head. I joined the eyes to the body, but you can also just parent them if you are careful. You will notice in later renderings that I kept playing with the eye color and position. ## A Dragon Needs Teeth and Claws thumb\|300 px\|left\|Assigning texture to the clawsthumb\|100 px\|right\|Four rows of Teeth Using the technique from **Multiple Materials per Object** , isolate the claws and give them a nice shiny black material. Too much Specularity will make the claws look like plastic, too little will make them dull and uninteresting. I added just a little bit of Mirror also. It will be something to experiment with until you get the look you like. Click on the picture to enlarge it and see the setting I settled on. Remember that you have to select the area of the mesh and ASSIGN it to the material or you will wind up with a dragon that is black all over! (That is the voice of sad experience speaking). A dragon needs teeth. A lot of teeth! Modeling all those teeth would be a big job. Fortunately we learned how to use array modifiers in **Building a House**. Add a cone, scale it down very small, and extrude some more parts so you can shape it into a nice curve. When you have a beautifully sharp tooth, add the Array modifier and make it into a whole row of sharp teeth. Then duplicate the whole thing three times, rotate it around as needed, and you will have four rows of teeth, enough for both jaws. This is why we left the mouth open when we made the original model. ## Horns, a Crest, and Nostrils thumb\|left\|300 px\|Using the Curve Modifierthumb\|right\|200 px\|The color settings for the hornsthumb\|left\|100 px\|NostrilsLets give the beast some horns. Here we can use what we learned in **Deforming Meshes using the Curve Modifier** to make some gracefully curved horns. Just as in that lesson, add a cone and extrude segments to give a lot of vertices. Then create your Bézier Curve and set it as a modifier to the horn mesh. Properly done your horn will mold itself to the shape of the curve. Duplicate it and rotate it to fit the other side of the head and put them in place. Animal horns are some of the most beautiful structures in nature. We should make a particularly pretty material for them. We can use the blending colorband as in the tutorial **Basic Carpet Texture**, updating it a bit for 2.69, to give the horns a nice color appearance. Then add **Subsurface Scattering** as taught in that tutorial, with a lot of experimenting, until you get a really beautiful appearance. The settings I used are in the picture but it is fun to try different things. An impressive crest should dominate the dragon\'s back. I found a picture of a basilisk lizard and used it as a background model for the crest. The Crest texture was produced in GIMP exactly the same way as the dragon skin texture. Reptile nostrils are sort of nondescript, so lets make some nice nostrils like a snorting bull might have. You can use the technique from **Spin a goblet** to model one nostril, then duplicate it, rotate the pair until they look fierce, and give them a nice color like the dark red brown I picked. Then put them in place and parent them to the body. Now you can render your dragon and see the basic body shape, but something is missing. What is it?!400 px\|Teeth, Claws, Crest and Horns ## Giving the Dragon Wings !200 px\|An attempt at wings. The wings were the hardest part, because we have not had many tutorials in this series that dealt with the problems involved. I started with a cylinder object and went from there, joining other cylinders to it, and then selecting edges and using to create faces. There may be other better ways to do it. I wanted the wing sail parts to be semi transparent and give an appearance of shimmering colors. Experimenting with the transparency and the materials as seen in the screenshot gave me some I liked pretty well. I am not completely satisfied with it but perhaps it is the best that can be done with the tools we have so far learned. Joining the wings to the body seemed to produce some distortions so I just parented both of them to the body object. Now there is just one more thing that a perfect dragon needs. ## FIRE! thumb\|right\|300 px\|Settings for flames!273 px\|Seamless flame materialthumb\|left\|100 px\|Scaling the cylinders thumb\|left\|100 px\|Distorting the cylinders Everybody knows that dragons breathe fire. It seems that there are many different ways to do flames in Blender. However, I am attempting to use methods covered so far in this tutorial series, so I wanted to experiment and see what could be done with just what we have learned. I came up with something reasonably close to flame breath using basic techniques. I started with a series of cylinder objects, scaled at one end until they are almost cones, and then stacking them inside each other. I used the proportional editing that we learned about in **Mountains Out Of Molehills** to pull and stretch into some more or less random shapes. I found the flame picture and turned it into a seamless material swatch. Then I wrapped it around my cones and began playing with the settings for transparency, and added an Emit setting just to see how it looked. (If you want to jump ahead refer to Making Fire in the next section of this series.) ## Ground to Stand on thumb\|left\|273 px\|seamless lava texturethumb\|right\|300 px\|seamless grass textureNow it is time to complete the scene by giving him something to stand on. Since his front feet are raised, put in a sort of lava flow for him. That seems appropriate for a dragon. Try Adding a series of cubes. Stack them up and pull them out of shape with proportional editing. Add a subsurf modifier, and then the set the lava rock as an image texture. Again I made a seamless material out of a photo. Then create a plane and again use the proportional editor to make some nice hills. A seamless green grass texture repeated multiple times completed the ground. ## Lighting !100 px\|The No Shadow settingSo far the lighting has just been the default point light. I think it is a bit more dramatic to use the Sun style of lamp. As we learned in **Light a Silver Goblet** go to *Add\>Lamp\>Sun* and place a sun type lamp rather high in the sky. You will notice that now you get two overlapping shadows, one from the Sun and one from the default point lamp. You could just delete the point lamp, but, to advance beyond what has already been covered, it is useful as fill lighting. You can select the point lamp, go to the properties panel and click on the light icon![](Blender-2.5_lamp_radio_button.png "Blender-2.5_lamp_radio_button.png"). Scroll down to Shadow and click No Shadow and the point light becomes a fill light. Setting the horizon color in the world panel ![](Blender268TextureIconWorld.png "Blender268TextureIconWorld.png") is the last step to produce this scene. # THE FINAL RESULT thumb\|center\|700 px\|The Final Result I think it nicely combines pretty much all I have learned about Blender so far in the tutorial! If you want to try your hand at a project, it is not as hard as you might think. You and I have really learned a lot by going through the first two sections of**Blender 3D:Noob to Pro**. I thank all the authors who have worked hard to bring us to this point. I challenge you to show off what you can do with your newly acquired knowledge and put your finished work up here. It will probably be a lot better than mine. # Noob Project No.02 - Space Dragon in Space First off, thanks for creating this page! What a wonderful idea to include all the good readers in a final project! This is what openness is all about, and this wiki platform is the perfect place to be doing it. Also, huge thanks to whoever originally wrote this tutorial. Whoever you are, nameless stranger, you\'re doing excellent work. thumb\|right\|300 px\|A Quick Sketch Moving on, I knew I wanted my dragon to live in space and shoot lasers, so the first thing I did was sketch him out so I had some sort of plan before beginning the tedious busy-work. I think this is technically called a \"wyvern.\" Anyway, with this general idea in mind, I began extruding a cube to bound out the basic shape, keeping in mind how it\'s internal skeleton would look and behave (if dragons were real of course) The wing hand and knuckle bits were kind of tricky. For those, I extruded a long rectangle for the arm, and added a few loop-cuts at the end, which i extruded into fingers. Tricky and finicky. thumb\|left\|250 px\|He looks like a chestburster with wings. There\'s probably a better way to do this. While editing, I recommend using a mirror modifier, but be careful of vertices on the negative side of your mirror. Best thing to do would be cut your model in half along its axis of symmetry and then apply the mirror. Otherwise, vertices can show up on the positive side where you don\'t notice them until you\'re almost done modeling. Have fun cleaning that up\... I did. **Select \> Select All by Trait \>** helps a lot with this, and as always, remember to remove doubles every now and then! After several hours, here\'s the basic, blocky model of a wyvern I made. Next I made some teeth. Cone with 3 verts \> Curve modifier \> Array x 37 thumb\|left\|200 px \|What a pretty smile! Now, those teeth look a little small, and I suppose 37 rows of teeth is a little much for anyone, even if their mouth is 4.76 meters long. Next time, I\'ll probably give him less teeth, and just make them all a little bigger. I wanted to make a U/V map and draw some real nice textures on this thing, but we hadn\'t gotten there in the tutorial yet, and I figured I\'d follow the precedent. Besides, I don\'t properly know how to do one anyway. So I opened up the GIMP and drew some neat looking scale textures. Actually, first, I looked up scales on Wikipedia (and learned that scales grow from the epidermis and are weaker than *scutes*, which grow from the deeper dermis, and so are more durable, among other differences. It\'s cool stuff, for sure.) So I pulled up some images of scutes from the internet, and I got to work. I made my textures super low resolution (32x32 I think) cause I wanted that retro/late-90s rendering look. Haven\'t you heard? It\'s all the rage these days! It also helps with rendering times on my craptop computer. Just check out this YouTube playlist I was listening to while I made it. thumb\|left\|350 px\|Now with textures and materials! \...and 90% less sugar Of course that strange position he\'s in looks uncomfortable, not to mention it would probably make for a unexciting rendering. So I gave him some bones for him to orient into a more natural position with. The toughest thing about making an armature has got to be symmetry. At its very best, it\'s tedious. At its worst, it\'s torture. I know there\'s a way to edit armatures with a mirror modifier in blender, but I couldn\'t find it, and anyway, I finished up alright. A thing to note: If you\'ve gotten pretty far along and you find you need to delete a bone in the middle of your armature, you can rejoin the ends by selecting them and hitting **Ctrl + P \> Connected** To keep your armature in the same position, reposition the ends with cursor to selected then selected to cursor. thumb\|right\|250 px\|Now he\'s got some bones on that meat! Next, I wanted him to shoot lasers out of his mouth instead of fire, cause ya know\... He\'s in space. So I opened up the GIMP again and made a texture to wrap around a tube that would be the beam. thumb\|left\|250 px\|That didn\'t come out right\... Lots of lightning and sparks everywhere\... It was cool. The beam itself was a tube with a blue material on it---full emit, can\'t receive shadows, slightly transparent, and full translucency. I slapped my texture on and put the tube in the beast\'s mouth. I duplicated that tube with **Alt + D** and shrunk it a little on its local !Z axis (**Shift + D**) so it would shine through. Inside the dragon\'s mouth and down the length of the tube i stuck a few point lights with the energy turned up to 11. Actually it only goes to 10. Maybe those guys at blender should fix that. To get the beautiful starfield you see in the background I went into the GIMP, filters \> noise \> hurl (what a great name for this thing btw), and desaturated the picture with colors \> desaturate. Yep. Simple as that. There\'s probably something you can do right from Blender with procedural textures, but either way, sky texture! getting it to show up in the view took me some searching. I didn\'t remember how we\'d done it from earlier in the tutorial. Anyway that sort of repetition helps the memory. center\|AAAAAAHHHHH!! **`<big>`{=html}`<big>`{=html}`<big>`{=html}`<big>`{=html}`<big>`{=html}AAAAAAAAAAHHHH!!!`</big>`{=html}`</big>`{=html}`</big>`{=html}`</big>`{=html}`</big>`{=html}** ### Add your project below this line
# Blender 3D: Noob to Pro/Image Editor Blender's UV/Image Editor window serves a number of related purposes: - It is a place to view rendered images, and save them to files. - It is a place to view and edit images being used as textures. - It is a place to perform *UV mapping* of meshes to texture images. In the window header, you will see "View" and "Image" menus, followed by a menu for choosing which image to view. The rest of the window header varies depending on your choice from this last menu. ## Viewing Render Results ![](Blender268ImageEditorRenderResultMenus.png "Blender268ImageEditorRenderResultMenus.png") Here is what the variable part of the window header looks like when you choose the special "Render Result" entry in the image-selection menu. The next menu, showing the word "View", serves no useful purpose in this case (it is only applicable to editable images, not the render result). Next to that is a Slot menu, allowing you to select from any of 8 numbered slots. Each slot can hold a separate Render Result image. This is handy for trying out different render settings (e.g. quality etc), and quickly flip between them for comparison. You can also use the keyboard shortcuts .. to switch slots. When you perform a render, the generated image is put into the slot you are currently viewing in the UV/Image Editor. The next two menus, showing "RenderLayer" and "Combined" in the above screenshot, allow you to view different render layers and render passes, if you have more than one of these configured in the render settings, as well as the final compositor result. The rightmost group of four icons make a further breakdown of the image into RGB channels with/without alpha transparency layer, alpha on its own, and Z (depth) buffer on its own. Alpha transparency only matters if you are rendering a transparent background in place of the sky, as discussed later. ## Viewing/Editing Texture Images ![](Blender268ImageEditorImageMenus.png "Blender268ImageEditorImageMenus.png") Here is what the variable part of the window header looks like when you select some other image, or create a new one. Now the editing-context menu ![](Blender268ImageEditorEditingMenu.png "Blender268ImageEditorEditingMenu.png") becomes useful: selecting the "Paint" item lets you paint on the image. Note the rightmost group of icons in the header has shrunk slightly: there is no more Z-buffer option, though the alpha-related options still exist. ## UV Mapping ![](Blender268ImageEditorUVMenus.png "Blender268ImageEditorUVMenus.png") Here is what the variable part of the window header looks like when you select a texture image, and go into Edit mode on a mesh in the 3D View window.
# Blender 3D: Noob to Pro/UV Map Basics |previous=Image Editor |previousText=The UV/Image Editor }} ``` UV mapping is a technique used to \"wrap\" a 2D image texture onto a 3D mesh. \"U\" and \"V\" are the names of the axes of a plane, since \"X\", \"Y\" and \"Z\" are used for the coordinates in the 3D space. For example: increasing your \"V\" on a sphere might move you along a longitude line (north or south), while increasing your \"U\" might move you along a line of latitude (east or west). Another explanation can be gleaned from the Blender manual. Imagine a paper 3D model of an object, e.g. a sphere, that is to be laid flat on a table. Each of the 3D coordinates of the sphere can be mapped to the 2D coordinate on the flat piece of paper. Blender provides another view of the vertices (coordinates) in the UV/Image Editor. You can select and edit these 2D vertices just like in the 3D Editor window. The purpose of this unwrapping of the coordinates is just to map these coordinates to images/pictures so that the 3D image can have a realistic looking surface with textures derived from these images. ## The Basics of UV Mapping ##### Add a sphere We\'ll use a sphere for this demonstration. Delete the initial cube ( + X ). Then, create a new model, a sphere (**** → Add → Mesh → UV Sphere). Leave the settings at default for now. ![](UV_sphere.png "UV_sphere.png"){width="300"} ##### Mark a UV seam In edit mode, select a ring of vertices around the widest part of the sphere (the equator, if you will). This can be done easily by holding down and left-clicking on the \'equator\'. Press and select *Mark Seam*, or select *Mesh* → *Edges* → *Mark Seam*. This tells the UV unwrapper to cut the mesh along these edges. ![](Sphere_with_marked_seams.png "Sphere_with_marked_seams.png"){width="300"} ##### Unwrap the mesh Next, create a window for the UV mapping: click and drag left the small lined area in the top right corner of the 3D window, a new window will be created. Set its window type to \"UV/Image Editor\" with the drop down box at the bottom left corner of the new window or with . ![](Blender_icosphere_and_UV_Image_Editor.png "Blender_icosphere_and_UV_Image_Editor.png"){width="600"} In the 3D View window, select all your vertices by pressing , and press → *Unwrap*. In the UV/Image editor you should see all the vertices/faces/edges of the model represented, or \'mapped\', in 2D space. If you don\'t see anything, you need to select UV Editing from the Screen Layout dropdown in the UV/Image editor window. ![](UV_unwrapped_sphere.png "UV_unwrapped_sphere.png"){width="400"} ##### Apply an image Now we\'re going to actually use this UV map. Save the following image (click to view in full high resolution (4,096 × 2,048 pixels)): ![](BlueMarble-2001-2002.jpg "BlueMarble-2001-2002.jpg"){width="500"} Load it in the UV/Image Editor window by clicking *Image* → *Open Image* or by pressing . Then with the grab, rotate and scale tools, adjust the UV islands (the UV groups that aren\'t connected to each other) so that it fits nicely on top of the image as shown. To select a UV island, hover the mouse over the island and press a vertex and . *Note: Since the aspect ratio of the image will warp the UV\'s, it may be easier to simply re-unwrap the mesh exactly the same way you did before. You can then adjust the UV\'s as needed.* If you have issues fitting to the image use X and Y letters after pressing S. This will adjust the shape to fit the image. \[S\]cale, \[R\]otate, \[G\]rab, \[B\]order selection, \[A\] Select/Deselect all ![](Blender_icosphere_textured.png "Blender_icosphere_textured.png"){width="600"} ##### Admire your new creation Back in the 3D View window, go into Object mode. The next drop-down menu to the right of the mode menu is the Viewport Shading (Draw Type) menu; use it to set the Viewport Shading to Texture. Note that parts of the model will be shadowed and other parts illuminated based on the location of the lights in your scene. Try adding more lights and moving them around so you see the model more clearly, and try to use this lighting preview to \'Rough\' your lights. (you can add more lights Shift-A-Lamp and right click lamp to move to where light is needed) To make the texture visible in renderings, you also need to add the texture to the sphere as a new material. In the Properties window, switch to the Material context by clicking the small shaded-sphere button. Create a new material by pressing the *New* button, leave the settings as they are for now; then switch to the Texture context. Create a new texture and select the type to be \'Image or Movie\'. Select the globe texture from the dropdown menu. ![](Texture_select2.jpg "Texture_select2.jpg"){width="150"}\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ Then go to the mapping menu and set the Coordinates to \'UV\' and the \'Map\' to \'UVMap\', leave the projection at \'Flat\'. This will make use of the UV\'s we unwrapped earlier. To make the globe a bit smoother, switch to the Modifier context in the Properties window and add a subsurf modifier; set the number of subdivisions to 2. Then press , if you had no Tool-shelf, in the 3D viewport and select \'Smooth\' under the shading options. This will make the globe far smoother and more realistic. Now, simply press to render your scene! ![](Blender_Blue_Marble.jpg "Blender_Blue_Marble.jpg") Note that in the above render I\'ve changed the lighting and the camera position to make the image more interesting. I also added a star background, you can find the settings for this in the World context (a pretty relevant coincidence) in the Properties window and the texture settings for the World. Go to the **World** properties and check both **Blend Sky** and **Real Sky**, set all 3 colours (Horizon, Zenith, Ambient) to **black**. Go to **Texture** settings and if you weren\'t already there, click on the **World** texture settings (upper left globe icon) and set the type to **Voronoi**. Scroll down to **Colors** panel and check **Ramp** and give Color Stop 0 a white color and an alpha of 1 and Color Stop 1 a black color and alpha of 0. Now some will happen magic: set **Distance Metric** to **Minkowski 1/2**, in **Noise** section set size to **.002** and set 2 of Feature Weights at around .5. Finally, in **Influence** panel, check **Horizon**, **Zenith Up** and **Zenith Down**. That will do the trick. In some older versions there was a standard option for this but it has \"disappeared\". ![](World_star_settings_1.jpg "World_star_settings_1.jpg"){width="150"}\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ ![](World_star_settings_2.jpg "World_star_settings_2.jpg"){width="150"}\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ ## Alternative method If you looked around the textured globe we just made, you would have noticed that around the \'equator\' there were lines, or \'seams\', where the two UV islands met. This is a common problem with UV mapping and there are a couple of ways to avoid it. In our case, since we\'re using a sphere, the best way to remove the seams is to use spherical mapping. First download one of the textures from this link: <http://earthobservatory.nasa.gov/Features/BlueMarble/BlueMarble_2002.php>. Then use this texture for your globe instead of the one we first downloaded. Go into edit mode, and select all the vertices of sphere. Press → *Sphere Projection*. If you\'ve got the UV/Image editor open you should see a very different UV map, as shown below. Note that only the \'Unwrap\' option will use the seams we just made, all of the other options completely ignore it. You can also try, especially handy when you use a more detailed map in the place of the seam: First unwrap with cube projection and then with sphere projection. It\'s now a square like UV. ![](Sphere_projection.png "Sphere_projection.png"){width="450"} Now lets make the UVs fit more evenly over the texture. In the UV/Image editor, press *UVs* → *Constrain to Image Bounds*. This will make sure that during editing none of the UVs will go over the bounds of the texture; if they did, it would cause the texture to repeat itself in the area of the UVs outside the bounds. Now select all the UVs with and scale them up till it is stopped by the image bounds. In my case, there is one vertex in the top-right corner, and a few in the bottom-right corner that are quite distant from the rest of the UVs; to fix this, I simply selected those vertices and moved them closer to the rest of the UVs. ![](Sphere_UVs_edited.png "Sphere_UVs_edited.png"){width="400"} Now simply scale all the UVs by the X axis until the UVs stretch over all of the image. Doing this is exactly the same as scaling in the 3D viewport, press and , then drag the mouse. Now rerender your model, and you will see that there are no seams! You can also use an image with clouds. if you render this you will see seams. you can fake this away a bit by making the diffuse at material sea-blue by using the color picker after rendering the first render (If it looks good it is good). ![](_Sphere_spherical_mapped_render.png "_Sphere_spherical_mapped_render.png"){width="450"}
# Blender 3D: Noob to Pro/Realistic Eyes In Blender |previous=UV Map Basics }} ``` Note: Some pictures are outdated. ## Overview **NOTE: this tutorial is incomplete!** This tutorial will teach you how to effectively utilize textures and materials in Blender to create realistic eyes for characters. This tutorial will not teach you how to finish the eye. Because you did already learn that in previous tutorials. This tutorial was inspired by a great Maya tutorial in the Gnomon Workshop series by Alex Alvarez. My goal with this tutorial is to teach you how to get those same stunning results using Blender. Please check out Alex\' tutorial as well, as it is very informative and covers more detail than I will be covering here. This tutorial assumes you know your way around the Blender interface and so I will not explain each key command as I go, but will instruct you in what steps to take and point out details such as key commands only when it seems relevant to do so. In addition, you will need some sort of image manipulation software, as this tutorial relies heavily on image-based textures, which we will be preparing outside of Blender. I will be using GIMP, but feel free to use Photoshop or whatever you\'re comfortable with. 1. The 4 original Maya tutorials in video format <http://www.thegnomonworkshop.com/store/category/167/Free-Maya-Tutorials> OK, let\'s dig in\... ------------------------------------------------------------------------ ## Reference Material Let\'s Take a moment to familiarize ourselves with the anatomy of the human eye. Do a Google image search and examine whichever diagram is to your liking. Now, you don\'t have to pay attention to every single feature, but do take note of the **cornea**, the **iris**, the **pupil**, and the **sclera**. These are the only parts that are visible to us when we look at a person\'s eyes, and therefore the only parts we will actually need to create. Many of the diagrams you find out there will be disproportionate, and so in order to know how large to make our features in relation to one another, it is best to view a large number of diagrams, a large number of eye photos, and also photos of plastic models of the eye, as plastic models tend to be truer to scale than 2D drawings. I also found a photo of a guy popping his eyes half-way out of his head. All of these together gave me a good feel for what the appropriate proportions are for a human eyeball. To some extent though, cornea size and sclera shape will vary on a person-to-person basis, so there is no precisely correct size, per se. ------------------------------------------------------------------------ ## Building The Eye Creating a UV sphere. 24 segments, 24 rings, and a radius of 1 is recommended. The top of the UV sphere will become the cornea of the eye. So now let\'s go into **side view**, in the **orthographic** view, and with the topmost vertex selected and **proportional falloff** enabled, **grab** and raise this vertex along the **Z axis**. Don\'t click to finalize the edit just yet - first we will use the **mouse wheel** to control how much falloff is going to be applied. This process can require some finesse and multiple adjustments until the bump of the cornea is anatomically correct. You will want to set the falloff shape to \"**sphere**\". You can also make 2 balls, like in the Pocedural eyeball tutorial, and let the iris bend inwards of the inner ball. If you like you can use a Torus for the iris, this is difficult but fun to play with. ![](Falloff_Edit.jpg "Falloff_Edit.jpg") Below is a render of the curve I ended up going with. You can use it as a guide when modeling if it helps you. *This is with a SubSurf of 3 applied*, so keep that in mind. ![](Cornea_Curve.jpg "Cornea_Curve.jpg") Now, some people may prefer to use a NURBS sphere for the geometry of their eyeball. If you are comfortable with NURBS modeling, and texturing NURBS models, go right ahead. It will give you a smoother and more rounded eyeball. I prefer not to complicate things with NURBS when polys will do just fine, and am guessing most of you feel the same, so I\'m sticking with polys. This does however bring us to the topic of the SubSurface modifier and how it will affect your eyeball. When SubSurf is applied to a UV sphere such as our own, it causes the previously spherical shape to become slightly oblong. In other words, the eye will become nearsighted. This is barely noticeable, but it does happen, as a result of the way SubSurfing affects a UV sphere. You could create a UV sphere with more rings to ease this if it bothers you. It looks fine for our purposes though, to be honest. See the comparison in the animated GIF below. ![](UV_SubSurf.gif "UV_SubSurf.gif") There is one last issue to address with regard to using a polygon-based eyeball. That is the small triangles that persist on the poles of the eyeball. These stubborn tris will remain and you will find that they result in an ugly and unnatural pinched effect when a specular highlight appears over the center of the cornea. Adding a SubSurface modifier will not make them go away. This didn\'t become apparent until after I did some texturing work and test renders, but I want to point it out to you now, before we get into all that. (See examples below) ![](Cornea_Triangles.jpg "Cornea_Triangles.jpg") ![](SubDivide_Smooth.jpg "SubDivide_Smooth.jpg") Now repeat this process at the opposite pole of the eye (the optic nerve area). We are now ready to begin texturing the eyeball. ------------------------------------------------------------------------ ## UV Mapping In **Edit Mode**, we will define the seams for our eye. Select the edges you want to mark as seams and type **Ctrl E**, then choose **Mark Seam** from the menu. ![](UV_Seams.jpg "UV_Seams.jpg") With all of your mesh selected, type **U** to unwrap. We can now see our unwrapped UV layout in the **UV/Image Editor** window. (For older versions of Blender, you might need to select **UV Face Select** mode to unwrap, but it\'s better if you download the latest.) ![](UV_Unwrap.jpg "UV_Unwrap.jpg") We will make the iris on another mesh so don\'t spent time on the cornea UV island. Those two islands we see are the cornea and optic nerve area. We can move them out of our way by selecting any vertex on them and typing **L** to select all linked vertices. Then **G** to grab as usual. ![](UV_Layout_Edit_A.jpg "UV_Layout_Edit_A.jpg") ![](UV_Layout_Edit_B.jpg "UV_Layout_Edit_B.jpg") **Grab** and move your straightened column of verts over to the left. Constraining to the X axis, by typing the \"**X**\" key after you grab, is a good habit to get into while straightening these out. ![](UV_Untangling.jpg "UV_Untangling.jpg") Straightening out all of these vertices into a usable grid shape will take you some time so we won\'t do it that way. Having a rectangular grid will prove very helpful when we are texturing our eyeball. so we will use an Add-on for blender. You\'ll want to use Blender\'s grid as a reference and just align the rows and columns to it exactly. Yes, you can get it *exactly* aligned, since there is a snap-to-pixels feature, Click on snap-to-pixels in the drop-up menu in the uv/image editor header. (Don\'t move the 2 circles when snap to pixels is on cause that will ruin them.) You can scale the whole thing up later, once each row and column is evenly spaced. If you can, leave some space between your UV layout and the border of the layout area, if you \"bleed\" it to the edge, you may have texturing problems later. But you can scale it down later, so no problem. we will download the UV Tool from Daniel Banasik. A wonderfull free tool which can smooth an align the vertex loops to a beautiful grid with a little effort. The old method was aligning every single vertex 1 by 1 :(. Page of the tool <http://blenderaddonlist.blogspot.nl/2013/11/addon-smooth-selected-uv.html?showComment=1442661338961#c2078699794934513533> Installing an Addon is very simple. If you\'ve like me not installed blender but use a standalone version it\'s done in no time. All you have to do is put a folder or file in a folder blender is reading for add-ons. Just download it and Unpack it. What you\'ve unpacked is, most of the time, precisely what you have to put in the add-on folder. In the blender standalone version folder (if you don\'t use a standalone version of blender, it\'s Operating system specific how to place an Add-on.): go to the folder with the name of the Version Number (at my version it is 2.75)-\> scripts -\> add-ons. then put it here. Save your work and quit blender. Then restart blender and open your work. Go to User Preferences under File in the blender program header (the uppermost) and go to addons. Go completely down and open the details of: UV: uv_tool. Then click the checkbox: most right and you\'re able to use it. Noob Note: Don\'t forget to save the user preferences. ![](Install_a_addon.jpg "Install_a_addon.jpg")\ \ \ \ \ \ \ \ \ \ If you, like me, love Disney-Pixar Movies you can recently download an Uncommercial (you\'re not allowed to earn money with it) free version of Renderman, the program Disney Pixar uses to render their movies. You can install it and use a third-party add-on (PR-man) to implement it in blender. But that will come in later tutorials. How to use: select the loop on the right side and click on align, do the same for the left. You can\'t do more than 1 loop at a time otherwise you\'ll go out of Edit Mode in the 3D View. Then go to 3D view put back in Edit Mode and go back to UV/Image Editor. You\'ll Also notice nothing has aligned. so do them loop for loop. Just select the loop and click on Align. It will be automatically placed correctly. Just move on till they\'re all done. ![](Uv_tool_Daniel_Banasik.jpg "Uv_tool_Daniel_Banasik.jpg")\ \ \ \ \ \ \ \ \ \ ![](UV_Finished.jpg "UV_Finished.jpg") It\'s important to pay attention to which way the UV layout is facing. Chances are the top of the sclera region is actually what you will want to be the bottom. It doesn\'t technically matter which way it\'s facing, but you will probably want it to look intuitive when you are painting the textures. You can check this by going to the 3D view (or having split windows so you can see the 3D and UV views at the same time) and making sure everything is selected, then deselect 1 vertex close to the optic nerve or the cornea. Back in the UV/image editor the vertex will disappear all connected edges and maybe more from your UV map, so you can work out how the map corresponds to the actual mesh surface. Once you\'re done, **save your .blend file** and then **save your UV Face Layout**. This is done in the **UV\'s: Export UV Layout**. ------------------------------------------------------------------------ ## Preparing A Template For Texturing Now launch your image editor and open the UV face layout you just saved. (You probably saved it as a .png file, since that is Blender\'s default format for UV layouts) So we are now looking at a UV grid with the square and the 2 islands. Open gimp and rescale the image to 4092 by 4092. One other element that will be useful to have in our template is a layer of markers that denote where the equator of the eye is, because what looks like the middle on the UV layout is not actually the middle. To find the middle, go back into Blender and count the rings of your eye mesh, starting at the seam of the cornea. Once you get to the equator, take note of how many rings it took to get there. Go back to your image editor and mark that area. You can mark it with a guide, or mark it with a coloring of some sort - as long as it\'s clear to you that it indicates the equator of the eye mesh. It may also be useful to mark the point where the transparency of the cornea should begin. ![](Marking_The_Middle.jpg "Marking_The_Middle.jpg") Now we will make the texture. To begin make the inside of UV square and islands white, a neutral colour. Do this by selecting (round or square) the UV island or square and then clicking 2 times on the bucket and set the Affected area to Fill whole selection then switch the black and the white colour by clicking on the arrows in the toolbox (If you\'ve no toolbox click on tools in the program header and click: new toolbox) and click with the bucket on the selected area and do this for every part of the eye. an eye is reddish at the back so make the back point directly reddish, I use FB2F05. Select the back point so you can fill it with this beautiful colour. Select the square so you cannot \"Spill\" over the corners. We will paint the back with the same colour of the back point \'till over the middle of the eye. click the airbrush tool and increase the value of the size and also the flow if its a very transparent at the end it has to be very transparent. Noob Note: make the selection a little bit bigger then the square or the UV island to prevent seams. Search for a nice iris texture: 1. Google: iris texture <https://www.google.nl/search?q=eye+texture&client=ubuntu&hs=Nf0&channel=fs&source=lnms&tbm=isch&sa=X&ved=0CAcQ_AUoAWoVChMInOGCgKmDyAIVBw8aCh1gdQ4_&biw=1215&bih=897#channel=fs&tbm=isch&q=iris+texture> Make sure you have around 1024 by 1024 pixels. Open with gimp and crop it out by pressing image -\> Crop to selection save it as .png and use it later. If it\'s a little bit to small, don\'t worry you won\'t render it that big. If you like you can make blood vessels in the cornea with the pencil tool and the colour FF0000. Make sure you shrink the to about 10. Only don\'t try to copy my vessels cause they are to bad. ![](Eyeball_texture.jpg "Eyeball_texture.jpg")\ \ \ \ \ \ \ \ \ \ You can design your own texture to apply. Save your texture as .png. ------------------------------------------------------------------------ ## Bump Map - The Sclera If you want to use a bump map in your eye. **Create a material** for your eyeball. Then within that material **create a texture**. Name this texture something like \"*BumpMap(Procedural)*\". Set the texture type to **clouds**. A noise size of **0.25** with a noise depth of **2 or 3** is fine, and you can experiment with other values if you like. The other texture settings can be left at their defaults. Now we are going to bake this procedural texture to get an image-based UV texture that we can edit in our paint program. Why? Because there is not an even level of bumpiness around the eyeball. The sclera has bumps, while the cornea doesn\'t. If your cornea was bumpy, your vision would be distorted. We want our 3D eyeball to accurately convey this subtle difference when light is reflected from the surface. Before baking the texture, there are some parameters we must specify. In the materials panel click the **Map To** tab. The Color button is depressed by default, so you can leave it as is. Make sure this is the only depressed button. Then **change the color to black**. ![](Texture_Bake_MapTo.jpg "Texture_Bake_MapTo.jpg") Now go to the **Material** properties. Change the diffuse color to **white** and click the **Shadeless** checkbox. Note: In this particular case it doesn\'t actually matter which of these colors is set to white and which is set to black. The end result is basically the same, and you can always invert the image later. ![](Texture_Bake_Material.jpg "Texture_Bake_Material.jpg") Check the Material Preview window to make sure it looks right. ![](Texture_Bake_Preview.jpg "Texture_Bake_Preview.jpg") Time to bake your eye. Make sure your eyeball object is selected and go into **UV Face Select Mode**. Then **split your screen** and set one viewport to the **UV/Image Editor**. From the menu at the bottom of the UV/Image Editor, choose **Image \> New**. Enter a name like \"*ScleraBumpBake*\" and set both the Width and Height to **2048** (to match your UV guide). Click \"OK\" and a new all-black image will appear behind the UV grid. ![](Blender_new_image.jpg "Blender_new_image.jpg") Go to **3D view then in the render properties to Bake and click**Textures**at the Bake-mode drop down menu . Then set the margin to**10**and click the**BAKE**button. You will see the black image in the**UV/Image Editor**fill in with your bump texture. From the menu choose**Image \> Save As Image\'\'\'. ![](Bake_And_Save.jpg "Bake_And_Save.jpg") Now save your .blend file. You are able to make the rest of the eye yourself and if you forgot, read to previous tutorials.
# Blender 3D: Noob to Pro/Beginning Lighting |previous=Realistic Eyes In Blender }} ``` Lighting, you say? Psshh. Just throw up one light source and let her run, right? Lighting is probably the most underestimated part of a scene by new 3D artists. Unlike real life, it's actually quite easy to produce a uniformly well-lit, shadowless scene in Blender. But such scenes are usually pretty dull and boring. Far more interesting are ones with highlights drawing attention to some areas, and shadows in other areas, leading the viewer to wonder what they might conceal. If a picture tells a story, and a picture is worth a thousand words, then lighting is like the punctuation for those words, the pauses between sentences and the sudden dramatic changes of tone. Extremely uniform lighting can even give the picture a "photoshopped" look, as though the artist took part of one picture and stuck it on top of another. Whereas even a little bit of shadowing of one object by another can reinforce the impression that they are very much three-dimensional objects with a definite spatial relationship to each other, located in the same scene. The following tutorials will help you gain knowledge of the technical use of lights in your scenes.
# Blender 3D: Noob to Pro/Understanding Real Lights |previous=Beginning Lighting }} ``` In order to learn how to light a scene properly it is helpful to first learn a few things about real lights. When you add a light to your scene you need to understand how to go about emulating the properties of the real light source that you want your Blender light to replicate. ## The Properties of Real Lights ### Color Every light source always has a distinctive color of its own. A photograph taken at sunrise or sunset is very easy to distinguish from one that is taken at noon just by looking at the color of the light. Incandescent light bulbs emit a light of a color that is different from that of fluorescent light bulb. So a scene lit with one of the two will have a different color cast when compared to the other. ### Angle Light always streams in from a particular direction. The angle or direction of light has a particular influence on which planes of an object receive light and the shape and direction of the shadows that are cast by objects receiving light from that particular source. ### Brightness and Decay As light travels through space it decays or grows dimmer with distance. Think of a firework bursting in the night sky. When the firework first bursts the sparks are bunched close to each other. Over a short period of time they quickly spread out from each other. If you replace sparks with photons of light and the firework with your light source than you have a very rough analogy to how and why light decays. All real lights decay with distance according to the inverse-square law. At times when lighting a Blender scene it becomes necessary to cheat this law. ### Shadows Real lights will always cast a shadow of some sort. Real scenes also typically include multiple sources of light (even if these are only *indirect lighting* as a result of light bouncing off other objects). Thus, even in an area shadowed by one light source, there will typically be light coming from other directions, to soften the shadow so it is not completely inky black. ### Size Real light sources rarely take the form of tiny points; the light usually comes from an area of discernible size. This manifests itself in the form of a softness to the edge of the shadows, or *penumbra*: areas behind an object where the light is partially obscured are less dark than the inner parts of the shadow where the light is completely blocked. ## These are not all the properties of real lights, but as far as CGI lighting is concerned they are the most important. As we will see later on, Blender offers enough controls for you to tweak and adjust each of these key properties of light.
# Blender 3D: Noob to Pro/Understanding Blender Lights |previous=Understanding Real Lights }} ``` Blender provides several different kinds of lights: - **Point**: Single point light source. Useful to provide very localized light. The shadows can be sharp, or you can set its size to something nonzero to make the shadows fuzzy. Can represent light sources within the scene; e.g. if there is a lightbulb or candle or something in the scene, position one of these within it to give the impression of light coming from that object. - **Sun**: A light with parallel rays that will illuminate the scene with an even light. Because the sun is (effectively) infinitely far away, the position of this lamp does not matter, only its direction. Good to use in brightly-lit outdoor scenes (i.e. a sunny day). - **Spot**: Spot lights produce light constrained to a cone-shaped beam, and have some special features. They are the only light source that can be made visible with the \'halo\' option, to simulate light in a fog. They are also the only light source that can cast buffer shadows (see below). - **Hemi**: 180°-wide uniform, shadowless light source. Great for use as a fill light, or as a back light, or to represent light from the sky. Similar to Sun, its position does not matter, only its direction. - **Area**: These are similar to point lamps, except that they are rectangular. As a result they can cast accurate raytraced soft shadows, at the expense of additional render time. There are two different kinds of shadows that lights may cast: *buffered* and *ray-traced*. The main difference is that buffered shadows are much quicker to calculate, but take more memory, and can be of lower quality without some fiddling. Also strand-rendered materials (as can be used for hair or fur) cannot cast ray shadows with the Blender Internal renderer, so you have to use buffer shadows for them so their shadows look realistic. Only spot lamps can cast buffered shadows. Hemi lamps cannot cast shadows at all. +-----------+-----------------+-----------------+ | Lamp Type | Buffer Shadow | Ray Shadow | +===========+=================+=================+ | Point |
# Blender 3D: Noob to Pro/Basic Lighting Rigs |previous=Understanding Blender Lights }} ``` !Blecch Open a new Blender document. Delete the default cube, and insert the Monkey (Suzanne) instead. Hit to render. You should get something like this. See how the character's face---arguably the most important part you usually want to look at---is in shadow? That is absolutely terrible lighting. In this section, we will look at how to improve the lighting of this scene. The object of the game is not to get rid of *all* shadows, because flat-lit scenes tend to look pretty boring, too. Instead, we will look at how to make imaginative use of the placement and strength of highlights and shadows, to add interest and realism to the scene. In photography, there are basically two kinds of lighting setups: outdoor and indoor. In the real world, outdoor lighting (at least in daylight) is dominated by the Sun. This is a single, extremely strong light source. But there is also indirect sunlight reflected off other objects, including the sky, and these tend to soften the shadows and even add some colour to them. Outdoor close-up model photo shoots also frequently make use of metal sheets, held up by support crew, to deliberately add more of this indirect reflection and make the lighting of a model more even. Indoor (studio) lighting setups are commonly described in terms of the number of lights employed, commonly "one-point", "two-point" or "three-point" for 1, 2 or 3 lights. In 3D graphics, you can cheat over this outdoor/indoor distinction. After all, the Sun is just another light source you can choose to place in a scene. Instead of metal reflectors, it is usually simpler to just add more lights, even if it is meant to be an outdoor scene. In Blender, the lights themselves need not show up in the render, only their illumination of the scene. ## One-Point Lighting !Ho-hum Continuing on from the above example, move the default lamp so it is roughly in the same location as the camera. Now your render should look something like this: This is similar to the lighting you get when you take a picture on a point-and-shoot or cameraphone with flash enabled: because the light source is close to the lens, you don't see many shadows (think about it: the parts the light doesn't reach are close to the parts your vision doesn't reach), leading to a very flat image. This is why experienced photographers often try to avoid using the flash. ## Two-Point Lighting !At least some variation\... This time I have gone back to the default light position, and added a second light ("fill light") close to the camera, reducing its strength to 0.5, while the original "key light" stays at 1.0. That way the second light fills in the shadows just enough to make things legible, without flattening out the lighting completely. Set the direction of the light using object rotation. The light must be selected, press the and move the mouse to change the angle. The important point is that **the key (brightest) light is not at the camera position**. That way, the image will contain some interesting shadows. ## Three-Point Lighting !Positioning the backlight Now we add a *third* light, called the "backlight". This is positioned behind and a little above the model, and serves to accentuate the upper silhouette (particularly the head and shoulders), and make our model stand out from the background. I set its energy to 2.0, to increase the effect. This screenshot shows what should be a good position for this light (it is directly above the green line of the Y-axis). Put it too close to Suzanne, and her bald head will glow a little *too* brightly. :) !I'm ready for my close-up, Mr DeMille. Now the render looks like this. Does the effect look familiar? You should have seen something like it in countless close-ups in film and TV, as well as portraits. ## Other Lighting Setups Of course, there are countless other ways to light a scene. The above ones are mainly intended for close-ups and portraits. But where there are multiple characters in a scene, or even no characters at all and just the scene, you may want to position multiple lights to draw attention to some parts or characters while playing down other parts.
# Blender 3D: Noob to Pro/Faked Gi with Blender internal |nextText=Practicing Good Parenting |previous=Basic Lighting Rigs }} ``` **Getting uniform studio lighting with the blender internal renderer** ## Preamble This tutorial will teach you how to use blender to create faked Global Illumination (here forth called \"GI\"). The reason it is faked is that blender currently doesn\'t support true Global Illumination but it\'s not a difficult task to fake. To fake global illumination, we will surround our subject with a lot of suns. The easiest way to do this is to create a very large sphere around our subject and place a sun at each vertex of this sphere, pointing inwards. Luckily, Blender can automatically duplicate an object at each vertex of another object. The results of this tutorial should look like this: ![](RenderResult.jpg "RenderResult.jpg") ------------------------------------------------------------------------ This tutorial assumes you know the basics of the blender interface and how to add objects, toggle editmode, and scale objects. Now lets start blendering! ## Blender Faked GI Tutorial !In more recent Blender versions DupliVerts and Rotation options can be found under the Object Data tab in the Properties Panel. Icosphere needs to be selected. **Add an ICO-sphere.** Fire up blender and add an icosphere (**SPACE** → *add* → *mesh* → *icosphere*). Set the subdivisions to 3 and accept. **Scale the ICO-sphere** by 15 times **Flip the normals of the icosphere so that they point inwards.** This will make sure that our duplicated suns will point inwards. Go into edit-mode and press the A key till all faces/verts/edges are selected and press **WKEY** and *Flip Normals*. ![](TutFlipNorms-20081103140255.png "TutFlipNorms-20081103140255.png") **Add a *sun* light source** (**SPACE** → *Lights* → *Sun*) **Set the energy value of the light.** This requires some special attention. If you keep the value at the default 1, you get a pure white, washed out scene because we will duplicate the light 162 times. A good way to calculate the light intensity required is to mess with the one sunlight and do test renders while tweaking the energy value of the sun as required till you get the brightness you want. THEN you divide the energy value of your sun by the amount of vertices in your icosphere and then finally set the sun energy to the number you got. Noob Note: I found I had to set the energy of the sun lamp extremely low, at .044. Otherwise, you end up with a completely washed-out image. **Parent the sun to the sphere.** Select the Sun THEN shift select the sphere and hit **CTRL**+**PKEY** **Enable dupliverts for the sphere.** Depress the DupliVerts button. This will copy the sun to each vertex of the sphere. Also depress the ROT button. The ROT option tells Blender to rotate the suns to point along the normal of each vertex. ![](EnableDupVerts.png "EnableDupVerts.png") **Enable AAO (Approximate Ambient Occlusion)** This will result in more realistic soft shadows around our subject. Set the AAO settings in the world buttons as in the following image: ![](SetAAO-2008110322151223.png "SetAAO-2008110322151223.png") **Set up the scene to render** This can be anything you want but I used a simple curved plane with Suzanne on top of it. ![](RenderScene-20081103151408.png "RenderScene-20081103151408.png") One more note: Often it is hard to see your scene when you have this huge sphere encompassing your scene. So what you can do is to set the draw of the sphere to wireframe. ![](SetWireDrawType.png "SetWireDrawType.png") Just one last note: if you want more directional lighting, select the sphere and go into editmode and press **CTRL**+**TAB**+**3KEY** for face select and select one face on a spot of the sphere and press **WKEY** and subdivided a few times to get more lights in one spot making that side a bit brighter and a stronger shadow on the far side of that cluster. Blend happy and save often.
# Blender 3D: Noob to Pro/Parenting In 2D drawing programs, you may be familiar with the concept of *grouping* objects together, so that they can be manipulated and transformed as an indivisible whole. Blender can achieve a roughly similar effect through its concept of one object to another. (Blender also has a concept called "grouping", but that serves an entirely different purpose, which will not be discussed here, so don't be confused.) ## Parenting and Unparenting ![](Blender268SetParentMenu.png "Blender268SetParentMenu.png") **To parent one object to another** is simple: in object mode, select the to-be-child object(s), then select the to-be-parent object, then press to bring up the "Set Parent To" menu. The options in the menu have the following meanings: - Object: set the parent of the rest of the selection to the active (last-selected) object, clearing any existing parent relationships the new-children-to-be may have had. Any objects that were previously parented are reset to their original transformations before that previous parenting. - Object (Keep Transform): similar to the above, except the children keep the transformations from any previous parenting they may have had. - Vertex: this allows you to parent a child to a single, currently-selected vertex in the parent (which must be a mesh). You can go into Edit mode on the parent mesh to make the selection before using this option. The child will then track the movements of just that vertex, not the entire object. - Vertex (triangle): here 3 vertices are selected in the parent mesh. The child tracks, not just their translations, but also their relative rotations as well. When viewing your scene in Object mode, you will see black dashed lines connecting child objects to their parents. Try moving, rotating or scaling just the parent object, and you can see how the same transformation is automatically applied to its children as well. **To parent multiple children at once to a common parent**, select all the child objects in turn, then *last of all* select the parent object. Now when you do , all the objects selected (except the last one) become children of the last one. A parent of objects may in turn be a child of yet another object; any transformation of its parent will automatically be passed on to it and all its children, and their children, and so on. ![](Blender268ClearParentMenu.png "Blender268ClearParentMenu.png") **To remove a parent relationship:** select the child in Object mode, and press to bring up the clear-parent menu. The options here are: - Clear Parent: remove the parent/child relationship, and reset the child to the original transformation it had before the parenting. - Clear and Keep Transformation: remove the parent/child relationship, but the child keeps its current transformation as a result of the parenting. - Clear Parent Inverse: this doesn't actually clear the parent/child relationship, but it sets the transformation of the child relative to the parent to the same as the transformation the child had on its own before it was parented. ### Clear Parent Inverse Clarified Normally, when a parent relationship is set up, if the parent has already had an object transformation applied, the child does not immediately inherit that. Instead, it only picks up *subsequent* changes to the parent's object transformation. What happens is that, at the time the parent relationship is set up, the *inverse* of the current parent object transformation is calculated and henceforth applied before passing the parent transformation onto the child. This cancels out the initial transformation, leaving the child where it is to start with. This inverse is not recomputed when the parent object is subsequently moved or subject to other object transformations, so the child follows along thereafter. The "Clear Parent Inverse" function sets this inverse transformation to the identity transformation, so the child picks up the full parent object transformation. ## Lock Up Your Children! ![](Blender268PropertiesShelfTransformPanel.png "Blender268PropertiesShelfTransformPanel.png") In the Properties shelf at the right of the 3D view (you can toggle its visibility with ), you will see at the top the Transform panel. This shows the overall object transformation (translation, rotation, scaling), but note also the padlock icons next to the transformation fields: clicking each one closes its padlock, locking the corresponding field against further changes, *including changes made with the usual object-transformation tools in the 3D view*. (If you click a closed padlock, it will open again and remove the lock.) This can be useful for a child object: if its object transforms are locked, it will still follow changes to transformations on its parent, but it cannot have its transformation changed directly. This can prevent accidents when manipulating an "object" which is actually made up of multiple Blender objects: parent them all to a common root object (e.g. an Empty), and then lock them all, apart from the root object, and so they will transform together by manipulating just the root object, and cannot (accidentally) be separated. For example, you might construct a car with separate objects for the doors and wheels; these might be left free to rotate (about their hinges and axles respectively), but are otherwise locked in position relative to the car body. ## Example: Camera Pan Imagine you want to make a movie where the camera does a 360° pan right around an object. We'll leave the details of how to set up an animation for later, but for now let's just consider how to set up the camera movement. Start with a new default Blender document. With the 3D cursor at its default location (at the centre), add a new Empty object. It should end up inside the cube, so it won't be visible; switch to wireframe view, and it should be easier to see. Select the camera; then select the Empty as well; now parent the camera to the Empty. Now select just the Empty, and try otating it: notice how the camera follows along? For added fun, switch to camera view (make sure the Empty is still the only thing selected). Now try rotating the Empty: it should look like the cube is rotating in the opposite direction, when it is really the camera moving around it.
# Blender 3D: Noob to Pro/Basic Animation |nextText=Introduction to Keyframing |previous=Parenting |previousText=Practising Good Parenting }} ``` ### Frames and Keyframes A is a snapshot of the scene at one moment in time. An animation consists of displaying a succession of frames representing successive moments in time; if these are shown sufficiently quickly (at least 24 frames per second), the eye is fooled into seeing smooth movement, instead of a succession of still poses. This is the principle behind both cinema film and digital video. But long before these were invented, it was known that you could make a sequence of drawings on pages of a *flipbook*, which could then be rapidly flipped by hand to produce an animation. In live action video, we can capture the frames simply by letting the camera record as the scene unfolds. In hand-drawn animation (cartoons), each frame had to be drawn by a human animator (though there were some shortcut techniques like articulated character pieces, separately-moving scenery layers etc). Actually what would happen was that the most skilled artists would create s representing pivotal points in the animation (starting and ending poses in a character's movement etc), and the lower-paid assistants would have the job of filling in all the intermediate frames to produce smooth movement between those endpoints. Computer animation works in a similar way, except here Blender is your lower-paid assistant. You go to crucial points in the timeline of your animation, position and pose your objects/characters appropriately, and tell Blender that this is a keyframe for the relevant transformations (positioning/rotation/scaling) of those objects/characters. Then when you run the animation, Blender will *interpolate* the specified transformation parameters between keyframes, giving you smooth motion over those intervals. ## The Timeline At the bottom of the default Blender screen layout is a window called the ![](Blender270TimelineIcon.png "Blender270TimelineIcon.png"). This gives you an overview of your animation. ![](Blender263Timeline.png "Blender263Timeline.png"){width="800"} You can zoom the view in and out with the mouse wheel, or scroll left and right with . The numbers across the bottom are frame numbers, with your animation starting at frame 1. The light grey background indicates the total duration of the animation. The vertical green line is positioned at the current frame time, and the current frame number is also displayed in the box between the start/end values and the transport controls, and at the lower left of the viewport in the 3D view window. Yellow lines indicate where keyframes have been inserted. You can set the current frame time by clicking with at the desired position. You can hop forward and backward a frame at a time with the left- and right-arrow keys, skip to the next or previous keyframe with the up- or down-arrow keys, and jump immediately to the first or last frame by holding down and pressing left- or right-arrow. You can also "scrub" by dragging with across the timeline, which causes the animation to run backwards or forwards at whatever speed you choose, locked to the times across which you drag. ## See Also - The animation section in the Blender user manual.
# Blender 3D: Noob to Pro/The Ways of the Animator |nextText=Animation Editors |previous=Basic Animation/Keyframing Introduction |previousText=Introduction to Keyframing }} ``` You have just seen how animation can be applied to most object property values. In addition to this, Blender provides some specific features to aid in animating movements of parts of objects: - Meshes can have *shape keys* defined for them. These give different positions to the vertices (though their number and *topology*---edge/face connections---cannot change). The amount of influence each shape key contributes to the shape can be continuously adjusted from nothing to 100%, and like other property values can be made to vary over time. - *Armatures* are specialized objects, consisting of rigid *bones* that can be connected by joints, and moved and rotated relative to each other to produce different poses, very much like the skeleton of a human or animal. Armatures do not appear in the final render, but a mesh can be *deformed* (i.e. have its shape changed) by an armature to bring lifelike movement to a character. - *Lattices* are another kind of specialized object that can also be used to deform a mesh. Like armatures, they do not appear in the final render. Unlike armatures, they lack rigid joints, and so produce more rubbery changes of shape, characteristic of creatures without bones, or perhaps for a cartoony effect. - Curve and surface objects can also have shape keys defined for them. And of course curves can be used to deform a mesh via the curve modifier. - You previously saw the usefulness of the Empty object in modifiers. But being an object with position, scale and rotation properties like any other, these properties can be animated for an Empty, too, with corresponding effects on those modifiers. Also if the Empty happens to be a parent of other objects, then those objects can be animated as a group, just by animating the Empty.
# Blender 3D: Noob to Pro/Animation Editors |nextText=Introducing the Graph Editor |previous=The Ways of the Animator |previousText=The Ways of the Animator }} ``` Blender offers several different kinds of editing windows specifically to do with animation. ## Timeline You have previously come across the Timeline ![](Blender270TimelineIcon.png "Blender270TimelineIcon.png") view as the simplest way to see the keyframes in an animation. This window also includes transport controls that you can use to start and stop the animation, jump to a particular frame with , and scrub by dragging across a time range with . This window also lets you define *markers* which you can name to identify important points in the animation, for informational purposes. Also, using the "Bind Camera to Marker" function, you can dynamically switch the active camera at marked points in the animation, to cut between different viewpoints. ## Graph Editor You previously saw how to define keyframes for animating a property, such as an object position or material setting. But what if you get a keyframe definition slightly wrong? Perhaps the timing is slightly off, or the movement is not quite right. You could delete the keyframe and try again. But, in many cases, it would be easier if you could get into the actual definition of the keyframe and tweak it around a bit, move its time position, adjust the animated property values, that kind of thing. This is the purpose of the Graph Editor ![](Blender270GraphEditorIcon.png "Blender270GraphEditorIcon.png"). It gives you the most detailed, low-level view possible of your animation, by drawing an *FCurve* for each animated property of the selected object, representing how the property value varies over time. Each curve has control points located at each of its keyframes, and you can move these points around---horizontally to change the timing, or vertically to change the keyframe value---as well as add and remove points. ## Dope Sheet The Dope Sheet ![](Blender270DopeSheetIcon.png "Blender270DopeSheetIcon.png") gives a high-level view of your animation, similar to the Timeline, but slightly more detailed. Here you see the separate keyframes for each animated object, and you can do some limited editing, like moving the keyframes around, and duplicating and deleting keyframes, but you can't seem to add entirely new ones. Actually, this window can show any of five different editor submodes: Dope Sheet, Action Editor, Shape Key Editor, Grease Pencil or Mask. The Action Editor is useful in conjunction with the NLA Editor (below). - **See also:** Dopesheet on the Blender Wiki. ## NLA Editor The NLA ("Non-Linear Animation") Editor ![](Blender270NLAEditorIcon.png "Blender270NLAEditorIcon.png") represents a different way of setting up an animation: instead of thinking of it as a single linear sequence of keyframes, you break it up into *actions*, which are separate sequences that can be arranged in various ways. You can also duplicate an action any number of times, position the copies at different times in the overall animation, and even attach them to different objects. But they still share a single set of FCurve contents, which you can edit in the Graph Editor as you would a monolithic linear animation sequence, and your changes will take effect in all copies of the action. To edit the contents of an action in the Graph Editor, you select the action and into "tweak mode" (analogous to Edit mode in the 3D view). again takes you out of Tweak mode. However, the Action Editor submode of the Dope Sheet now becomes useful, for creating new actions. These start out initially empty of any keyframes or FCurves, but you can add these in Tweak mode. - **See Also:** NLA Editor on the Blender Wiki. ## To Summarize\... The above description may seem rather confusing in places. Basically, there are two ways to organize your animation: - Linear, as a single sequence of FCurves and keyframes - Non-linear, as a sequence of actions, each consisting of a sequence of FCurves and keyframes. The nonlinear data can be further divided into multiple overlapping *tracks*, which combine together at any moment in time to produce the complete animation. Objects that can have animation data attached to them can have both kinds, linear and nonlinear. You can even attach both kinds at once, though then the linear animation data takes precedence. It is easy to change your mind and switch back and forth; typically, the development of a simple animation might start out linear, then change to nonlinear as it gets more complicated.
# Blender 3D: Noob to Pro/Creating Basic Water animation |previous=Basic Animation/Bounce }} ``` !A low resolution, high viscosity fluid test ## Water and Other Fluids Water is without a doubt one of the most important compounds in our lives; It covers about 75% of the earth and is therefore incredibly important in quite a few Blender animations. Wouldn\'t it be great if we could get an accurate physical representation of this liquid in Blender? We can, using a tool called Fluid Simulation. This tool looks unnervingly complex at first glance, but this tutorial should clear it up for you. At least to a basic level. ## The Domain One can imagine how much time it would take Blender3D to think about everything in the infinite space of a 3D world in terms of fluid objects and deflection, so we obviously need to cut down on that size. Create a fairly large cube. This will eventually be set as the volume in which all of the fluid simulation occurs. Don\'t make it too large, but not too small either, let\'s say 10 times bigger. With this cube selected, go to to the Physics context ![](Blender255PhysicsContextButton.png "Blender255PhysicsContextButton.png") of the Properties window. Find the button that says \"Fluid\", and click the \"Fluid\" button to enable the function. Set type to \"Domain\". All the fluid physics will be calculated inside this cube. Also in that tab, you\'ll see 3 sub-sections, \"Fluid World\", \"Fluid Boundary\" and \"Fluid Particles\". Each one opens a different set of settings. These will be explained as they become important. Under \"Time\" you can adjust how many seconds the fluid animation will take. Due to this you should change the \"End\" frame to \"96\", under the \"Timeline\", because the standard setting is \"4\". You can also change it how you like. To make the other objects go into the \"Wireframe\" viewport. !Domain\ \ \ \ \ \ \ \ \ \ ## The Fluid As a basic start up for your experiments with fluid simulation, I am going to take you through a small demo in which we drop an object into a pool of water, creating a splash. To do this, we need a fluid object and an obstacle object. For the fluid, create another cube, scaled down to cover the bottom of your domain. Make a rectangle, that hovers just inside the domain and is half as high as the domain. Enable this object in fluid simulation also and set type to \"fluid\". When we start to bake the fluids, this will be set up as your liquid. Let us go over what you have now. You have your starting cube, with fluid physics and type \"domain\", and will be referred to as \"Domain\". Inside this is the rectangle that will cover the bottom of your Domain , which is the liquid. The liquid will be a different object with the type \"Fluid\". !Fluid\ \ \ \ \ \ \ \ \ \ ## The Obstacle Create a third object which we will call \"Obstacle\". This will be the object dropped into the water, and will be described further in the explanation. Give it an IPO/Animation to drop into the water, and enable it as \--you guessed it\-- an obstacle (click the \"fluid\" button, in physics, and set type to \"obstacle\"). Set up the animation in the front/side views, not the top view. The z-axis is where gravity works. !Obstacle\ \ \ \ \ \ \ \ \ \ ## Baking Fluids Now we get to see what it all looks like. Select the domain object, and find the big button that says \"BAKE\" under \"Physics\" - \"Fluid\". If you want to use a bake again, don\'t choose a temporary location, otherwise you\'ll have to bake it all over again. Press it. Be patient, blender has to bake this simulation, something like it would render the final product. The loading bar of this baking will stay in the bar at the top of the screen with the blender logo. If at any time you feel that you want to abort this process, press \"Esc\". Once the bake is finished, click under the \"Timeline\" on the play button. You should be able to view the full simulation. !Bake\ \ \ \ \ \ \ \ \ \ ## Finishing touch Blender will make your water its default opaque grey, unless you set its color. A good way to make realistic, clear water (as well as glass for that matter) is to edit the color, then apply a simple mirror effect plus transparency effect. After your water has rendered, select the domain in object mode. This selects the liquid in the frame you have just added. in the \"Materials\" tab (if when you click on this, the colors settings are not up, just press add new under the only panel there). Go to the \"Mirror\" section, play around with the settings until you get what you fancy. Suitable settings include Reflectivity to 0.1 for water, 0.15 for glass, set depth to 7; Under the Transparency section, click on Raytrace and set IOR to 1.3 for water, 1.5 for glass; Then set the Alpha value to 0.1 while adding an appropriate color under the \"Diffuse\" section, like: \"6279E7\". I should do the same for the \"Fluid\" !Simulation\ \ \ \ \ \ \ \ \ \ ## Other Fluid Objects There are other incredibly useful types of fluid objects like \"inflow\" and \"outflow\". The both of these do exactly what they sound like. Inflow objects pour more fluid into the scene, and outflow objects drain it away.
# Blender 3D: Noob to Pro/Flying Through A Canyon |previous=Creating Basic Water animation }} ``` ## Creating the Canyon ### Forming from Textures 1. Open up a new Blender file and erase the default cube with 2. Add a grid and change the subdivisions to 100 for both X and Y. ```{=html} <!-- --> ``` 1. Scale the canyon up to 5 times its current size (Do this by either hitting and typing in 5, or hitting while holding to snap and scale your mesh 5 times. At this point your mesh should look like something like the picture below. ### Texturing, Shading, and Deforming Your Mesh - Go to the Texture tab next to the Materials, and click *New*. - This texture will be used to create our canyon, so give it an appropriate name. In this tutorial, \"Canyon\" was used. - Select the Texture Type to be Wood - If there is a Checkbox next to \"Canyon\" in the Texture tab, uncheck it. We will now displace the vertices based on the texture. - Click on the Modifiers tab on the Properties panel (spanner icon). - Click the *Add Modifier* pop-up menu and select \"Displace\". - Select your \"Canyon\" texture for the displacement. - Go into Object Mode. Notice that the vertices have been displaced! (To see the results better, make sure you\'re in Solid Mode) However, the material is very jagged. This is because Blender is preserving the original faces on the underlying material, and the original faces don\'t run in the same direction as the grooves the wood material has created. **Noob Note:** This will also work with an image texture, i.e. using an image as a texture. Tested using NASA\'s Blue marble topographic pictures. Go to the end of this tutorial for additional projects. Your Mesh should now look something like the picture below. ### Improving the Look Now to make the canyon more interesting: - Go back to the textures tab, under the Wood tab deselect Bands and select RingNoise. Keep the default options for the moment. - You will now see a \"rippling\" texture. But it isn\'t a canyon yet. **Note:** If you go into Edit mode (Tab), and select all vertices, then scale to 0.2 of the original size. after this should leave Edit Mode into Object Mode, and scale the Object (as a whole) up to 10.0 of the size. What will occur is that you\'ll pack the vertices closer to each other, but not the texture. Then, you would have taken the object as a whole (including the Texture) and up-scaled it. This is the difference between Scale in Edit Mode and Scale in Object Mode. Don\'t do it! - You should now have a semi-boring canyon, but it does have circuits which the camera can float around in. - To make the Canyon more interesting, play around with the Texture values for Wood. I chose the values Noise Size: 1.0 and Turbulence: 15.00 as they produced a somewhat interesting outer ring. - You may also want to play around the Deform modifier settings, especially *Strength* which changes the strength of the deformations. - When you are happy with your mesh, press the *Apply* button under the Deform modifier. - The displacements are now permanently baked into the Mesh, and the result should be something like the picture below. ### Eliminating the Unneeded - We will now reduce the number of vertices. Go into Modifiers, and add Decimate. The mesh will appear to change slightly, but it hasn\'t, except that 4-vertices faces have been triangulated - Add another Modifer, Sub Surf, and make sure that the Levels is just 1 - Under the Decimate, slowly reduce the ratio and watch the Mesh. Very tiny mesh details will be changed but the Decimate modifier will keep the shape while reducing vertices. - I got to 0.07 on my mesh before I decided the detail was getting too low. Remember you will be flying through the canyon, not over it, so the detail on the walls of the canyon is more important. - Hit apply to bake the reduced vertice count into the Mesh. Smaller vertice counts will make rendering faster. - Increase the number of levels on your Sub Surf modifer and take a good look, you have just created a canyon! You may reduce the levels or remove the Sub Surf entirely afterwards. ## Coloring the Canyon ### A Rocky Material This is one method to create a rocky wall. The result isn\'t particularly realistic but it is easy to make. Creating materials is a difficult practice, and the first step is to know what you\'re trying to recreate, perhaps by using actual photographs. - Create a new material for the cliff - In the Specular panel under the Materials tab, set the Intensity value to 0.132 (our cliff isn\'t particularly shiny) and Hardness to 20. - Under the Textures tab, add a new texture in the first slot. - Give this texture the Marble texture type. Under the Marble options, select Hard and set the Noise Depth to 1 and Turbulence to 1.7. - Under the Colors tab, activate *Ramp*. The first colorstop should be white with an alpha of 0, leave the second as it is. - This is meant to give our primitive rock a textured appearance - In the second texture slot, add another texture. - Set this type to Clouds, under the *Mapping* options set the X, Y, and Z sizes to .025, under the cloud options select a noise depth of 2 and activate Hard Noise. - This one will recreate some bumpiness and small inconsistencies in the rock - In the third slot, add another texture - Set the type to Clouds - In the Colors tab, modify the colors to go from Black, 0 Alpha, to a Brown of your choosing, 0.750 Alpha. Reposition the second color to Pos 0.820 - This Texture will simulate dirt on the Canyon - You will definitely want to do a render now. Reposition the camera and lights, and adjust render options to make for a fast render - Go into Materials, then the textures tab and select the first Clouds texture you entered (should be 3rd on the list if you did not delete the Wood texture used earlier). - With that selected, under the influence section, uncheck the Color, and check normal. Set the Normal value to 2.0. - What we have just done is set the second texture not to affect color, but to affect the angle of the normal in a render. This can be used to reproduce jagged edges on flat surfaces, or waves in water - Now, select the Marble texture again. Under the Map Input, adjust the sizeX, sizeY, and sizeZ values to 5.0. - Change the Z size under mapping to 5.0 from the second cloud texture. - You will want to render here, adjust the values as desired. For more layers vertically, increase the sizeZ value - You should now have an unrealistic, but sort of rocky Canyon wall. ### Lighting the cliff - Remove all existing lights - Creating a new light with the type of \"Hemi\". Center it over our cliffs, and use Scale (s) to scale it down. - Create another light, with the type of \"Sun\". Position it where you want (position doesn\'t matter with Sun), and use Rotate (r) to position its Ray at the Angle you desire. - In this example, the Sun was more of an evening Sun. Its light is at a 45 degree angle on one side. This creates some Canyon walls light, some dark. - Position your camera and adjust the Energy values of your Hemi and your Sun. The Hemi will light up everything, its an easy way to give light to canyon walls that would otherwise be completely black. As a starting point, set your Hemi value at 0.4 and your Sun value at 1.5 and observe how that looks from a few angles. Make adjustments if you desire. ```{=html} <!-- --> ``` - Finally change for all the three textures the Mapping - Coordinates to \"Generated\" instead of \"UV\" ## Guide the camera through the canyon The last step is to guide the camera through the canyon. 1. Click on the camera in the Outliner. 2. Click on Num0 and zoom a bit, then lock camera to view. 3. Go to keyframe 1 and set a locrotscale keyframe. 4. Click on the red dot under the Timeline, which will keyframe every movement. 5. For simple keyframing set the Framerate to 8 FPS and set the End frame on \"1000\" then hit the play button under the Timeline. 6. Now fly with shift+F through the canyon. 7. After this set the frame rate back at 24 FPS and watch and see your beautiful simulation, which will possibly take too long to render. ## Additional projects 1. Using NASA\'s topographic image map at <http://earthobservatory.nasa.gov/Features/BlueMarble/BlueMarble_2002.php> You have the option of selecting a small portion of your selected topographic map or you can map the entire 360x180 degree panoramic map onto a sphere. Refer to UV Mapping tutorial. If you just select a small portion of the map of the world(cropping), note the resolution of your cropped image. Create a basic plane and do not scale it yet. Sub divide as many as required to match the resolution of your image. This is in order to get the most out of the topographic image. If you don\'t bother, this is not essential. Then apply the texture. Choose texture of type \"image\" and do not disable this texture. NASA\'s topographic pictures also come in a colourful form but shaded to indicate heights. The reason why you leave the scaling to the last is that the texture is set to map onto the basic plane size of 2x2 units. If you increase this, the textures will be repeated. Adjust the strength level to a suitable level. The default 1 is too large. \