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# Blender 3D: Noob to Pro/Using the sequencer to compile frames into an animation |previous=Flying Through A Canyon }} ``` ## Preamble When you render an animation, often it\'s a good idea to render the individual frames and then compile them into the animation. This has several benefits over rendering directly to a movie file. Some of them are these: - - If you discover a mistake in the render, you can modify sections of the animation and rerender those frames without having to rerender the whole animation. - If the render crashes because the power went out or, (psst), blender crashed, you can pick up the render at the last rendered frame without having to rerender the whole animation ## Tutorial - Open your animation in blender Begin by opening blender to an animation that is ready to be rendered. - If you don\'t have one and don\'t want to wait to long, just download the demo file from blender.org For You ```{=html} <!-- --> ``` - The output format should stay PNG. Though you can use any image format you want, I recommend PNG because it is lossless format. ```{=html} <!-- --> ``` - Set the file output location. Set the location on your file system where you want all the frames to be saved to. - Set Endframe to match the animation If you animated 500 frames, set the end frame to that same number. the default is 250. - Render the animation! Simply press the \"Render\" button under the render tab. - For \"For You\", you only need to click Num0 and go to \"Render\" in the menu bar. Then click on \"OpenGL Render Animation\". For exercise, 100 frames must be enough. ------------------------------------------------------------------------ ## Use the Sequencer to compile the images into a movie file - Open a new blender and delete everything except the camera. ```{=html} <!-- --> ``` - Change the 3d window into the \"Video Sequencer Editor\" window. !video Sequence Editor\ \ \ \ \ \ \ \ \ \ - Add the images to the sequencer. On the bottom of the sequencer window click Add\>\>Image then browse to the location where you saved the images, Press A to select all the images and finally press "Add Image Strip\" on the top-right. - Set final movie format. - Set the location that the movie will be saved to by changing the output path. !Format\ \ \ \ \ \ \ \ \ \ - Change the End Frame. !Ready for Render\ \ \ \ \ \ \ \ \ \ - Render! Just Press the Render \"Animation\" button and wait a few seconds till it\'s done. Browse to the location you saved your movie and enjoy the animation.
# Blender 3D: Noob to Pro/Further Rendering Options |previous=Using the sequencer to compile frames into an animation }} ``` In previous units on renderer settings, you learned about - Basic settings, and - Animation rendering. Here we will describe some more renderer settings that can be useful in certain circumstances. ## Stamping ![](Blender268RenderContextStampOptions.png "Blender268RenderContextStampOptions.png") The "Stamp" panel in the Render ![](Blender255RenderContextButton.png "Blender255RenderContextButton.png") context provides options for placing descriptive text on top of each rendered frame. The topmost checkbox enables/disables stamping (off by default), while the other checkboxes control the precise information to include, and you can even specify the text and background colour and font size. The information is inserted at the corners of the image, so it can be included in production renders that get appropriately cropped as part of the post-production process. **Note:** In blender 2.76, you\'ll find it under Metadata. You\'ll have to check Stamp Output. ## Toon Renders ![](Blender268RenderContextPostProcOptions.png "Blender268RenderContextPostProcOptions.png") Blender has long had an option for doing simplified "toon" (cartoon-style outlined) renders. In the Render ![](Blender255RenderContextButton.png "Blender255RenderContextButton.png") context, look for the "Post Processing" panel and check the "Edge" box. You will also have to set up the lighting and materials for your objects to give a more flat-shaded look. A more powerful set of options for doing this sort of thing is available with Freestyle, which you will learn about later. ## Clay Renders There is sometimes a need to render a scene without detailed materials and textures, just to see what the object shapes look like. In the Render Layers ![](Blender267RenderLayersContextButton.png "Blender267RenderLayersContextButton.png") context, there is an option to override all lighting and materials for objects in the layer with a particular light group and a particular material. It is common to use a plain diffuse, colourless grey material for this purpose, making all the objects look like they are made out of clay, hence the name. ## Transparent Backgrounds Blender by default provides a "sky" or background for your rendered scene; settings for this can be controlled in the World ![](Blender255WorldContextButton.png "Blender255WorldContextButton.png") context. Sometimes you don't want such a background at all; you simply want the objects in your scene set against a *transparent* background. So, for example, if you insert the image in a Web page, the scene is displayed against the page background, rather than its own image background. The way to do this is quite simple: - Choose to render the Sky as Transparent. In the Render ![](Blender255RenderContextButton.png "Blender255RenderContextButton.png") context, look for the Shading panel, where there is a popup menu labelled "Alpha:", with items "Sky" and "Transparent". Change this from its default "Sky" to "Transparent". You have to do this before rendering the image. - When saving the rendered image, choose a file format (in the Output panel in the Render ![](Blender255RenderContextButton.png "Blender255RenderContextButton.png") context) that includes an *alpha channel*; for example, PNG allows for this, but JPEG does not. With such a format chosen, you further have to remember to select the "RGBA" button, not "RGB", otherwise the transparent areas will simply be filled with black.
# Blender 3D: Noob to Pro/Particle Systems |previous=Further Rendering Options }} ``` ## Introduction Particle systems are used to simulate large amounts of small moving objects, creating phenomena of higher order like fire, dust, clouds, smoke, or fur, grass and other strand based objects. You may also use other objects as a visualization of particles. Before you start with the tutorials, you should at least take a brief overview about the very extensive documentation pages of the particle system. You will find every single parameter explained in the manual if you have the desire to delve deeper \... Don\'t forget: particles alone don\'t do any magic. They are only a placeholder for something nice to view. You have to take care of the visualization also, and that is usually the harder part than to create the particle system. ## The very first particle system ### Creating a particle system framed\|**Image 1a:** Where to create a new particle system framed\|right\|**Image 1b:** The very first particle system To create a particle system: - Create a mesh object to be the "parent" (source) of the particles (only mesh objects can emit particles). Let's use a simple plane to start with. - select the object - change to the Particles ![](Blender255ParticlesContextButton.png "Blender255ParticlesContextButton.png") tab in the Object Properties window - click on the "+" button (**Image. 1a**) Voila, your first particle system (**Image. 1b**)! It doesn\'t do anything useful now, but we\'re going to change that on the following pages. - To see the particles, you must start the animation running by pressing . You will see particles appear and fall from the plane. Press to stop the animation; you return to frame 1. The particle movement is cached (stored), so if you play your animation again it will go faster (well, you won\'t notice any difference in this simple case). - If you want to stop the animation in the current frame, press while it is running instead of . - The shortcut for returning to the first frame is ) - To see the particles even better change to wireframe mode (), If you change anything in your particle system you always have to return to frame 1, to recalculate the system from the start. Use the *timeline* window along the bottom of the screen to change easily between frames. ### Changing properties of the system framed\|**Image 2a:** Particles emitted in the direction of the face normal of the plane Some important settings, from the "Emission" panel: - *Number:* the total number of particles; increase this to 5000 - *Start:* and *End:* the start and end frame of the emission - *Lifetime:* the lifetime in frames of the particles And in the "Velocity" panel are settings that combine to determine the initial velocity of the particles: - *Normal:* a velocity component in the direction of the face normal (if emitted from faces) - *Tangent:* a velocity component parallel to the face - *Rotation:* controls the direction of the tangent velocity component - *Emitter Object X/Y/Z*: a velocity component oriented in the object's coordinate system - *Object:* a multiplier that imparts some proportion of the object velocity to the particles (try moving the object around with a nonzero value for this field to see its effect) - *Random:* a random contribution to the object velocity Initially, the plane has its face normal oriented upwards. However, it probably looks like the particles are emitted downwards. This is because the initial normal velocity of 1.0 is quite small compared to the force of gravity (which is on by default). Try increasing it to something like 10.0, and when you rerun the animation, you should see the particles rise quite high above the plane before falling down again. If you render a frame with particles showing, you will see the particles appear as white blobs. This is the default *Halo* rendering of the particles. ### Changing the material of the particles framed\|right\|**Image 3a:** The first simple *Halo* material. - Switch the Properties window to the Materials ![](Blender255MaterialContextButton.png "Blender255MaterialContextButton.png") tab and create a new material for the plane. - Change the material type to *Halo*. (see also the Manual on Halos). Halos are a post rendering effect, that is applied after the scene is finished. So halos can\'t shed any lights on other objects, they are not rendered behind *RayTransp* materials (like glass). framed\|**Image 3b:** Our first particle system rendered in frame 68 - Set the color to deep blue (RGB: 0/0/1) - *Size:* 0.05 so each halo is quite small. - *Hardness:* 127 so that each halo has the maximum sharp edge - *Add:* 0.5 so that the brightness increases where several halos overlap Set the world color to black and render (**Img. 3b**). Nothing special till now, but that will change soon. So proceed to the next page, where we\'re going to make some fire.
# Blender 3D: Noob to Pro/Making Fire |previous=Particle Systems }} ``` framed\|**Figure 1:** My idea of particle fire. We\'re going to create a camp fire with a simple particle system. This tutorial is based on the method described in the Blender Manual. The result of this tutorial is shown in **Fig. 1**, the Blend-File is included at the bottom of this page. If you need more realistic looking fire, you should use the method described in BlenderArt Magazine No. 16, though that method is more advanced and uses Compositing Nodes heavily. The starting point of the tutorial is how fire behaves physically. The flames are made of hot gases. These accelerate upwards due to their lower density in contrast to the cooler air in the environment. Flames are in the middle hot and bright, to the outside they are darker. ## The particle system !**Figure 2a:** A simple scene{width="300"} I\'ve created the usual scene with some stones and a few pieces of wood (the wood is by courtesy of Teeth). (**Fig. 2a**). ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ **Noob note:** I made the stones by adding an Icosphere of 3 subdivisions, and then used the proportional edit falloff (**OKey**) with the random falloff mode. And then subdivide and smooth. **Noob note 2:** For the wood I used a modified Plane with an Image texture created with **GIMP** ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ - Add a *Plane* in the middle of the stones. This will become the particle emitter. - Rename the *Plane* object to \"Emitter\". If you use good names you will find it much easier to orientate yourself in your scene later. Having 100 objects named \"Cube.something\" will make it very difficult to quickly select a desired object. - Subdivide the plane once in *Edit* mode. - Change the shape of the plane, so that it\'s shape equals the base of the fire. - Change to object mode. framed\|**Figure 2b:** The particle system - Change to the *Particle* buttons of the *Object* buttons. - Create a particle systems (*Add New* in the *Particle System* panel - and make sure the plane is selected!). - *Type: Emitter* The plane emits the particles. - *Amount:* 9000 The total amount of particles. - *Sta:* -45 The simulation shall start before the rendering, to have a fully developed flame in the first frame. - *End:* 200 The simulation shall last 200 frames - here: the particles are emitted till frame 200. - *Life:* 16.6 I\'ve adjusted the lifetime of the particles to their speed. Both parameters together regulate the height of the flame. - *Rand:* 0.5 The lifetime is changed randomly. - *Emit from:* - *Random* - *Faces* - *Even* - *Random* This creates particles with a random distribution on the faces of the emitter object. The movement of the particles is controlled with particle physics. You set the *Initial Velocity* and let the physics do the rest. - *Normal:* -0.099 The particles are emitted slightly against the direction of the face normal. This leads to a bit wider fire at the base. - *Random:* 0.014 This creates a random start velocity as well in speed as in direction (you could use a texture to randomize only the speed, see the discussion page for that). After you have given the particles an initial velocity they are moved by forces. - *AccZ:* 2.57 A force in positive Z direction (upwards). - *Drag:* 0.1 Air drag decelerates the particles. - *Brown:* 1.99 Random movement simulates agitated air movement. !**Figure 2c:** Particles without material{width="200"} The particle system is finished. Until now is doesn\'t look like much (see the white Blob in **Fig. 2c**). Therefore the emitter will get a material, this material will be animated. ## Material framed\|**Figure 3a:** Material for the emitter object. - Create a new material for the emitter, call the material *Flames*. - Activate the *Halo* button in the *Links and Pipeline* panel. Else we couldn\'t set the particle parameters. The particles would be rendered with the default Halo values. - *Halo* color: 1/0/0 (red) - *Alpha:* 0.8 The particles shall always be a bit transparent. - *HaloSize:* 0.132 I wanted many, but fairly small particles. - *Hard:* 45 The transition from fully transparent to fully opaque. - *Add:* 0.875 Several *Halos* over each other combine their power. This makes the fire in the center really bright. - *HaloTex:* A Halo can bear an individual texture, but only the texture in the first texture slot is evaluated. To give the Halo a bit more structure, give it a texture: - Add a new texture in the first texture slot. - *Map To:* - *Col* - Color: Bright yellow (1/1/0.664) !**Figure 3b:** Adjusted texture{width="600"} - Use an adjusted *Clouds* texture with a *NoiseSize* of 0.6. ### Animation of the particle material framed\|**Figure 3c:** Animation of the *Alpha* value The particles \"pop\" into life and vanish suddenly. We should change that. Therefore we\'re going to animate the *Alpha* value of the particles. - Make sure the material buttons are visible in the buttons window. - Change to frame 21, move the mouse cursor over the button window and press **I**-\>*Alpha*. This is going to be the maximum visibility of the particles. - Change to frame 1. Change the *Alpha* value to 0 and insert the next key. - Change to frame 100. Change the *Alpha* value to 0 again and insert the third key. If you want to see the IPO curve in the *IPO Editor* window you must change the *IPO Type* selector in the window header from *Object* to *Material*. The *Alpha* value therefore changes during the individual lifetime of each particle from 0 to 0.8 and back to 0 (**Fig. 3c**). ## Rendering Our particle animation is finished. - Change the end frame in the *Anim* panel of the rendering Buttons to 200 and click on *Anim*. **Note: If after rendering your particles are too small, such that the fire doesn\'t look realistic, try increasing the *Halo size* slightly. I used 0.300 instead of 0.132** To actually let the fire glow you have to use one or more lamps and animate them as well. But that would be part of another tutorial \...
# Blender 3D: Noob to Pro/Furry |previous=Making Fire }} ``` *There is an older version of this page created with Blender v2.40.* (NOTE: **New:** marks Notes added for newer versions. I\'m not an expert but they seem to work.) !**Figure 1:** The result of this tutorial: some furry thing{width="300"} This tutorial deals with fur, i.e. lots of relatively short hairs covering a body. We will use particles to create the fur, and discuss a few aspects here: - How to determine the length and the thickness of the hair. - How to determine the place to grow the hair. - How to color hair. - How to render efficiently. The particle system is far too complex to show more than one method in this tutorial. You can achieve many of the same effects shown here in different ways. ## The emitter framed\|**Figure 2a:** Adding a particle system. - Remove the cube. - Add an *UVSphere*. This will become our emitter. - Change to the *Particle* buttons in the *Object* buttons (**Fig. 2a**). **New:** looks like !20 px in newer versions. - Click on *Add New*. **New**: Click on !20 px in newer versions. - Rename the particle system to \"Fur\". - Change the particle system type to *Hair*. A *Hair* particle system has a lot of specialties, the most important thing is that we can edit the particle \"motion\" by hand if we want to. Apart from that normal particle physics apply, so everything a particle does hair can do also and vice versa. A particle hair shows the way of the particle during its lifetime at once. To do that efficiently not every single frame is rendered as a point, but a certain number of control points are calculated. Between these control points there will be drawn an interpolated path. The number of control points is the number of segments + 1. framed\|**Figure 2b:** Particle system settings For fur you need lot\'s of particles, like 1.000.000 upwards. This will hurt us badly if we have to deal with so many particles in the 3D window and want to render it. Therefore, we will create the great amount of particles with so called \"children\", that mimic the behavior of their parents. The amount of particle parents should be as low as possible, but you need a certain amount to control the distribution of the hair. We will also use as little control points as possible, three segments should be enough for short fur. - Set the *Amount* to 1000. - Set the number of *Segments* to three. **New** I can\'t find this in 2.69. **New2** In 2.7x, it\'s right next to the particle system type you just chose (emitter or hair), below the slider *Seed*. - *Emit from:* **New** I can\'t find this in 2.69. **New2** In 2.7x, you must check the *Advance* box near the *Segments* slider in order to see it. - *Random*:*Faces* - *Even* :*Random* This will create a nice, uniform distribution. Let the hair grow - the hair shows the path of the particle: - Set *Normal* to 0.05. **New:** Hair Length under Emission. **New2** In 2.7x, you must check the *Advance* box in order to see the *Velocity* panel and adjust the *Normal* and *Random* slider. If you change the *Normal* value, *Hair Length* will set itself to 0.2. - *Random* 0.005 Nothing special here: the hair grows in the direction of the face normals. Length and direction are a bit randomized. The *Visualization* type changes automatically to type *Path* if you select a hair particle system. If you would render now, you couldn\'t see the emitter object any more. - Activate *Emitter* in the *Visualization* panel. **New:** In the Render panel. - Activate *Strand Render*. **New:** In the Render panel. The *Strand Render* (which I have baptized *keypoint strands* to differentiate from the \"normal\" *polygon strands*) renders the hair strands extremely efficiently and magnitudes faster than the normal strand. It is the only way to handle many hairs in terms of memory consumption. But it has a few disadvantages: : \- They are not seen by raytracing, so you don\'t get raytracing reflections and no raytracing shadows. You can use environment mapping to compute the reflections and *Spot Lamps* with buffer shadows for the shadow. : \- If the hair is very thick (like 1 BU) sometimes the shape is not correct. - Activate *Children from Faces*. **New:** I chose Interpolated under Children. Interpolated is known to give better results when making Fur. Simple, maybe, will work with one color, but we\'re going to use 2 colors from an image. - *Amount:* 5 This is the amount of children particles for each parent. - *Render Amount:* 50 This is the amount of particles during the render. - *Rough 2:* 0.1 **New:** I used *Roughness \> Random* for this setting. Random variation of the shape of the particles. So the hairs will not stand plain upright and appear a bit curly. The parent particles are not rendered by default, so now we have 5.000 Particles that render on my old machine in 6 seconds. If we use 1.000 children we have 1.000.000 particles, that need approx. 1 GB of RAM and render in 1:42 minutes. If you render *keypoint strands* with *Children from Faces* you can also use *Child simplification*, which will reduce the amount of particles on objects far away from the camera automatically. **New:** Don\'t see this when using Children - Simple, When using Children - Interpolated, you\'ll see it all down the Render section. However, the result is very bad, with the standard settings. !**Figure 2c:** The first render without material.{width="300"} Now we should change the lighting to get a preview. - Select the lamp. - Change to the *Lamp* buttons. - Change the lamp type to *Spot*. - Change the shadow type to *Buf. Shadow* - Change the buffered shadow type to *Classic-Halfway*. This is a great shadow type that renders keypoint strands very well and creates fewer artifacts than *Classical* (In my opinion). I have inserted two other lamps and used a classical three point lighting for the first rendering (**Fig. 2c**). !200 px\|left\|Click on image to see larger version. **NEW:** Here are the settings I used and the render result I got. (Click to enlarge the image and read the settings.) ## Material In the material buttons you can set different aspects for the strands: : \- their width and form : \- the used shader : \- the base color : \- a texture along the strand : \- different particle attributes like length, density or roughness - Add a material to the emitter. - Name the material \"Fur\". ### Strands Shader framed\|**Figure 3a:** *Strands* settings in the material buttons. The default strands settings for *Keypoint strands* are shown in **Fig. 3a**. Take a look in the Manual about Strands for an explanation of all settings. - Change the *End* value to 0.25, this will make the hair more spiky (not shown in **Fig. 3a**). **New** In 2.7x, it\'s called *Tip* (and *Start* has become *Root*) ### Giving the hair its base color !**Figure 3b:** Fur color texture{width="200"} Strands are rendered with the material of the underlying face/vertex, including shading with an UV-Texture. Since you can assign more than one material to each face, each particle system may have its own material and the material of the underlying face can be different from the material of the strands. We will use an UV texture and use it for the surface of the emitter as well as for the color of the hair. - Change to *Front* view in the 3D window (*View-\>Front*). - Make sure you are in *Orthographic* view mode (also in the *View* menu). - Change to *Edit* mode of the sphere. - Press **U** to unwrap, select *Sphere from View*. This is a quick and well working method to correctly unwrap a sphere the easy way. You don\'t need to assign a texture in the *UV/Image Editor*, we only need the coordinates now. !**Figure 3c:** Emitter with color texture.{width="300"} - Add a texture to the material, name it \"FurColor\". - Set *Map Input* to *UV*. - Go to the *Texture Buttons* and set *Texture-Type: Image*. - Load an image texture. I have used the image in **Fig. 3b**. Normally I would just stop here, I think the material is good enough. But if you want to make the fur more fluffy and soft, you should a second texture along the strand, which changes the alpha value. **New:** For this to work you have to choose *Interpolated* instead of *Simple* in the *Children* panel of the particle system. !**Figure 3d:** Settings for a texture along the strand.{width="400"} If you want to do that: - Activate *ZTransp*. - Add a second texture. - *Map Input:* *Strand* - *Map To:* *Alpha* and *Spec*, *DVar*=0 - Use a blend texture (*Linear* or *Quad*) You can change all other properties this way, for example the color along the strand (bleached tips). ## Changing Hair length with a texture At first I will show you how to render the emitter mesh with a different material than the strands. Then I will show how to change the length of the hair with a texture semi-interactively. - Change to the *Editing* Buttons. - Change to *Edit* mode. - In the *Links and Materials* panel click on *New* in the material section (see **Figure 4a**).!**Figure 4a:** Button to click{width="300"} - Make sure all vertices are selected. - Click on *Assign*. - Change back to *Object* mode. Now the emitter bears a second material. - Return to the material buttons. - In the *Links and Pipeline* panel click on the **X** next to the material name (*Deletes link to this Datablock*). - Add a new material. - Name it *Emitter*. Now you have a new material on your emitter object. Since the particle system uses material no. 1 you can use different settings for the emitter. !**Figure 4b:** Texture painting{width="300"} We have already unwrapped the emitter, this is something that will probably be the case also for any real models. Now we will use an UV-Image and texture painting to determine the hair length. - Split the 3D window. - Change the right hand side to an *UV/Image-Editor* window. - Change to edit mode of the emitter object. - In the *UV/Image-Editor* use *Image-\>New\...* and confirm the default settings. This will create a new image, that we will paint on. - Click on the package icon in the windows header of the *UV/Image-Editor* window. Confirm. - Change the object to *Texture Paint* mode. **Noob Note:** *In the 3D Window, click on the drop down menu. Change it to***Texture Paint**. Now you see the texture on the object. - Paint a structure on the object. - Change back to object mode. - Go to the *Material* buttons. - Change the active material to *Fur* (click on the arrows in the *Links and Pipeline* buttons where it reads *2 Mat 2*). framed\|**Figure 4c:** Material settings for setting the particle length with a texture. - Create another texture. Name it *FurLength*. - Set *Map Input* to *UV*. - Set *Map To* - Turn *Col* off. - *PAttr* - *Length* - *DVar=0* All the white areas on the texture will produce a particle length of 0. - Load the image texture that we have painted. !**Figure 4d:** Controlling particles with a texture: result{width="300"} The result is shown in **Fig. 4d**, you can also see the particles change in the 3D window. **New** In Blender 2.7x, things have changed. I followed until the step *Change the active material to Fur*. Then, I went to the *Texture* tab and clicked on the *Particles Texture* button next to the *Material Texture* button (or you can click on the *Particles* tab button !20 px and then click on the *Texture* tab button). I added a new texture, opened the one I had just painted in the *UV/Image-Editor*, set *Coordinates* to *UV* (in the *Mapping* panel). Finally, I enabled *Density* in the *Influence* panel and set its value to *-1.00* (*1.00* has the opposite effect = hair on the white areas of the texture). The result should be the same as above. There would have been other ways to achieve this result, e.g. with vertex groups or with particle editing. But I like to work with textures, because you have very fine control and may change the strength of the effect at any time. Vertex groups don\'t allow for such fine control or you need very many vertices in the emitter. Particle editing (what we will do in the next step) is lost if you change the base particle settings late on, and you can\'t change it\'s effect so easily. ## Comb it! framed\|**Figure 5a:** Combing in *Particle Mode* An effect that is often underestimated is the importance to comb fur in the natural directions. Fur doesn\'t simply stand upright, and it also doesn\'t follow gravity (or only to a small amount). So back to the particle system! - Change back to the *Particle buttons*. - Click on *Set Editable* in the *Particle System* panel. - Change to *Particle Mode*. *Particle Mode* only appears if you have made the particle system editable, and only hair systems can be made editable. There are a few lifesavers to know when working in *Particle Mode*. : \- you can edit only the control points (remember the setting *Segments* from the beginning of this tutorial) : \- you can only edit parent particles, so you need enough parents for good control - Activate *Limit selection to visible* - Activate *Point select mode* for even finer control. Both settings are in the window header of the 3D window. - Open the *Particle Edit Properties* panel with **N** key in the 3D window. - Select *Comb*. You have quite a few different tools at hand in *Particle Mode*, see the manual on Particle Mode. - Comb the hair following the natural flow. On the example sphere I have used here it is a bit difficult to tell what the natural flow should be ;-). So I have just very carefully combed and changed the length at a few places a bit. You find the rendered result in **Fig. 1**, the Blend file is linked below. ## Links - A tutorial in German that shows how to create Grass with a very similar method. - Awesome fur shown here: Tiger
# Blender 3D: Noob to Pro/Fireworks |previous=Furry }} ``` framed\|**Figure 1:** Some particle fireworks \[Note: In newer versions of Blender, the reactor particles are gone.\] \[if you use 2.6x version of blender, then you could watch the YouTube video {particles from particles part1/2}. It\'s a great tutorial, but the part 2 of it uses compositing, which is described in this book a little later. Therefore, you could apply the knowledge you have learnt from this book to animate the explosions!\] How to create a firework from particles? We will use cascaded particle systems especially of the type *Reactor*. Abstract: - We create a emitter object in the appropriate size. - Than we use three successive particle systems: - the first of the type *Emitter* - the second of the type *Reactor*. This system reacts to the death of the emitter particles. - the third again of the type *Reactor*. This systems reacts to the proximity of the second systems and thus creates a \"drag\". - We create three different materials (one of them animated) and assign them to the three particle systems. \ == The Emitter == We use a *Plane* as emitter object. Scale it to your liking. I have used a relatively large particle system, so my plane has a length of 15 BU (Blender units). framed\|**Figure 2a:** Adding particle systems. First particle system on the left hand side, a second particle system on the right hand side - Add a particle system (**Fig 2a**, left hand side). - *Amount:* 25 - *Sta:* 1 - *End:* 250 - *Emit from:* - *Random* - *Faces* - *Even* - *Random* - *Initial Velocity* - *Normal:* 22 - *Random:* 7 - *AccZ:* -9.8 - *Visualisation:* *Line* - *Back:* 1.1 A few particles (25) are created in the first 250 frames of the animation and emitted upwards. Gravitation, velocity and lifetime are adjusted so, that the particles reach the end of their lifetime at the topmost point of their trajectory. The *Line* visualization lets the particles appear as long drawn-out line. - *Bake* the particle system. Use 500 as the *End* frame for bake. 300 would be sufficient here, but 500 do no harm. Noob Note: Bake is in the Bake tab next to particle system tab in particle buttons window. The plane will get a *Halo* material. - Activate *Halo* in the *Links and Pipeline* panel. - *Halo:* color red - *Halo Size:* 0.421 - *Hard:* 35 I\'ve adjusted the size and hardness of the halo so long until I liked it, so there is no specific reason to use these values. ## Reactor 1 - Click on the arrow next to *1 Part 1* in the *Particle System* panel. - The settings for the first particle system are no longer shown, now it reads *1 Part 2* (**Fig. 2a**, right hand side). - Click on *Add New*, now it reads *2 Part 2*. You just have created a second particle system. Rename this system, a good naming convention will help you a lot to keep the overview. framed\|**Figure 3a:** The first reactor system - Activate *React on: Death*. - *Life:* 104 - *Emit from:* *Particles* You don\'t have to set anything for the *Target*. It is not necessary to set the target object if it is the same object as the reactor. You just have to set the number of the target particle system eventually. The *Reactor* particles react on the *Death* of the particles of the target system. They will be emitted from the point that the particles occupy at their death. To control the movement of the system, I have made following setting in the *Physics* panel: - *Particle:* 0.345 - *Reactor:* 10 - *AccZ:* -0.09 - *Brown:* 3.86 Because of the *Reactor* setting the star is moving away from the emitting particles. The *Brown* movement lets the trajectory appear trembling like affected by wind. - Set the material number to \"2\" in the *Visualization* panel. - Bake the system, again use 500 as end frame. ### Material 2 framed\|**Figure 3b:** Material settings for the 1. *Reactor* system - At first you have to assign a new material in the *Link and Materials* panel of the *Editing* Buttons. - Use the material settings from **Fig. 3b**, - The material also gets a *Clouds* texture with *Noise* depth \"3\", simply leave all other settings unchanged. The texture is actually superfluous here, but the next particle system is given the same texture, and colors should be adjusted a bit. - Animate the *Alpha* value of the material. - Set the first Ipo key in frame 1 (*Alpha=1*). To do that move your mouse cursor over the *Buttons* window. Press **I**-\>*Alpha* (and change ipo type to material in the ipo curve editor if you are using that). - Set the second Ipo key in frame 86 (*Alpha=0.75*). - Set the third key in Frame frame 101 (*Alpha=0.0*). The second particle system is faded off relatively quickly, but the particles don\'t disappear suddenly. \ ## Smoke Trail framed\|**Figure 4a:** Particle system for the trail The third (and last) particle system is again a *Reactor* system and is reacting to the second system. It\'s going to react to the *Nearness* of the particles. Without moving the variation of the particles is created with a texture and a random variation of their lifespan. What Blender considers as close can be changed with the particle *Size*. - Create a third particle system (like you created the second). - Use the settings from **Fig. 4a**. Important are the settings: - *Amount:* 100000 - *React on:* *Near* - *Emit from:* *Particles* - *Life:* 75 - *Rand:* 0.4 - *Target Sys:* 2 - *Material:* 3 - Bake the system, again use 500 as end frame. \ === Material 3 === framed\|**Figure 4b:** Material for the *Trail* particle system - At first you have to assign a new material (the third) to the object in the *Link and Materials* panel of the object buttons. - Assign the existing *Clouds* texture from material 2 also to material 3, but select a dark blue as target color (in the *Map To* panel). \ ## Render - Render your animation, use end frame 500. That\'s all. I hope you were able to follow the tutorial. Criticism and suggestions, write best on the talk page or improve the article directly.
# Blender 3D: Noob to Pro/Particles forming Shapes |previous=Fireworks }} ``` ```{=html} <table> ``` ```{=html} <tr valign="top"> ``` ```{=html} <td> ``` !**Image 1a:** Particles can move to the position of other particles with *Keyed* physics.{width="400"} ```{=html} </td> ``` ```{=html} <td> ``` !**Image 1b:** Particles can react to force fields of other particles.{width="400"} ```{=html} </td> ``` ```{=html} </tr> ``` ```{=html} </table> ``` _Note all the blender users of version 2.6X, 2.7X_: Using sort of a domain to dissolve the particles by using the alpha parameter of the material is how I did it. You should understand along the way. I'll write the sentences in key sequences to reduce the size. So \[s\], 0.5, \[enter\] means to scale the object by 0.5. Don't worry you'll learn keyed physics here. - Open a new blender file. - Delete the default cube. - \[shift\]+\[A\],text. - \[num0\] - In the menu, below the tool shelf check align to view. - Select the text object, \[alt\]+\[c\], convert to mesh. - \[shift\]+\[a\], add Suzanne. - \[ctrl\]+\[2\], not the numpad. - Set smooth. - In the modifier's tab apply the subsurf immediately. - If you want you can scale the objects. - Add a particle system to text object.\[I leave the renaming parts to you\] - In the emission subpanel of the text object's particle system: Number:5000; Start/end(both):1; Emit from: faces, check random and even distribution, random; Physics: none; Uncheck emitter in the render subpanel and choose none rather than halo.; Set all to zero in the field weight's sub panel(actually I didn't notice much difference it even being on).; - Now add a particle system to Suzanne and give it the same particle system but make sure to have it made to a single user(just press the '2' beside the system name). - \[shift\]+\[a\], uv sphere. - Selecting the sphere, \[alt\]+\g\. - \[s\],2000,\[enter\]. - \[ctrl\]+\[2\],set smooth and apply the modifier. - Give the same particle system to the sphere. - Now \num0\. - \[LMB\] on the pass partout(the greyed out area except for the camera). - \[shift\]+\[a\], add cube. - Give the cube a particle system. - Assign the same particle system but let's make a few changes: In the physics subpanel select keyed.; In the render subpanel choose halo.; In the menu labeled keys, click the '+' icon thrice and set the target object to text , Suzanne and sphere in order.; Now select the Suzanne's particle system in the keys menu, check use timing and set it to 200. Now select the sphere's and set the time to 7025! ( well this is just to lower the speed we won't render this).; And set the life time of these particles to 500.(this is in the emission subpanel).; - In the timeline header set the end frame to 300. - Now for the material. Select the cube and: Give it a new material.; Select halo.; Size: 0.03; Hardness: 16; Add: 1; RGB: As you desire how the particles appear.(I did RGB=0, 0.106, 0.8); Now go to frame 260 and insert a keyframe to alpha value.; Now go to frame 270 and insert make the alpha value zero and insert another keyframe.; - Set the scene's gravity off. - \[ctrl\]+\F12\ \ ```{=html} <hr> ``` I will show on this page two ways to let particles take the shape of other objects. 1. keyed particle physics (**Img. 1a**) 2. a harmonic force field with a damping of 1. The force field is emitted by another particle system, so that each particle is attracted by another particle (**Img. 1b**). v2.48: The second method is easier to control, but I\'ve found that it may not work exact enough. Even if you use RK4 as calculation method, there are some glitches in the precision of the calculation, so that your particles may not come to a standstill (depending on the size of the particles and their number this may be visible or not).\ v2.49: That the particles didn\'t come to a standstill has been a bug that Jahka has fixed in 2.49. So if you use Version 2.49 and upwards you will find it easier to work with the harmonic force field. ## Keyed Physics So here we\'re going to use keyed particle physics and quite a few different particle systems. Basically this is the way to go: - Use mesh objects and let them emit particles. - Each system moves to another system because of the keyed physics. - Choose a good visualization of the particles and animate that also. - At last the hard part: sync the different animations. The animation shall last 300 frames, this will be 12 seconds. : \- In the first 2 seconds the word \"Blender\" shall appear (frame 1 to 50). : \- Than Suzanne shall build up in 3 seconds (frame 51 to 150). : \- Suzanne shall be clearly visible for a few frames (frame 151 to 200). : \- After that the form shall dissolve and the particles move a bit until they vanish (frame 200 to 300) ### Preparing the scene - Remove the cube. - Add a text object *Blender*. Name it *Blender-first*. - Add a *Suzanne* (*Add-\>Mesh-\>Monkey*). Name it *Suzanne-first*. - Convert the text object to a meshobject, because only mesh objects can emit particles (menu: *Object-\>Convert Object Type-\>Mesh*). - Move the objects to their final positions, also the camera. - **Clarification required - what are the final positions?** (**Noob note**: the author probably means to move the camera and objects to a right position for viewing the animation correctly.) We need every visible object twice. - Duplicate *Blender-first* and call the duplicate *Blender-last*. - Duplicate *Suzanne-first* and call the duplicate *Suzanne-last*. One problem is that the objects have different sizes. So how many particles shall be used to create a clearly visible form? Since the most difficult object is Suzanne, I have first chosen an acceptable representation and set everything else accordingly. But I will discuss the settings of the objects in order, and not in the way I did it in reality. ### Set up the particle systems **Blender-first:** - Add a particle system to *Blender-first*. - Amount *20.000* - *Sta:* 1, *End:* 50, *Life:* 50 - *Emit from:* - *Random/Faces/Even/Random* Leave all other settings at default. This object will appear in the first 50 frames. After that the object has to vanish in the 51st frame. - Insert a layer key for *Blender-first* in frame 50 (mouse over the 3D window, **I**-\>*Layer*). - Change to frame 51. - Move the object to layer 20 (**M**-\>select layer, bottom right box). Make that layer visible. - Insert the next layer key for the object. - Make layer 20 invisible again (select layer 1). - Change back to frame 1. **Suzanne-first** - Add a particle system. - Amount *20.000* - *Sta:* 50, *End:* 100, *Life:* 200 (we don\'t need this long life but the lifetime doesn\'t matter as long as it\'s long enough) - *Emit from:* - *Random/Faces/Even/Random* - *Visualization: None* Leave all other settings as default. These particles shall not move and they shall not be visible. They are simply a target to the next system. - Animate the layer of this object also. Move it out of sight in frame 151. **Blender-last** These particles shall move from the shape \"Blender\" to the \"Suzanne\" shape. - Add a particle system to *Blender-last*. - Amount *20.000* - *Sta:* 51, *End:* 51, *Life:* 100 - *Emit from:* - *Random/Faces/Even/Random* - Physics: - *First/Keyed* It is the first system of a chain (a very short chain in this example) of systems. - *Keyed Target:* Suzanne-first, *Psys:* 1. Target is the first particle system of \"Suzanne-first\". - Set time to *Absolute* in the *Extras* panel. We\'re going to animate the material of the particles, I want all particles to change at once in a certain frame. framed\|none\|**Image 2a:** Particle system of the first keyed system. **Suzanne-last** These particles shall dissolve the form, so at first they take the shape and move around randomly afterwards. - Add a particle system to *Suzanne-last*. - Amount *20.000* - *Sta:* 151, *End:* 151, *Life:* 150, *Rand:* 0.5. The lifetime is randomized from 151/2 to 151 frames. \[Noob Note: In 2.49a, you can\'t set the start later than the end, so you must first change the end to 151, then change the start.\] - *Emit from:* - *Random/Faces/Even/Random* - *Bake:* *End* frame 300. Though we don\'t use baking here, you have to set the *End* frame in the *Bake* panel. Else the last 50 frames wouldn\'t be calculated. - *Time: Absolute* framed\|**Image 2b:** Animation of Brownian Motion Animate the Brownian motion of the particles. - Open an *Ipo* window. - Select *Ipo Type* particles. - Select the *Brown* channel (**LMB**). - **Ctrl-Click** with the left mouse button in the *Ipo* window to create an Ipo-key for the selected channel. - Create a curve similar to **Img. 2b**. **Brown** = 0 to frame 200, than increase to **Brown** = 4 in frame 217. ### Material Blender-first and Blender-last will get the same material, Suzanne-first is invisible anyway, but Suzanne-last will get a material. The material of the three objects is very similar, but I have animated the visibility of the particles to match the brightness of the objects. framed\|none\|**Image 2c:** Material settings for the particles **Suzanne-last**\ \* Create a simple *Halo* material like that in **Img. 2c**. This is nothing special, relatively small particles with a relatively \"sharp\" edge. The *Add* parameter gives more brightness if particles overlap, I think this is a nice effect here. **Blender-first** - Assign the material also to \"Blender-first\". - Make the material a *Single User Copy* by clicking on the small number next to the material name. - Set *Alpha* to 0.438. **Blender-last** - Assign the \"Blender-first\" also to \'\'Blender-last\". - Make the material a *Single User Copy* by clicking on the small number next to the material name. - Animate the alpha value of the material. - Insert an *Ipo* key for *Alpha* in frame 50. - Change to frame 150. - Set *Alpha* to 1. - Insert an *Ipo* key for *Alpha*. Now the brightness of all systems are matched. ### Links - Manual about Particle physics ## Harmonic Force Fields So here we will use *Harmonic* force fields. The Text \"Blender\" shall be transformed to the text \"2.5\" and than to the text \"The big leap forward\" (**Img. 1b**). - Use mesh objects and let them emit particles. Only the particles from the first object are visible and move. - The other particle systems use an animated *Harmonic* force field to attract the particles from the first system. - The particles from the first system take the place of the other particles. - Choose a good visualization of the particles and animate that also. This is difficult and maybe you should animate the visualization at last. - At last the hard part: sync the different animations and force fields. ### Preparing the scene - Remove the cube. - Add three text objects: - \"Blender\" - \"2.5\" - \"The big leap forward\" - Convert the text objects to mesh objects (menu: *Object-\>Convert Object Type-\>Mesh*). ### Set up the particle systems - Give each of the three objects its own particle system. - The first object \"Blender\" gets following system: - Type *Emitter* - *Amount*=4000. We need a lot of particles, to fill the last text evenly. If you want to make the animation even better, you could animate the *Halo* size of the particles to match the density of the different objects. - *Sta(rt)*=1, *End*=10, *Life*=250. The particles are created from the first to the 10th frame and live for 250 frames. Only the particles of this system will be visible later. - Change the calculation method from *Midpoint* to *RK4*. We need the extra precision here. The objects \"2.5\" and \"The big leap forward\" will get particle systems with very similar settings: - \"2.5\": - Type *Emitter* - *Amount*=4000 - *Sta(rt)*=30, *End*=30, *Life*=70. So all the particles are emitted in frame 30 and live 70 frames. So their force field (which we give them soon) will start in frame 30 also. If you want a smoother transition you should give the particles a bit more time to be emitted (like from frame 30 to frame 40). - Emit from *Random*/*Faces*/*Even*/*Random*. - Phyics *None*. The target particles shall not move. - Visualisation *None*. The target particles are not rendered. - \"The big leap forward\": All settings as for \"2.5\", except *Sta*, *End* and *Life*. - *Sta*=101, *End*=101, *Life*=90. ### The force fields framed\|**Image 3a:** The object does not get a force field. The **particle systems** of the objects \"2.5\" and \"The big leap forward\" will get a force field now. The objects **don\'t** get a force field. - Select the object \"2.5\". - Select the particle system in the *Field* panel of the *Physics* buttons (**Img. 3a**). framed\|**Image 3b:** The particle system gets the force field. - Use field type *Harmonic*. Now the particles from the object \"2.5\" do attract the particles from the object \"Blender\". - The *Strength* of the force field determines the time the particles need to reach the target. Set it accordingly. - The *Damp*(ing) makes sure, that the particles move to their target but not beyond. Do the same for the object \"The big leap \...\", i.e. select the particle system and give it a *Harmonic* force field. I have used a *Wind* field in the last frames to blow the particles away. (Noobie Warning: When i followed the tutorials up to this point, i didn\'t know how to use wind. I thought selecting *Wind* instead of *Harmonic* would create the effect but then blender froze on me (I am guessing it went away and calculated wind for every single particle). so don\'t try wind yet. Wind is instructed in later tutorials.) ### Links - The Blend file to download - The manual about force fields
# Blender 3D: Noob to Pro/Billboard Animation |previous=Particles forming Shapes }} ``` Billboard visualization of particles - and especially their animation - is one of the more arcane concepts in Blender. We\'re going to shed some light on this. Billboard visualization is extremely powerful, everything that can be done with a halo can also be done with a billboard. But billboards are real objects, they are seen by raytracing, they appear behind transparent objects, they may have an arbitrary form and receive light and shadows. They are a bit more difficult to set up and take more render time and resources. *Billboards* are aligned square planes. If you move an aligned billboard in a circle around an object, the billboards always faces the center of the object. The size of the billboard is set with the Size of the particle. Texturing billboards is done by using uv coordinates that are generated automatically for them. - The main thing to understand is that if the object doesn\'t have any UV Layers, you need to create at least one in the objects Editing buttons for any of these to work (**Img. 1a**). - Moreover, material should be set to UV coordinates in the Map Input panel (**Img. 1b**). ```{=html} <table> ``` ```{=html} <tr valign="top"> ``` ```{=html} <td> ``` framed\|**Image 1a:** UV coordinates for Billboard textures ```{=html} </td> ``` ```{=html} <td> ``` framed\|**Image 1b:** UV coordinates as *Map Input* ```{=html} </td> ``` ```{=html} </tr> ``` ```{=html} </table> ``` ## Splitting a texture framed\|**Image 2a:** Billboard settings and texture for UV split The simplest thing we can do is to give every billboard its own fraction of an image texture. We\'re going to use a simple image (**Img. 2a**, right hand side) and split this in four parts (*UV Split* = 2, horizontally and vertically). - Create the UV coordinates (simply click on *New* next to *UV Texture* in the *Mesh* panel). - Create a particle system. - Activate *Billboard* visualization. - Set *UV Split* to 2. - *Offset: Random* to randomly choose one of the images sections. None would give only the first of the four fields, so all billboards would be red, linear would first use red, then blue, then white and then yellow repeatedly. - Set *UV Channel* to *Split*. This creates the necessary UV coordinates, that are stored in the UV layer. If you use another UV channel, you need a second (or third) UV layer to store the coordinates (see below for an example). - Fill in the field *UV* with the name of the coordinate set (here \"UVTex\"). !**Image 2b:** UV Split for Billboards{width="400"} - Now create a material for the particle emitter. - Add a texture if not there already. - Set *Map Input* to *UV*. If you only have one active *UV* layer this is used by default, but if you want to continue this tutorial you have to fill in the name of the UV set also (i.e. \"UVTex\"). - Load the texture as Image texture. Now every billboard gets a random section of the texture (see **Img. 2b**). ## Animating Alpha in relative particle time framed\|**Image 3a:** Using an UV layer for time animation Now we\'re going to combine the texture split effect with an animation of the billboard alpha. This is done in relative particle time, i.e. in the lifetime of each particle. Billboard time is setup completely different than particle time. - Create a new UV layer (the second one). Name it \"UVTex.Blend\". Naming is not important here as long as it is unique. - Select the UV channel *Time-Index (X-Y)* in the *Visualization* panel of the particle system. Fill in the name of the newly created UV layer \"UVTex.Blend\". This creates an additional set of UV coordinates in this UV layer. Now both UV layers with different UV coordinates will be used. The material settings: - Activate *RayTransp* and *TraShadow*. - Add a second texture to your material. - *Map Input* also *UV*, but now use the UV layer \"UVTex.Blend\". - *Map To:* - *Invert Alpha* and *Invert Spec* - *No RGB* (since we\'re going to use a colorband texture) - *DVar* = 0 to set Alpha to zero where the colorband is black. This is one of the possible combinations for using a texture to make a material transparent (**Img. 3b**), there are several other methods that work as well. framed\|none\|**Image 3b:** Material for the *Alpha* animation. This is already the finished preview with the texture. **The texture is really the most important thing here.** - Use a linear *Blend* texture. - Activate *Colorband* for full control. - Adjust the colorband to your liking. I\'ve mapped the texture so, that \"white\" means full opacity, black full transparency. framed\|none\|**Image 3c:** Texture to control the animation time. See this animation for the result of the combined textures. ## Animating billboard color !**Image 4a:** Animating Billboard color. Animation{width="150"} I will show here a second example for animating with a billboard texture, because this is so important. We\'re going to change the color during the lifetime of the billboard, but you can animate every property that way that can be influenced by a texture. Additionally you can animate the material itself, this is done in absolute time for billboards. So you can mix relative and absolute time animations. - Open a new file. - Remove the cube and add a plane. - Add an UV layer to the plane - Add a particle system with *Billboard* visualization and *UV Channel* Time-Index. Fill in the name of the UV layer. The particle life time is 50 frames. - Add a material to your plane. - Basis color *Yellow*. - Use a linear blend texture. If you would use a color band here, you could create an even more colorful animation. - *Map Input* UV - Fill in the name of the UV layer. - *Map To* *Col*. I\'ve used a dark blue color here. Now the linear blend texture sets the amount of blue color that is mixed to the basis color of the material. - At the left hand side the blend texture has a value of 0, so zero blue is mixed to the base color in the first frame of the particle lifetime. - At the right hand side the blend texture has a value of 1, so 100% blue is mixed to the base color in the last frame of the particle lifetime. ## Changing the starting color of a billboard framed\|**Image 4b:** Flipped XY for the blend texture If you flip the Blend texture, you get a different effect. Now every Billboard gets another starting color, but keeps that color during it\'s lifetime. Have I mentioned that you may use multiple textures on a billboard, combining all effects?
# Blender 3D: Noob to Pro/Soft Body Animation |previous=Billboard Animation }} ``` Due to rapid updates in Blender, some menu items may be different from those mentioned here. If the menus don\'t agree then just do what seems logical. Softbody makes each individual vertex its own object that falls according to gravity and reacts to outside forces like fields. By adjusting the settings, you change the behaviour of the edges that connect the vertices. For example, you can make it so edges can stretch really far (aka elasticity), allowing the vertices to become distant, or you can make the edge stiff, so the vertices will always stay the same distance apart. To put this in perspective, picture two cloths, one elastic and one cotton. The elastic one has edges that can extend, so if you view them in wire-frame (with vertices and edges visible) you would see the edges are more extended than an equal distance. The cotton one would only stretch a little bit, so the vertices would stay essentially the same distance apart. We are going to make a big rubber ball, but not a big bouncy one, a flat (and somewhat lifeless) one. Start with a sphere. I would use a cube sphere or an icosphere, UV spheres don\'t deform well as they have too few vertices. A cube sphere is made by subdividing a cube and doing a \"To Sphere\" in the Edit window, under Mesh Tools. Move the sphere up and place a plane below it. Make sure to do this in the right views so that it is aligned properly. Gravity acts on the z-axis (sphere should be above the plane relative to the z axis). ![](tut.sb.1.jpg "tut.sb.1.jpg"){width="500"}{{-}} Now for the soft body select the ball and go to the object tab then the physics subtab or whatever your version has. Click \"enable softbody\" and then turn up \'Grav\' to 9.8. Click off use goal. Press the \> arrow key (a few times) and you should see the ball fall. The center will remain in place but this is not a problem. If you are on a slow machine you will notice lag. This is because blender moves it vert by vert, not efficient. **Note: in Blender 2.49, you must deselect the \"Use Goal\" button to release the center of the ball. Otherwise, it will just hang there.** Note: In Blender 2.44, click F7 on keyboard, select the \"Physics Buttons\" button, select \"Soft Body\". ![](tut.sb.2.jpg "tut.sb.2.jpg"){width="500"}{{-}} When it reaches the plane it will pass through. To fix this we must make the plane affect the softbody. To do this make the plane deflect in its physics buttons. **Noob Note:** *To do this in version 2.49 select the plane, go to*object buttons -\> physics context -\> collision subcontext\'\' and select ***Collision**.*The variables you can play with here are under the \'**\'Soft Body and Cloth Interaction**. ![](tut.sb.3.jpg "tut.sb.3.jpg"){width="500"}{{-}} Now the ball collapses into a strange quivering wreck after impact. To fix this, you need to turn on the stiff quad button, but set the edge stiffness down a bit, so its more bouncy. You can use the bake function to solidify the settings see below Noob Note: `<i>`{=html}You might have to turn up the `<b>`{=html}Rigidity`</b>`{=html} Level to 0.100 (in the Soft Body Tab) as well in order to prevent the object from collapsing. (I used a subdivided cube as Object)\ What I recommend to do before rendering as animation: In the `<b>`{=html}Bake Settings`</b>`{=html} (Soft Body Tab) Set `<b>`{=html}Interval`</b>`{=html} to 2 or 1, so the object will not start deforming too early before impact. This will slow down the bake process - just slightly - but make the object bounce more dynamically. Then bake again. `</i>`{=html} `<i>`{=html} Noob note: In blender 2.46 you have to adjust the value of Be in the soft body tab, I changed it to 0.4 `</i>`{=html} ![](tut.sb.4.jpg "tut.sb.4.jpg"){width="500"}{{-}} ## Explanation of Settings I invite you to correct and expand these definitions: ### Softbody - **Friction**: creates a resistance to movement of the whole object, like being submerged in a viscous fluid - **Grav**: the rate of velocity change due to gravity. Results in a constant -z force. - **Mass**: (Force = mass × acceleration) affects everything by making the object heavier. - **Speed**: tweaks the simulation to *run* faster or slower. - **ErrorLimit**: raise it and the simulation will solve faster but strange things might happen. Save frequently, as blender might go nuts with this or any physic simulation (but less so after 2.4) - **Goal**: makes the object try to return to its original position, useful at times, in the tutorial you could turn gravity off and key the ball falling and use this to keep it a ball. - **use Edges**: uses the edges a means of resistance to movement for the object. Helps to keep it looking possible
# Blender 3D: Noob to Pro/Simple Cloth Animation |previous=Soft Body Animation }} ``` In this tutorial, we will be making a simple skirt, and using the cloth physics system to make it fall in realistic-looking folds. ## Making the Skirt Mesh 1. Open Blender and delete the default cube, if you aren\'t looking down on the scene, press . 2. → *Add → Mesh → Circle* 3. The circle will be created, and in the Tool Shelf on the left you should see a panel appear for adjusting its settings. Set the number of vertices to about 12. 4. Switch to Edit Mode with . All the circle's vertices should be initially selected; if not, use to select them all. 5. Press to extrude a second copy of the vertices; press to scale the extruded vertices in the X and Y directions. These will make up the hem of the skirt; scale it out to as large as you like. Note that this is positioning the skirt out flat horizontally, instead of hanging down as you would expect; Blender's cloth animation system will take care of that, and this positioning gives maximum opportunity for the skirt to fall in dramatic folds. 6. Now we will need to subdivide the mesh. The physics can only act on actual vertices, so the more of these we have, the more realistic the cloth effect will be. Select all vertices in the skirt, press and select the "Subdivide" option. A panel will appear in the Tool Shelf for controlling the settings for the subdivision operation; set the number of cuts to, say, 4. 7. While you're at it, switch to OBJECT mode and look in the Tool Shelf for a pair of "Shading" buttons titled "Smooth" and "Flat" ![](Blender263ShadingButtons.png "Blender263ShadingButtons.png"), and click on "Smooth". ## Creating the Vertex Group 1. Now we have to specify that the waist of the skirt will stay fixed in place as it falls: deselect all vertices, and select the innermost ring of vertices. The quickest way to do this is to hold down and click with on one of the edges bordering the hole in the middle. With the entire ring of vertices selected, go to the Mesh Object Data context ![](Blender_2.78_Mesh_Object_Data_Button.png "Blender_2.78_Mesh_Object_Data_Button.png") in the Properties window, find the "Vertex Groups" panel, and click the **+** sign to create a new group. This will initially be called "Group"; perhaps give it a more meaningful name (like "Waist"), and click "Assign" to put the selected vertices into the new group. ## Animating the Skirt 1. Tab out of Edit Mode into Object Mode. The skirt should still be selected. 2. Go to the Physics tab ![](Blender255PhysicsContextButton.png "Blender255PhysicsContextButton.png") in the Properties window (last icon in the row at the top). This will just show a few buttons to begin with ![](Blender263InitialPhysicsTab.png "Blender263InitialPhysicsTab.png"). 3. Click the "Cloth" button; a whole lot of other settings should appear, most of which can be left at their default values (make sure the checkbox at the top of the "Cloth Collision" panel is checked). However, check the box titled "Pinning"; now you can click in the field just below it to bring up a popup menu of all the vertex groups in the mesh; this should just contain the one entry named "Waist" you created earlier, so select that. 4. Now the magic happens \... rotate the view to an oblique one to give yourself a good view of the process, and hit . You should now see the skirt fall from its horizontal position to a more natural vertical one, developing some folds in the process. 5. After the animation has run through at least one complete cycle, hit to stop it. ## Prior to Keeping the Folds Before doing the next step, we need to enable one of the standard addons that come with Blender. This will let us make a copy of any stage of the physics simulation into a separate object. Go into the User Preferences window and bring up the "Addons" tab. Look for the "Animation Corrective shape keys" addon (typing "shape k" into the search box should be enough to find it). Enable it. Now back to the 3D view\... ## Keeping the Folds 1. Use the left- and right- arrow keys to step through the animation one frame at a time, until you find a position for the skirt that you like. 2. When the 3D view is showing a nice shape for the skirt, go to the mesh data tab in the Properties window, and look for the "Shape Keys" panel. Click with **LMB** on the down-arrow just below the **+** and **-** signs, and in the menu that appears, you should see the item "Create duplicate for editing" ![](Blender263SaveAsShapeKey.png "Blender263SaveAsShapeKey.png"). Select that. 3. It looks like nothing has happened, but in fact you now have a second copy of the skirt mesh, "baked" into the position corresponding to the current frame of the animation. Try using the arrow keys to move through the animation, and you will see the baked copy remain in the chosen position. 4. At this point, you can delete the original animated skirt mesh (or move it to another layer for future reuse), leaving the nicely-folded copy. ![](BlenderSimpleSkirt.png "BlenderSimpleSkirt.png") ## Extra Practice 1. You will notice at some points during the animation, the folds of cloth pass right *through* each other, which is of course impossible with real cloth. To prevent this, you could go to the "Cloth Collision" panel in the Physics tab, and click the "Self Collision" checkbox. Rerun the animation () to see the difference; what other effects does it have? 2. Maybe the folds don't look realistic enough. Go back to the original mesh, bring up "Subdivide" again and subdivide it by a couple more levels. Rerun the animation (). It should take a bit longer for the first cycle, but do the results look better? 3. This YouTube tutorial might also help: <http://au.youtube.com/watch?v=mgYhZ3hWwTQ> happy animating!
# Blender 3D: Noob to Pro/Soft Body with wind |previous=Simple Cloth Animation }} ``` ## Prologue This is the **Blender wind and soft body tutorial**. This tutorial will try and help your knowledge of using Soft Body and the Fields and Deflection panels in Blender 3D. (For best results, I recommend you use Blender version 2.43 or higher). Don't forget to save your work at various points throughout the tutorial. ## Setting up scene ### The plane Delete the default cube \[X key, or yes, even the Delete key\] and enter Front view mode \[Num. Pad 1\]. Add a plane, scale 3 times \[S key, 3, Enter\] and sub-divide 4 times until you get something like the shape below. If your computer can handle more, and you want more, sub-divide as many times as you like, but if your PC is struggling with this, undo once or twice. ![](Soft+wind.JPG "Soft+wind.JPG"){width="700"} ### The wind items TAB out of edit mode (if you haven't done so already), enter side view \[Num Pad 3\] and add an empty. Clear the rotation \[ALT + R\] and rotate it 90° \[R, 90\]. Place it about -5 from the centre \[G, y, -5\] and make sure its still in the middle of the X axis. Your scene should look like the picture below: ![](Soft+wind2.JPG "Soft+wind2.JPG"){width="700"} For the second wind item, add an empty like before and clear its rotation, but DON'T rotate it any more. Move it along the Y axis by 4 places \[G, Y, 4\] and -10 by the Z \[G, Z, -10\]. And now your scene should look something like this (with all items selected). ![](Soft+wind3.JPG "Soft+wind3.JPG"){width="700"} And that's all your items you'll need for this. Onto the harder part. ## Designating each object\'s job ### The plane Now, the plane will become a soft body, so enter the Object Panel \[F7\], click on the Physics Button (beside the three arrows, see second picture below) and click on the soft body button. You will get a load of boxes, but we only need to look at the Grav, Goal, and the bottom parts: ![](Soft+wind4.JPG "Soft+wind4.JPG") Change the values of these as shown above. Change the Aero part to 732 (if you go up to 1000, it changes the final output by a bit). Now, click on the Soft Body Collision tab and click on the Self Collision and Deflection buttons. You don't need to change any of the numbers here. The buttons window should look something like this: ![](Soft+wind15.JPG "Soft+wind15.JPG") Now we will move on to the Empty items which will be the wind. ### Creating the wind The two empty's we created earlier will be the items that will act like wind, and when you render at the end, they will be invisible, just like the wind. Anyway, select one of the empty's and enter the Physics panel. Click on the box under the Fields and select "Wind". (Blender 2.5+ note: First you will have to choose \"Force Field\", then change the Type to \"Wind\".) Change the Strength to 20, click on Use MaxDist and change MaxDist to 2.5. ![](Soft+wind16.JPG "Soft+wind16.JPG") Do the same for the other empty. Your scene should look something like this: ![](Soft+wind5.JPG "Soft+wind5.JPG"){width="700"} ## The movement This is probably the most complicated part, but shouldn't take long. ### The Empty on the left In side view \[Num pad 3\], select the empty on the left and do the following: 1. Press \[I key\] and then select LocRotScale from the list it gives you. This inserts a key frame, saying that on this frame, keep the Location, Rotation and scale the same throughout the rest of the movie, unless it comes across another key frame, which might tell it to move or stay the same. Now, press the Up Arrow Key until you get to frame 31 (about 3 times). If you don't know where the box is that tells you what frame your on, check the following picture: ![](Soft+wind6.JPG "Soft+wind6.JPG"){width="700"} Number 1 shows the current frame number and the name of the selected object while number 2 shows the current frame and allows you to change the frame with the arrows on either side. ### Back to the movement On frame 31, select the empty on the left (the one selected in the picture above) and press \[G key\]. Now press \[Y key\] and press "4", then \[Enter key\]. Now press \[I key\] and select LocRotScale again. Now, if you press and hold the Left Arrow Key, you should see the Empty move back to its starting place. Now, to check the curve guide (called the \"IPO Curve Editor\"); right-click on the top panel (number 1 in picture below), then select \"Split Area\" and click when the line is a bit out from the side (number 2 in picture below). ![](Soft+wind7.JPG "Soft+wind7.JPG"){width="700"} Now, click on the box (shown below) and select \"IPO Curve Editor\" from the menu. **Noob note** In Blender 2.6+ the **IPO Curve Editor** has been replaced by the **Graph Editor**, which allows you to edit F-curves. ![](Soft+wind8.JPG "Soft+wind8.JPG"){width="700"} This window just shows where the key frames you entered are, and how much the shape changes, moves or rotates. Now, go back to frame 1 and press \[ALT\]+\[A\], which plays the animation. You should see the \"wind\" hit the sheet and the sheet will blow away. Pretty nice, huh? Now, it would be fine like that (I'll show you how to get rid of the blockyness in the last part), but say you want to hit the sheet again and send it upwards? We will use the second empty for this. Select the second empty (the one on the bottom). Insert a key frame (\[I key\], LocRotScale) on frame 1 and frame 50. Go to frame 60, grab the empty and move it up 8 places (\[G key\], \[Z key\], 8). Insert a key frame (\[I key\], LocRotScale) and then go back to frame 1. You have completed the basics, and the most of this tutorial. Now, press \[ALT\]+\[A key\] and watch your animation. ## Finishing touches ### Blockiness Now, to sort out the blockiness, go to the Editing buttons panel \[F9\] and select the \"Set Smooth\" button. ![](Soft+wind9.JPG "Soft+wind9.JPG") Now if you preview again (\[ALT\]+\[A\]) you should see the plane is smoother, but might be a bit unrealistic (i.e. not acting like real cloth). Now, that can't be helped, the only way to get rid of it is to subdivide the plane several more times, but that will put a LOT of strain on your computer, so I wouldn't recommend doing it unless your computer can handle it. ### Background First of all, got to the Scene panel \[F10\] and over at the Format panel, change SizeX to 400 and SizeY to 300. Now, to change the background colour when you render, go to the shading panel \[F5\] and select the World buttons. Now, in the World panel change HoR to 0, HoG to 0.80 and HoB to 1.0. ![](Soft+wind10.JPG "Soft+wind10.JPG") All that does is just changes the background colour to a brighter, nicer shade of blue. Now, I'm just getting a bit lazy, so I'll just explain this part with a picture: (don't forget to select the plane). ![](Soft+wind11.JPG "Soft+wind11.JPG") Change the values and press the buttons shown in the picture. This will change the colour of the plane to white. The only problem now is the light. Press \[F12\] and you should see what I mean. There\'s no light shining on the plane where the camera is, so its just shaded dark. To fix that, select the light and go to the shading panel \[F5\]. You now have options for the light. Click on the \"Sun\" button and press \[ALT\]+\[R\] to clear rotation. Now, in side view \[Num pad 3\] press \[R\] and then type -45. Enter top view \[Num pad 7\] and press \[R\] and then -45. This now shines the light in the direction of the plane, but, if like mine, the light is above the plane in top-view, press \[G\], \[Y\] and then -5. The line coming out of the light source should be roughly pointing at the centre of the plane. Here's what your window should look like: ![](Soft+wind12.JPG "Soft+wind12.JPG"){width="700"} The pink line is the light. This was taken in camera view \[Num pad 0\]. Render the frame and you should see what the final product looks like. Move to any frame you want and press \[F12\] and it will show the rendered image for that frame. Now, rendering the entire animation might, in fact, will take a long time unless you have a completely new PC, are using a big server like DreamWorks (one of the big PC's, used for rendering images faster) or have a quicker renderer, I don't use any external renderers, and am stuck using a PC that is about 2 years old (in other words, full of junk). It took my PC less than 5 minutes to render 100 frames, and the last 25 were just blank (as the plane just flew above the camera). To change the amount of frames to render, and to render the full animation, here's what you press: ![](Soft+wind13.JPG "Soft+wind13.JPG") The box that says End:100 lets you select what frame you finish rendering the animation on (NOTE: the Sta:1 button lets you select what frame to start rendering the animation). When you press the ANIM button, it starts rendering the animation. The Box covered in blue, that says Jpeg, lets you change the format of the image in the end. To export the animation as an AVI format, select the AVI button shown below, then press OK. Now, you need to Animate the sequence again, so press the ANIM button again. ![](Soft+wind14.JPG "Soft+wind14.JPG") The finished.AVI will be saved in a folder with the rest of your rendered images. It should be saved in a folder called tmp, which (on a Microsoft computer) is in My Computer/tmp. The name of the file will be whatever your start and end frames are, so in this movie, mine is called 0001_0100.avi. You can now do whatever you want with your movie now, and hopefully you have learned a trick or two that will be helpful later on in your Blender career. ## Final result Here is an animated.gif of my final result: (imported into Macromedia Flash and exported as an animated.gif)You are required to be an auto confirmed user or uploader. I made a gif with a frame-step of 4. ![](Soft_body_wind_blender_2.76.gif "Soft_body_wind_blender_2.76.gif")
# Blender 3D: Noob to Pro/Your First Test |previous=Soft Body with wind }} ``` ## Introduction The Blender Game Engine is an interesting feature of Blender. It is basically a 3D environment in which 3D objects move around and react to each other upon contact. One common application is to recreate 3D architectural tours. In this tutorial, you will learn the basics of object collision within the Blender Game Engine (BGE). From Blender games to use in animations, the bullet physics engine offers a massive number of possibilities. The tutorials found within this wikibook on the subject of the BGE are generally focused on game creation, but the concepts taught within can be applied to a multitude of situations. As a start, we will teach you to make a ball roll realistically down the hill using Blender\'s game engine. Note: Blender game engine doesn\'t exist now, so if you don\'t want to learn all this game engine part consider skipping the whole game engine section ## Adding the Hill First, make a plane, then switch to Edit mode (**TAB**), and multi-subdivide it with 2 cuts (**WKEY** → *Subdivide Multi* → 2). Next, enter face select mode (**CTRL+TAB** → *Faces*) to drag the center face up, in order to form a rough outline of a hill. Add a subsurf modifier (in the edit buttons) to about 3, then apply. You should now have a serviceable, but small, hill. Scale the hill up (**SKEY**) by about 10 times, and we\'re ready to add the ball. **Noob note:** 1. You can also use a 3\*3 grid. 2. Delete the original cube first. 3. The subsurf modifier is not essential. ## Creating the Ball Now, add an icosphere (**SPACE** → *Add* → *Icosphere*) and relocate it to be just above the hilltop (**GKEY** or use the translate widget by pressing **CTR+ALT+G**). Let\'s change the color of the sphere so we can differentiate it from the plane. Go to the material buttons (with the sphere selected) and click on the white panel beside the COL value. In the color selection wiget that appears, change its color to a bright red. Next we need to make the Physics engine iterate over it. With the sphere selected, go to the logic buttons (the little purple Pacman-icon). **NOTE: In Blender 2.5 and above the Logic Buttons are gone. In order to have the \'Actor\' button, click on the button showing \'Blender Render\', and select \'Blender Game\' Engine. Then go to the physics tab in the buttons menu. There you will see the \'Actor\' Button.** You will see a button in the top left that says *Actor*. Press it. Now select from the selection box beside of the \"Actor\" button *Rigid Body*. This makes the ball roll, instead of staying completely upright the entire time. You will see a bunch of settings available now. Change *Radius* to 2. This changes size the physics engine *thinks* the ball is. You notice a dotted circle around the object; this is the boundary. Now change the *Radius* back to 1. You now have your first Blender game ready to go. **Noob Note:** 1. Make sure you are in object mode first before you add any object. 2. **F4KEY** is the shortcut to the logic panel. ## Testing your game Now the time has come for the first test of our game. 1. Add a light source well above the hill (**SHIFT+AKEY** → *Lamp* → *Lamp*). Align in front view (**NUM1**) 2. Press **NUM5** to switch to Perspective mode, which gives a realistic view, rather than a view in which objects stay the same size with distance (be sure to switch back to Orthographic view when you are editing again using **NUM5**) 3. Enter textured mode (**ALT+ZKEY** \-- press **ZKEY** to switch back to solid view mode) 4. Switch into side view (**NUM3**) and press **NUM8** several times to get a good perspective on the ball. 5. Press **PKEY** to play the game (Make sure you are in Object mode (**TAB**) 6. Press **P** to start testing the game. You should see the red ball drop onto the hill. 7. Press **ESC** to quit testing the game !Rolling ball tutorial screen capture ## Video capturing your game When you press the PKEY or click *game, start play*, Blender will play it using the 3D view. Many rendering features are not shown in this 3D Window and it does not render the view in order to get good pictures with textures and lighting. You must capture your object that keep on changing(the actor) so that it can be animated. *View* -\> click View button , -\> next step / -\> alternative step RMB -\> right mouse button IKEY -\> press the I key on keyboard Split window, *IPO Curve Editor* View, *Game, Record Game Physics to IPO*, *object mode*, RMB(select actor), IKEY/*select key frame*, *Loc*(location of actor object only), PKEY( play game), ESCKEY(stop game) *scene*(F10), *output*, f:\\animation\\ball (your file name),*stamp, time, date, draw stamp, format,*(choose your output format) *anim*, *end*(ending frame), 270, *step*, 10(for testing), *ANIM/Render, Render Animation*/CTRL F12 ## Conclusion With the knowledge acquired in this tutorial, there are many things you could accomplish within the Blender Game Engine, although the majority of them would require more knowledge. So read on, and work your way through the multitudinous seas of tutorials (That is, two). ## Extra Tutorials Making a Basic Game: Link, The State Actuator: Link, Blender Game Engine Mouse Follow: Link, Blender Bullet Physics: Link, Domino Game: Link, Rag Doll: Link
# Blender 3D: Noob to Pro/Platformer: Creation and Controls |previous=Your First Test }} ``` This tutorial will teach you the basics of the Blender Game Engine, and how to create a platform game, which is a game where you overcome in-game obstacles by controlling the character\'s motions. (e.g. Super Mario) ## Set Up !How it should look so far. To start, switch to the frontal view **NUM1** and move the starting cube to -3.0 along the Z azis, or three spaces down. If your default settings do not have you starting with a cube, create one now. (Don\'t forget to switch to the Blender Game engine. You can do this by going to the button on the top center of the screen that says Blender Render and switch it to Blender Game.) Next, hit **SPACE** → *Add → Mesh → Monkey* to create Suzanne the Monkey. Any mesh will do, but it\'s the easiest of the basic meshes to intuitively determine local direction from. Next, go to the logic window (with Suzanne still selected) and toggle on \"Actor\" and then \"Dynamic\". Hit **PKEY** to test. Suzanne should fall, then stop upon hitting the cube. Press **ESC** to exit. ![](BlenderLogicActor_Dyn.jpg "BlenderLogicActor_Dyn.jpg") ## Controls Now we will add the controls. First, forward: In Blender 2.59 these controls are available in the \'Logic Editor\' window. 1. Create a Keyboard Sensor, AND Controller, and Motion Actuator. Connect them by dragging lines between the dots next to their names. (In 2.59 the controller is created automatically, if the other two are connected) 2. Select the empty box next to the word \"Key\" on the Keyboard Sensor and hit the up arrow key on your keyboard. 3. Set the dLoc on the Motion Actuator to 0.10 Z and toggle Local Transformation (may appear as simply an L next to the dLoc row). Next, backward. Repeat the process used for forward, but set the dLoc to -0.10 Z and the key to the down arrow. You can repeat this for left and right if you so choose to have a linear control scheme. We will not be using such a scheme for this tutorial, but you should still be able to follow along just fine. Instead, the character will rotate left and right and move in the new forward and backward. (Note: Using an X or Y value for Dloc may be more effective as using Z value seems to just make her jump not move in any sort of direction which defeats the purpose of the final step of the tutorial) To rotate right: 1. As before, create a Keyboard Sensor, AND Controller, and Motion Actuator, then connect them. 2. Set the key to the right arrow and set the dRot to -0.10 Y. Repeat for left, with the left arrow and 0.10 Y. image:BlenderLogic_ForRgt_Optm.png Finally, the ubiquitous, and some say defining, Platformer move: the jump. Repeat the previous processes, with the space key as the trigger and the linV of the motion effect as 7.50 Z (not local). This doesn\'t actually move the character in a certain direction, but sets its velocity. If you\'ve done programming for games before, this will probably be familiar to you. Each frame, the engine adds the velocity of the object to its current position. The gravity portion of the engine subtracts from the upward velocity each time. When it reaches a negative, it\'s adding a negative number to its altitude, ergo subtracting from it, ergo causing it to fall. This is why using linV to move the character does not cause it to immediately relocate to the target position.
# Blender 3D: Noob to Pro/An aMAZEing game engine tutorial |previous=Platformer: Creation and Controls }} ``` ## Introduction `   This tutorial is intended as an intermediate introduction to the Blender game engine, in the form of a  game, and is the sequel to ``Platformer: Creation and Controls``.  It will require a familiarity with the Blender UI, simple commands (such as `**`AKEY`**` to select) and basic modeling skills.  The game we will create within Blender will have the following features:` 1. a protagonist controlled by means of the WASD keys 2. a maze surface without walls 3. death on falling off the maze 4. multiple levels 5. dynamic obstacles 6. a goal within the maze that will transfer you to the next level This tutorial was written for version 2.44 and has been tested for all later versions (as of April, 2008) ## Maze Surface Now we\'ll make the maze. When you are creating the path of the maze surface keep in mind that you need a start and a goal. !Selecting the faces 1. Clear the scene; Select all (**AKEY**), delete selected items (**XKEY** → **ENTER**) 2. Go into top view (**NUM7**) 3. Add a grid (**SPACE** → Add → Mesh → *Grid*) with X and Y resolution of 16 4. Scale grid by 24 times (**SKEY**, type 24, **ENTER**) 5. Enter edit mode with the grid selected (**TAB**) 6. Go into face select mode (**CTRL+TAB** → *Faces*) 7. Start selecting faces so as to make a two dimensional maze (use **BKEY** to draw selection boxes) 8. With the faces selected, duplicate those faces (**SHIFT+D**, **RMB**) 9. Move those faces away from the original grid (**GKEY** or the movement wiget **CTR+ALT+GKEY**) 10. Delete original grid 11. Center your maze using **GKEY** or by pressing the **Center** button in the **Mesh** panel of the Editing buttons (**F9**) You should now have a two dimensional maze. In the game engine, we only see one side of every face, so this maze will not appear to be there when seen from below, and will be obviously two dimensional when seen from the surface of the maze itself. This is undesirable so we will make our maze 3 dimensional by extruding the maze surface down. !The extruded maze 1. Go into side view (**NUM3**) 2. Select all the faces (**AKEY**) 3. Extrude down, -1 unit (**EKEY** → *Region*), hold **CTR** to constrain to 1 unit increments, or manually type in the value -1, like you scaled the grid in the beginning. 4. **LMB** to accept the operation, or **RMB** to cancel the move of the faces. If you cancel it, the faces will have extruded, but will simply not have moved. You can undo the operation (**CTRL+Z**), or delete the vertices/faces you have extruded (**WKEY** → *Remove Doubles*). Your maze is now complete, only lacking someone trapped in it\... ## Character !Extruding a nose We will create a very basic character sufficient to illustrate the concepts meant to be conveyed in this tutorial. You can make a character as complex or basic as you desire, but it is important to always have an indicator of direction on your protagonist, otherwise the player may become confused. So, we will use a primitive with a \'nose\' (i.e. a face or vertex extruded away from the object center in order to provide a point of rotational reference). I\'ll use a cone for this tutorial, simply because they don\'t roll very easily. !Rotate to the direction character will move 1. Enter top view (**NUM7**) 2. Add the cone (**SPACE** → *Mesh* → *Cone*, use default values) 3. Select cone and enter Edit mode (**TAB**) 4. Enter face select mode (**CTRL+TAB** → *Faces*) 5. Select a face on the side of the cone 6. Extrude it about 1/4 of a unit or less (**EKEY**) 7. Merge the extruded face to make the nose pointy (**WKEY** → *Merge* → *At Center*) 8. Enter object mode (**TAB**) 9. Rotate the cone so the nose is aligned with the positive Y axis (**RKEY**, align with the green arrow) You\'ve got your character now (Not exactly Pixar-like, but it will do for now). Now we just need to give it motivation. Note: From points 8 to 9 it would seem that the cone should rotated so that the "nose" is aligned with thee Y-axis in object mode, but after doing this I encountered the cone still moved in the original Y-axis direction (before rotation). To remedy this I did the alignment of the "nose" to the Y-axis in edit mode instead, this seems to have solved the problem. ## Motion We\'ll now make the character move, via the use of the WASD keys. In order to do this, game logic needs to be associated with the WASD keys. Copy the configuration seen in the screenshot, taking care to include the convex hull polytope collision in the top left as well as depressing the \'L\' buttons, which make the force and torque local to that object rather than global. If the force was global, the protagonist would continue moving in a straight line, even when turning. 1. Go to the Logic buttons (The purple pac-man icon or **F4**) 2. Add four Sensors, Controllers and Actuators. 3. Maximize the logic window (**CTRL+UPKEY**) 4. Copy the configuration seen in the screenshot below. !Blender Game logic and Physics in version 2.76 and higher. The \"physics\" window is to be found by clicking on the last symbol of the properties window (on the right)") ~(Note:\ I\ made\ the\ simulation\ using\ Actor-\>Dynamic\ since\ there\ was\ no\ way\ to\ use\ both\ dynamic\ and\ rigid\ body\ in\ 2.49b.\ After\ some\ testing\ it\ appears\ to\ work\ correctly.)~ **dLoc/dRot vs Force/Torque** The character logic in this tutorial is very similar to that of the previous platformer logic, but it differs in that it uses force and torque rather than dLoc and dRot, respectively. The difference between these two is that force and torque move and rotate the object within the bullet physics engine, applying friction and collision to the process, whereas dLoc and dRot move and rotate the object without regard for any other \'actors\' (objects factored in to the physics engine\'s calculations). Although dLoc and dRot would serve in most maze games, many other instances demand force and torque. However, most of these instances occur in more complicated games with a multitude of interactions with dynamic objects. Later in this tutorial we will add dynamic objects to our maze, and the reasons for using force will become clear. ## Testing Now the time has come for the first test of our game. 1. Add a light source well above the maze (**SPACE** → *Lamp* → *Lamp*), align in front view (**NUM1**) 2. Press **NUM5** to enter perspective viewmode, which gives a realistic view, rather than a view in which objects stay the same size with distance. Be sure to switch back to orthographic view when you are editing (**NUM5**) 3. Enter textured mode (**ALT+ZKEY**) \-- press **ZKEY** to switch back to solid view mode 4. Switch into top view (**NUM7**) or camera view once we install the camera (**NUM0**) 5. **PKEY** to play the game 6. **ESC** to escape testing the game If you receive a \"No camera\" error, disregard it. We\'ll be adding a camera later. If your character doesn\'t move at all make sure you drew the connecting \'wires\' between the actuators in the logic panel, as well as setting the \"Actor\" \"Dynamic\" and \"Rigid Body\" buttons to True. You should now have a nosy cone that speeds around the maze. ![](MazeTutorial.05_mazegame-test.png "MazeTutorial.05_mazegame-test.png") ~(**Noob\ Question\ 1**:\ My\ cone\ likes\ to\ rotate\ without\ me\ pressing\ A\ or\ D.\ It\ also\ likes\ to\ find\ hidden/nonexistant\ bumps\ on\ the\ maze\ surface.\ How\ do\ I\ fix\ this?\ )~ ~(**Answer\ to\ NQ1**:\ If\ I\ understand\ your\ question\ right.\ If\ i\ used\ torque\ to\ turn\ and\ force\ to\ move\ forward\ and\ pressed\ forward\ then\ turned\ it\ started\ spinning\ out\ of\ control.\ My\ solution\ was\ to\ use\ rotation\ instead\ of\ torque.)~ ~**Noob\ question\ 2**:\ The\ cone\ just\ goes\ through\ the\ maze.\ How\ do\ I\ make\ the\ maze\ block\ the\ cone?~ ~**Answer\ to\ NQ2**:\ First\ make\ sure\ your\ cone\ is\ not\ even\ partially\ inside\ the\ maze\ before\ starting\ the\ game\ engine.\ Secondly,\ select\ your\ cone\ (named\ \"Protagonist\"\ in\ my\ example),\ then\ go\ back\ to\ the\ \"physics\"\ properties\ in\ your\ property\ window.\ If\ you\ do\ not\ see\ the\ property\ window\ press\ the\ **NKEY**\ and\ look\ on\ the\ right\ of\ your\ screen.\ Under\ \"Physics\ type\"\ make\ sure\ to\ have\ selected\ in\ the\ scroll\ down\ menu\ \"Dynamic\"\ or\ \"Rigid\ body\".\ Then,\ scroll\ down\ to\ \"collision\ bounds\"\ and\ check\ the\ box.\ You\ shall\ also\ select\ a\ shape\ from\ the\ \"bound\"\ drop\ down\ menu,\ for\ example\ \"cone\".~ ## Falling `   We will now implement the "death on falling off maze" feature.  In order to accomplish this, we'll add something that allows us to check whether the cone has fallen off the maze or not.  The simplest way to do this is with a 'skydome' object the entire maze is within, and although there are a number of more elegant ways to accomplish the goal, we will use the skydome method for its simplicity to replicate.` From now on we\'ll need to test the maze with both layers one and two enabled (**SHIFT+2KEY**) 1. Add a new cube 2. resize it to gargantuan proportions (**SKEY**, just large enough to encompass the maze, and all within it) 3. Facultative: Move it to layer 2 (**MKEY**, **2KEY**, **Enter**) Now that you have a massive cube, go to the logic panel and add one Sensor, Controller, Actuator set, and set them as seen in the screenshot. 1. Sensor: Touch, under \"property\" put the name of your character (here \"Protagonist\") This restart the scene if the protagonist (and only the protagonist, hits the floor) 1. Controller: And 2. Actuator: Scene, restart 3. Properties: Physics (last icon on the left), enable actor button as well as \"ghost\" and \"invisible\" This will let the dynamic obstacles, which are added later on, fall through and not get stuck there! !Blender death skydome (Game Logic).png "Blender death skydome (Game Logic)"){width="850"} If you test you game now, you should see the game be restarted when you fall off the maze. As we discussed earlier, faces are one-sided in the game engine, so you should not be able to see the cube. ~(*Newbie\ Question\ 1*:\ When\ I\ did\ this,\ my\ cone\ just\ kept\ on\ falling.\ When\ I\ moved\ the\ cube\ back\ to\ layer\ 1,\ it\ worked\ fine.\ Am\ I\ missing\ something?)\ (newb\ note:\ ok\ i\ had\ the\ same\ problem\ every\ time\ i\ was\ just\ in\ layer\ 1\ but\ when\ i\ was\ just\ in\ 1\ then\ i\ just\ kept\ falling)~ ~(*Answer*:\ The\ tutorial\ says\ to\ create\ the\ cube\ in\ layer\ 2,\ although\ the\ layer\ shouldn\'t\ matter.\ Make\ sure\ you\ test\ the\ game\ with\ both\ layers\ one\ **and**\ two\ selected.\ Also\ double\ check\ the\ logic\ for\ the\ \'skycube\')~ ~(*Answer2*:\ I\ had\ the\ same\ problem.\ I\ fixed\ this\ by\ replacing\ the\ cube\ with\ a\ grid,\ scaled\ and\ placed\ under\ the\ maze.\ The\ grid\ had\ the\ touch\ logic\ mentioned\ above.)~ ~(*Answer3*:\ Same\ here.\ I\ thought\ I\'d\ remove\ \"Protagonist\"\ from\ the\ material\ reference,\ but\ that\ wouldn\'t\ do\ if\ the\ bricks\ fell\ down\ and\ touched\ the\ cube,\ it\'d\ just\ restart\ the\ level\...\ the\ solution:\ create\ a\ property\ in\ the\ cone,\ a\ bool\ value\ named\ \"isCone\"\ (=true),\ then\ in\ the\ cube\ add\ a\ sensor\ \'collision\'\ that\ checks\ for\ the\ object\'s\ property\ \'isCone\'\ and\ keep\ the\ rest\ as\ shown.)~ ~(*Answer4\ (to\ restart\ when\ block\ hits\ cube)*:Do\ all\ as\ the\ pic\ shows\ you\ and\ RMB\ the\ cone\ and\ go\ to\ links\ and\ pipelines\ and\ rename\ the\ MA:\ to\ cone\ or\ whatever\ you\ want,\ then\ RMB\ the\ cube\ then\ in\ the\ Touch\ sensor\ then\ rename\ the\ MA:\ to\ whatever\ you\ called\ the\ other\ MA:\ .\ :D\ this\ is\ in\ 24.9b)~ ~(*Answer5*:\ For\ blender\ 2.57a\ you\ need\ to\ place\ a\ plane\ or\ something\ under\ the\ maze.\ Then\ give\ it\ (touch\ -\>\ and\ -\>\ Scene(restart))\ game\ logic.\ If\ it\ isn\'t\ working\ make\ sure\ that\ actor\ is\ selected\ under\ physics\ tab.)~ ~(*Question\ 2*:\ How\ do\ I\ make\ the\ box\ translucent?\ Right\ now\ all\ I\ see,\ also\ when\ testing,\ is\ the\ skybox.\ Also,\ when\ I\ put\ the\ box\ underneath\ the\ maze,\ it\ works\ fine,\ but\ then\ none\ of\ the\ objects\ have\ shading,\ while\ when\ not\ showing\ layer\ 2\ everything\ looks\ shaded.\ Can\ anybody\ give\ a\ solution?\ This\ is\ in\ 2.48a)~ ~(*Answer*:\ To\ make\ something\ transparent-\ press\ **F5**;\ press\ the\ \"Material\ Buttons\"\ button;\ under\ the\ Links\ and\ Pipeline\ tab\ press\ Halo\ and\ ZTransp,\ unpress\ Shadbuf;\ under\ Material\ make\ A\ 0.000.)~ ## Killing Floor To add tension to your game, you can give motion to the floor. It will rise with time! 1. Add a static Plane, and set its logic panel as described above. 2. Add an ALWAYS sensor and connect it to a AND controller and connect it to a MOTION actuator that has a vertical linear velocity of 0.01 (along the z-axis). !Blender Game logic \"Killing floor\". It rises with time! This way it will slowly come up. To make it evident to the player that the floor is rising, change the color of it (for example blue for water) and make it visible again. You\'ve just added some tension to your game! If you run out of time, you will touch the floor and restart! If you need more time, simply put a lower vertical linear velocity. ## Camera **SPACE** → *Camera* near the protagonist cone. There are two easy ways to do the camera: logic camera and child camera. In this case you might be better off with the logic camera, but it really is a matter of personal preference. - **Logic Camera:** Add to the camera\'s logic panel 1. Sensor: Always 2. Controller: And 3. Actuator: Camera, to object \"Cone\" (or whatever your protagonist is called\--look under the object panel when you have the protagonist selected) height 5, min 5, max 10. - **Child Camera:** Select the camera, then select the protagonist (order is important) then **CTRL+PKEY** to parent the cone to the camera. Align the camera in a view that you like, and test the game. - **First Person Camera:** Well, this one doesn\'t really count as another method, but if you\'re willing to redo your motion to just move the camera instead of the character, (just do everything you did for the character for the camera) you can run around in the first person. Or you can just put the camera in the cone because one of the sides always are invisible (look in texture mode) and parent it to the cone. REMEMBER: To access the ingame camera during gameplay, before you start, hit ctrl 0 or you can go to (view \> camera) ~(*Newb\ Question\ 1*:\ No\ matter\ what\ I\ do\ (even\ delete\ the\ camera!),\ when\ I\ hit\ 0\ or\ ctrl+0,\ I\ always\ see\ either\ only\ the\ death\ plane\ (I\ used\ a\ plane\ below\ the\ maze\ instead\ of\ a\ cube\ around\ it)\ or\ nothing,\ depending\ if\ I\ have\ layer\ 2\ selected\ or\ not.\ There\'s\ only\ the\ one\ camera\ (or\ none,\ if\ I\ delete\ it),\ according\ to\ the\ Oops\ Schematic.\ What\'s\ wrong?)~ ~(*Answer*:\ Ctrl+0\ assigns\ the\ selected\ object\ as\ a\ camera.\ To\ solve\ your\ problem\ select\ your\ camera\ and\ press\ ctrl+0,\ to\ enter\ camera\ view\ press\ 0)~ ## Beautification Blender is a great 3D modeling program, and with such a vast number of tools at your disposal, you should be able to make your game look better than this: !Under \"Diffuse\" there is a white field. Upon clicking, a color panel appears. You can now pick a color for the selected object. We\'ll add one or two textures to each of our objects. 1. Select the object you want to texture 2. Go into edit mode if you want your object to have more than one color 3. Select all the faces you are going to assign to a color (**CTRL+TAB** → *Faces*) 4. Go to the edit panel (**F9**) on the buttons window 5. Near the left there should be a panel that says \"Material\". Click on the buttons highlighted in the screenshot 6. Adjust the color of that material by clicking on the white field under \"Diffuse\". A color picker appears. Pick a color you like! !Maze without materials{width="225"} !Maze game with materials ## Mist It looks better now, but when the camera is nearly horizontal, you can see where the camera stops rendering the maze. You can fix this by selecting the camera and, in its edit buttons, changing its clipping range\... but there is a better way. Mist. !With mist and raised sections Mist obscures everything a certain distance away, is the same color as the world texture, and can be handy. We\'ll add some mist to our game so the player can\'t see too far ahead of him, thus making the game too easy. We\'ll make the mist quite close, although you can vary the distance. Go to the Material button, and to the World sub-buttons, then copy the settings in the screenshot. **When you test this out, make sure you are in texture mode to see the mist.** !Adding a mist around your character in Blender version 2.76 ~(*Question*:\ I\ copied\ the\ screenshot\ but\ i\ can\'t\ get\ the\ mist\ to\ work.\ What\'s\ going\ on?)~ ~(*Answer*:\ Change\ Start\ to\ a\ smaller\ value\ like\ 15.)~ ~(*Question*:\ Is\ the\ screenshot\ correct,\ or\ are\ my\ sizes\ different.\ I\ found\ that\ a\ mist\ distance\ of\ 10\ was\ barely\ visible,\ yet\ a\ distance\ of\ 1\ had\ a\ much\ better\ effect.\ Is\ this\ normal?)~ ~(*Question*:\ I\ have\ been\ able\ to\ create\ the\ mist,\ and\ can\ see\ it\ when\ I\ start\ the\ game,\ but\ the\ background\ colour\ is\ still\ grey,\ so\ the\ maze\ is\ obscured\ but\ everywhere\ else\ is\ still\ grey.~ ## Levels Now all that remains is to create the next level with some obstacles. 1. Add a cube at the end of the maze, just above the floor level so the cone can touch it (**SPACE** → *Add* → *Mesh* → *Cube*) 2. Press the Scene dropdown menu and select \"ADD NEW\" → *Full copy* 3. You can now go back to the Maze Surface section to make a new maze mesh 4. Go back to level one via the Scene menu 5. Select the End of level cube 6. Change its logic panel to resemble this: - Sensor: Touch, coneMat - Controller: And - Actuator: Scene, Set Scene, Scene.001 (or whatever you named your level 2) ~(noob:\ When\ I\ went\ into\ level\ 2\ my\ player\ name\ changed\ to\ coneMat.001\ and\ I\ had\ to\ change\ all\ my\ goals\ and\ the\ giant\ restart\ cube\ assignments.)\ *Answer:\ Rename\ the\ coneMat.001\ to\ whatever\ you\ had\ the\ material\ named\ for\ the\ first\ scene\ -\ this\ fixed\ it\ for\ me.*~ ~(noob:\ In\ my\ level\ 2\ my\ cone\ hits\ the\ cube\ and\ nothing\ happens!)\ *Answer:\ Make\ sure\ that\ the\ Sensors,\ Controllers\ and\ Actuators\ tabs\ under\ the\ Logic\ panel\ (F4)\ are\ connected\ with\ wires.*~ (noob: When I went to level two I can\'t see anything! !The scene button is on the top panel To make it so multiple objects have to be touched (or acquired by the character, as it may be), give each object the logic settings described above and change the actuator type to Message with the subject \"goalget\". If you\'d like the object to disappear after it is collected, add an Edit Object actuator to the object of the type \"End Object\", and link it to the existing AND controller. Next, select the massive cube that restarts the level upon contact with the character. If you chose not to include one such cube, create an empty at the start of the level (so you can easily find it again later). Give the cube or empty the following logical operators: - Sensor: Message, goalget - Controller: And - Actuator: Property, Add, wincon, -1 ```{=html} <!-- --> ``` - Sensor: Property, Equal, wincon, 0 - Controller: And - Actuator: Scene, Set Scene, Scene.001 (or whatever you named your level 2) Then click \"Add Property\" and give it the Type Int, the Name wincon, and a value equal to the number of objects needed to be collected to complete the level (if all of them, make it equal to the number contained in the level). This can be expanded to include other multiple win conditions besides the collection of an item by making the completion of each condition subtract from \"wincon\". You now have a multilevel maze game. Feel free to elaborate on the gameplay mechanics and models so they look better. *Noob note: I typed in where i thought everything should go but it\'s not doing anything. I\'m not sure of what I\'m looking for while in playmode.* ## Dynamic obstacles This part of the tutorial will assume increased skills and knowledge of the Blender interface and basic commands. As such, this section will be written less specifically, and the shortcuts for all basic commands will not be covered here. From this point on, this tutorial is of an intermediate level. If you cannot follow this part of the tutorial, you can learn the basic functions used below in an earlier tutorial. We will now add some dynamic obstacles. In this case, they will constitute a \'brick\' wall that can be broken through by your character. 1. Add a cube 2. Scale it (in edit mode) to the dimensions 1,0.5,0.5 3. Bevel it (WKEY) recursion 1, size 0.03 (press space to enter value manually) 4. In logic panel, set it to Actor, Dynamic, Rigid body, Mass 0.5 5. Go right below that to click Bounds and leave it on \"Box\". That makes Blender realize that what you added is a box, and should act like it (instead of rolling, it will slide now) 6. Move it to an intersection in your maze (GKEY) and duplicate it until you have a brick wall (ALT DKEY, LMB) ![](MazeTutorial.08_brick-wall.png "MazeTutorial.08_brick-wall.png") You now have a barrier that your character can break through. ## Conclusion You have now learned enough of the Blender Game Engine (BGE) to create your own game. If you wish to go very far into Blender games, I recommend you learn Python, as trying to make a full game within the graphical interface for the BGE is like trying to dig a grave with the blunt half of a toothpick. Blindfolded. And the toothpick is glued to your forehead. However, you are now well on your way to becoming a game-maker! For a basic beginner tutorial about Python, \"Open Source Video Game\" series. ~If\ you\ have\ any\ questions,\ concerns,\ or\ \'noob\ notes\',\ please\ post\ them\ in\ the\ discussion\ page\ for\ this\ tutorial,\ and\ not\ in\ the\ tutorial\ itself.~
# Blender 3D: Noob to Pro/Platformer: Physics Fixes |previous=An aMAZEing game engine tutorial }} ``` ## Introduction This tutorial is intended as an improvement on its prequel, Platformer: Creation and Controls, and will require files created through that tutorial. It is also recommended that you read An aMAZEing game engine tutorial as well before beginning this tutorial. It will require a familiarity with the Blender UI, simple commands (such as AKEY to select) and basic modeling skills. This tutorial will introduce the following features and improvements: 1. only letting the character jump while touching the ground 2. stop the character from bouncing greatly upon hitting an object 3. where to adjust material friction This tutorial was written for version 2.45. ## Creating Your Hit Test Object Copy the cube with **SHIFT-D**. Go into edit mode, select the bottom four vertices of the cube and delete them. Go back to object mode. Go to the editing panel in the buttons window. In the Link and Materials section, change the ME: value to \"Square\" and the OB: value to \"FloorHit\". In the Mesh section, there will be three buttons with the word \"center\" in them; Center, Center New, and Center Cursor. Press Center New. This will change the origin of the \"Square\" mesh to the center of all of its vertices, instead of the center of the cube you made it from. Scale it to 0.99% of the original and move it up 0.01 along Z. Now go to the shading panel and make sure you\'re in the Material buttons subpanel. Find Links and Pipeline, and make sure \"ME is selected. Click the X next to the material selection (under the words \"Link to Object\"). Then select \"OB\" and press \"Add New\" and name this material \"FloorHit\" (again, no quotes). Make it green colored, so you can easily find it while editing, but turn on \"Shadeless\" and \"No Mist\" in the Material section and \"OnlyCast\" in the Links and Pipeline - Render Pipeline section and turn off \"Radio\", \"Traceable\", and \"Shad(ow)buffer\" in the Render Pipeline and \"Shadow\" in the Shaders section. This will make it completely invisible at runtime and take up little resources. (question: it wont make it invisible it just flashes rapidly) ### Making the sensor require floor contact Now select Suzanne and go to the logic panel. Add a touch sensor called \"jumpcol\" (for \'jump collision\') and connect it to the same AND controller as the jump keyboard sensor. Set the f to 10 and the MA: to FloorHit. This will make it so your character can only jump while it\'s touching something with the FloorHit material. By that same token you can link this to *all* of your movement-related AND controllers so that the player can\'t adjust it\'s movements in mid-air. This is a nice physics touch but for most platformer games, where mid-air dexterity is almost essential, it doesn\'t work. You also have to use Force and not dLoc, otherwise your character won\'t be able to move at all while jumping, useless your character only needs to hit things with his/her head, and not jump over gaps. Note that this still does not keep the character from jumping while touching the hit test object at the sides, so they could still jump if they were touching the side of the collision surface, but at least they can\'t jump in mid-air or while touching the bottom of the ground. I have yet to find a solution to this problem not involving Python. ## Excessive Bouncing Another problem with the original model, as you might have noticed, is that when you run into one of the ground cubes you bounce back a great deal. To fix this, turn to the materials panel with one of your green hit test squares selected. Under the color selectors there should be three buttons that say \"RGB\", \"HSV\", and \"DYN\". Select DYN, and turn the restitution most or all the way up. As you can see, you can also find the friction property from here, if you want your ground to be more or less frictional (like mud or ice). ## Final Notes Always copy your floors, their respective hit test objects, and other generic objects with **ALT-D** and not **SHIFT-D**. This keeps you from duplicating things that remain the same for every one, like the material and mesh, which quickly drain resources if not recycled. Since there\'s not much further you can take the Platformer without learning Python, I suggest you start looking up information on the Blender API. Some essential information is to be found in the procedural object creation tutorial. A Blend file of the tutorial\'s finished product is coming soon. **Note**: A (possibly) simpler method for jump limitation can be found on the discussion page for this tutorial.
# Blender 3D: Noob to Pro/Making exe |previous=Platformer: Physics Fixes }} ``` This tutorial will show you how to make an executable for your game made in Blender. Note: The methods listed in the \"Windows\" and \"GNU/Linux or Mac OS X\" sections work only for the operating system you are on when you create the file. To make it cross platform, use the \"BlenderPlayer\" method. ## Windows First create a folder that will hold all your game information. Name it something meaningful, like \"Yo Frankie!\". The folder must contain four files that you can copy from your blender installation directory.(under windows it should be \"C:\\Program Files\\Blender Foundation\\Blender\") They are: 1. SDL.dll 2. python24.dll \'\'(Or other relevant python file; python25.dll, python26.dll etc.) 3. pthreadVC2.dll 4. zlib.dll (sometimes you will need the following also\... 1. avformat-51.dll 2. avutil-49.dll 3. avcodec-51.dll They are in the same folder.) Not quite a Noob Note: If you are using the latest version of Blender you WILL need the following files) I am running windows xp media edition and blender 2.46, here is a full list of files i needed: 1. avcodec-51.dll 2. avformat-52.dll 3. avutil-49.dll 4. libfaac-0.dll 5. libfaad-0.dll 6. libmp3lame-0.dll 7. libx264-59.dll 8. pthreadVC2.dll 9. python25.dll 10. SDL.dll 11. swscale-0.dll 12. vcomp90.dll 13. xvidcore.dll 14. zlib.dll On Blender 2.48a (Windows XP Media Center 2002, SP3), these .manifest files are also required: 1. blender.exe.manifest 2. blenderplayer.exe.manifest 3. Microsoft.VC90.CRT.manifest 4. Microsoft.VC90.OpenMP.manifest If you use *random* Python module in your game, you will have to add one more file to your game directory. For Blender 2.49 it would be python26.zip, which you can find in Blender main directory (where blender.exe is). Otherwise there may be some errors during executing the game in system without installed Python. Since Blender 2.56 you will need to enable Save As Runtime; first open blender with the game that you have created and open the file menu. Click on User Preferences then select Add Ons then Game Engine, check the box Game Engine Save As Runtime and return to the file menu. Save As Runtime will appear as an option in the export menu then save to the new folder that you have created and rename the file yourgamename.exe, and then you can run the game! If you encounter errors during the \"Save As Runtime\" process (I\'m on Windows 7) you can right click on the Blender icon and select \"Run as administrator\". So you will have your fresh .exe and you can spread it with a piece of your favourite pepperoni pizza. ### Making A Screensaver (Windows Only) 1. First, save your runtime (that\'s the .exe addressed above.) via File-\>Save Game as Runtime. (\"Save Runtime\" in older versions) 2. Now, go to your .exe game and rename it .scr - for instance, if your game was NotMyGame.exe, rename it to NotMyGame.scr. You can now right click to Install it, and then use it as your regular screensaver by applying it as you would any other screensaver (right click on desktop, properties\... You know the drill.) Screensavers are not games, and so they should not accept input. At most, they should be videos showing what your game does. If you just rename your regular game as a .scr, it will be remarkably boring, because your game needs input and screensavers do not. ### Intel screensaver bug There is a caveat with Intel Integrated Graphics drivers, found in many laptops though. The graphics driver shuts off OpenGL acceleration for screensavers, for some obscure reason. The way to work around this is to rename the **.scr** extension to a **.sCr** as the driver\'s algorithm is dependent on case-sensitive characters. If you experience very low framerates in your screensaver, you should attempt this fix, It is tested and reported to work. ## GNU/Linux or Mac OS X Open blender with the game that you have created and open the file menu. Click on **Save Game as Runtime** and then save to the new folder that you have created and rename the file yourgamename\... and then you can run the game! ## BlenderPlayer The methods shown above only create an executable for your operating system. Well, BlenderPlayer can fix that. 1. Make a new folder to store all your game data. 2. Then save your .blend file into the directory. 3. You can skip this step and the next step if you do not want a Windows version. For the Windows users, copy blenderplayer.exe to the new folder from a Windows copy of Blender. Then copy all your DLL files for Blender as mentioned for Windows to the folder. 4. Next you have to make an MS-DOS batch file (for UNIX users, this is the shell script equivalent). In a simple text editor, in CR-LF mode if available (Notepad is always in this mode, and NOT a word processor!), copy and paste this text:\ `blenderplayer.exe yourgamename.blend`\ Save it as YourGameName-Windows.bat in your game folder. 5. You can skip this step if you do not want a UNIX (basically Mac OS X and GNU/Linux) port. For GNU/Linux (at least), make a shell script. (A shell script is the UNIX term for a batch file.) In a simple text editor, in LF mode (unfortunately Notepad can\'t be used), copy and paste this text:\ `#!/bin/bash`\ `./blenderplayer.app/Contents/MacOS/blenderplayer yourgamename.blend`\ Save the file as YourGameName-UNIX.sh in your game folder. You will need to have BlenderPlayer in the same directory as the .blend game file. 6. Write a readme for your program. This is again best done with a simple text editor like Notepad or gedit, but it does not matter which mode it is in. You should include the name of the game, a description, perhaps a walkthrough or hints, and if you made a \*NIX port, mention that it requires BlenderPlayer, available with Blender. ## Legal Issues Blender and the BlenderPlayer fall under the GNU General Public License. Blend files are copyrighted to their respected owners and do not fall under the GPL as long as they are not packed in the BlenderPlayer. If a user does not want the blend files to fall under the GPL, it is recommended not to use the \"Save Game as Runtime\" feature. To put it another way, the user must keep the blend files and the BlenderPlayer in separate files. More information can be found at <http://www.blender.org/education-help/faq/gpl-for-artists/>. (Blender 2.4 now has a run game from file actuator.) ## Proprietary Blend Files Blender has no built-in functionality to \"lock\" or protect user generated content. As a result, anyone who has Blender can open and/or modify blend files. However, it\'s still possible to lock blend files. Common methods involve encrypting the blend file and then temporary decrypting it at runtime. This can be accomplished by using python scripts or by using external 3rd party applications (which are feasible under the GPL v2).
# Blender 3D: Noob to Pro/Build a skybox |previous=Making exe }} ``` ## Prologue One way to add a realistic feeling to your 3d environment in a game engine is to create a skybox. A skybox is a large cube which has on its inside a projection of a 360° environment. When the player (camera) is inside this environment, the scene is rendered with the illusion of being inside a gigantic world. This is a similar effect to Quicktime VR (see <http://www.fullscreen360.com/> for examples). And, by setting up the skybox as a simple cube shape, you place the least amount of strain on the graphics engine. It\'s a great advantage for your game with very little overhead. This tutorial will show you how to create skyboxes relatively easily from panoramic photos. My favorite part is, you can do it easily using free tools such as Blender and the Gimp. Using the Gimp to manipulate images is not really in the scope of this tutorial\... check out some other page on using that software. You should have an understanding of how to edit images and apply alpha channels. (You could also use the Gimp to apply a polar coordinate texture to your rectangular image in order to create a fisheye image. Hint: it\'s not the sphereize filter.) ## Gather your graphics You can take panoramic images yourself using a regular digital camera and a tripod. A quick way to accomplish this is to draw marks on your tripod base at every 30 degrees (think of the hours on a clock face). Make a single mark on the swivel of your tripod to allow you to line up your shots \-- twelve shots at 30 degrees each. Then, using a program such as the Gimp or the incredibly cool Autostitch to merge the photos into one big panorama. Or, if you\'re lazy like me, you can just grab photos online to use as templates to create original images. There are also many places you can download non-copyrighted photos for free as well. One resource for cloudy sky textures, as well as panoramic photography instructions, is Philippe Hurbain\'s site Philo\'s Home Page. This tutorial will use a fisheye sky photo from his copyright-free Panoramic Skies images collection. You\'ll also probably want a photo for your ground, unless you prefer to use real models such as buildings in your skybox. This earlier chapter on creating landscapes can be incorporated into setting up your skybox. However, this tutorial will use the sky photo for the top half of our world, and a panoramic landscape with an alpha channel for the bottom half. I\'ve created a ground image using copyright-free textures obtained from Accustudio. Here are the images I\'ll be using (you\'ll want to use images with higher resolution): Note that the sky has trees, etc. ![](skybox_sky.png "skybox_sky.png") ![](skybox_ground.png "skybox_ground.png") Note: I\'ve outlined the horizon of the ground texture with an alpha channel which will allow me to place the ground mesh right against the sky mesh with a very natural feel. ## Create a dome for the sky Open a new file in Blender. Your default new file will probably be a two-unit cube in the center of the screen, with a single light source and a camera. You can delete the light source because we won\'t be needing it. Leave the cube, because that is what will become our skybox. !skybox tutorial 1 The cube will be the center of our environment, so use Object-\>Snap-\>Cursor To Selection if your cursor is not centered. Then, from the top view \[KEYPAD-7\], Use \[KEY-SPACEBAR\] to insert a new mesh; make it a UV sphere. I find a 32-segment, 32-ring sphere to be sufficient. We create the sphere from the top view because that is the projection from which we want to add the sky texture. !skybox tutorial 2 Scale up the sphere so it resembles a large \"arena\" in comparison to your cube, and select and delete the lower half of the vertices, using the front view \[KEYPAD-1\] and \[KEY-B\] to create a bounding box. It helps if \"Select Visible\" is turned off so you can select all of the vertices in one go. !skybox tutorial 3 Turn on proportional editing with \[KEY-O\], then select the bottom row of vertices and scale them up with \[KEY-S\] so that the bottom of the sphere gets a bell shape. Because the projection of the sky texture will be from the Y-axis (ceiling) we need the bottom faces of the sphere to be at an angle, to catch the texture. (Faces perpendicular to the projection will look like smears.) Alter the influence of proportional editing with \[KEY-PAGEUP\] and \[KEY-PAGEDOWN\]. Linear or Sharp falloff works best with the sphere shape. !skybox tutorial 4 Now you\'re ready to add your sky texture to this mesh. In the Materials menu, create a new material and a new texture. Be sure to set your material not to receive shadows by clicking the \"Shadeless\" button. Then, in the Texture menu, set the texture type to Image, and click the Load Image button to insert our sky texture. Back in the Materials-\>Texture-\>Map Input menu, you may need to scale your image to get rid of the distorted textures at the edges of the fisheye by setting the Size to, say, 0.950 for X, Y and Z. !skybox tutorial 5 !skybox tutorial 6 At this point, if you wish, you can reposition the camera and render the scene to see how your sky mesh looks. ## Create a dome for the ground I found it easiest to move the sky dome to a new layer with the \[KEY-M\] move to layer command. Then you can select the cube, Object-\>snap cursor to selection if you need to, select the top view \[KEYPAD-7\] and insert another UV sphere just as before \-- except this time, remove the top hemisphere of vertices. I left an extra row of vertices at the \"equator\", scaled up, to function as a \"billboard\" to display the horizon of our ground texture with the alpha channel. This sphere should be slightly smaller than the sky hemisphere. !skybox tutorial 7 This time, I will apply the ground texture with a tube projection, so it is projected onto the mesh horizontally \[Materials panel \| Map Input tab \| Tube button\]. Because I have an alpha channel on this texture, I click \"Use Alpha\" in the Texture menu and Map To -\> both Col and Alpha buttons \[Materials Panel \| Map To Tab \| -\> both Col and Alpha buttons\]. You will also need to set ZTransp in the Mirror Transp menu \[Materials Panel \| Links and Pipelines Tab \| ZTransp button\] so that your alpha channel shows up in the envmap (which will become your skybox), and Alpha to 0 \[Materials panel \| Material tab \| A slider \] to allow the masked areas to be transparent. (Alpha channels appear to require Z buffering to appear on procedural textures.) Also, you may need to adjust the offset of the ground texture (Y-axis), so that the horizon appears properly on the \"billboard\" area of your ground hemisphere. !skybox tutorial 8 !skybox tutorial 9 Again, you can reposition the camera and render the scene to make sure everything is properly aligned. Be sure to activate the layer where you moved the sky mesh. Your results will look similar to the following image. Set OSA on in the render screen for best results. Also, use higher resolution images with cleaner alpha channels \-- the image below is rather blurry and you can see a halo around the horizon. !skybox tutorial 10 ## Render the environment map The last step is to use the procedural Envmap texture to project the dome textures onto the cube, which will become our skybox. Select the cube and create a new material. Set the material to \"Shadeless\" \[Materials Panel \| Materials Tab \| Shadeless button\]. Add a new texture and make its type Envmap. Set the CubeRes \[Envmap tab \| CubeRes setting \] to whatever you want the resolution of your skybox to be (512 is a good resolution for a game; 1024 or 2048 are fairly high-res; I stuck with low-res for this tutorial). If your sky & ground hemispheres are very physically large, you may also need to increase the ClipEnd value to include all of the faces. You may want to set the Envmap calculation to Anim so you don\'t have to keep freeing envmap data if you\'re experimenting. (Anim automatically clears Envmap data with every render, otherwise you must click \'Free Data\' to reset the Envmap.) !skybox tutorial 11 Once you\'ve created the Envmap texture, you should be ready to render the Envmap for your skybox. If you want to set your file format such as JPG or PNG, you should do that first. Then, simply go to the render screen and click \"Render.\" Again, make sure all layers are visible. The rendering window appears. First, Blender renders the environment map of the cube. Afterward, the camera view is rendered, at which point you can hit \[KEY-ESCAPE\] to stop rendering \-- we are only interested in the environment map which is already complete. Select the cube again, then get to its texture menu. You will see the newly-rendered Envmap on the sample texture. Click \"Save EnvMap\" in the texture menu to save the rendered Envmap. !skybox tutorial 12 Blender environment maps are saved as a 3x2 matrix of squares, as seen here: !skybox tutorial 13 The cube faces are in the following order. !skybox tutorial 13 You can now load this image as an envmap texture in a new cube, which you can incorporate into your game as a skybox. This file can also be edited in the Gimp to remove any unwelcome artifacts such as trees, buildings, jet trails, etc. Also, because I used a tube projection on the lower hemisphere, in the bottom face of the envmap you see a strange star shape at the \"pole.\" You\'ll most likely have a floor in your game, so you probably won\'t see that face anyway, but sticklers can avoid it with clever use of the Filters-\>Distorts-\>Polar Coords filter in the Gimp or Filter-\>Distort-\>Polar Coordinates (Polar to Rect.) in Photoshop. Patching also works well. To make the skybox appear as a static background in your game, vertex-parent it to the current active camera object. ## Video Tutorial Ira Krakow\'s Blender 2.49 Skybox Tutorial: <http://www.youtube.com/watch?v=azkk3JrM5Es>
# Blender 3D: Noob to Pro/Basic mouse pointer |previous=Build a skybox }} ``` ## Mouse Pointer Making a simple mouse pointer in the game engine. This takes up a lot of resources but it is very simple. A little Python is involved but it is very easy to use and is only 2 lines of code. 1. Open up blender and split the screen in two. 2. Make the right screen a text editor and add a new text file with **ALT+N**. Type in the following code.\ import Rasterizer as r r.showMouse(1) 3. Set *TX: showpointer* in the middle of the Text panel menu bar. 4. Select an object that will always be available - preferably a camera. 5. Go to the logic tab, add a *\"Property\" sensor*, a *\"Python\" controller*, an *\"AND\" controller* and a *\"Property\" actuator*. 6. Activate the *True Level Triggering* (the **"'** button), set *Prop: switch* and *Value: 0*. Connect the property sensor to the python and AND controllers by dragging lines between the bullets. 7. For the python controller set *Script: showpointer*. Note: If the value keeps being reverted to blank after setting it, the name you entered is not a legal script name; chances are you did not set the name of your script correctly. Look for the selection menu beginning with \"TX:\" and make sure it says *TX:showpointer*. 8. Now connect the AND controller to the property actuator. Set *Prop: switch* and *Value: 1*. 9. Select *Actor* and click on *Add Property* make it a *Int* type and set *Name:switch*. Now press **P** to start the game and now you\`ll see your mouse pointer.
# Blender 3D: Noob to Pro/Text in BGE |previous=Basic mouse pointer }} ``` ## Text There are a lot of tutorials that show how to make text for the Blender Game Engine, for example to use in menus. Most involve editors, graphics programs, TGA files, UV mapping, scripting, higher magic and so on. Here is a different approach that takes but a minute. 1. Start Blender. 2. Remove the default cube. (**X**) 3. Add text. (**SPACE** → *Add* → *Text*) 4. You may want to switch to edit mode (**TAB**) and use the variety of features that Blender provides for editing, formatting and laying out text. They are described in the Blender Manual Section. For a start just use **BACKSPACE** to delete the letters \"Text\" and type your own like \"This is simple\". 5. When finished editing go back to object mode. (**TAB**) 6. Convert your text to a mesh. (**ALT+C** → *Mesh*) 7. Press **P** This is as simple as it gets. Of course you can do all kinds of laying out with your text before the conversion in step 6 (check the Blender Manual) as well as modeling, texturing and dynamically manipulating thereafter (as you have a normal mesh). Simply remember that you need to make sure the text is final before you convert it. This tutorial has been tested with Blender 2.8 RC1. \"However, it should be pointed out that while this is so incredibly simple, it is not poly-count efficient. Remember, there is more to making a game than making it look good\--making it run well. If you need a cut-and-dry menu, this is the best way. If you need to worry about performance, then it might be worth it to check out some UV Mapping and external program usage. It is also important to note that these fonts can\'t be dynamic, contrary to bitmap-uvmapped ones\... ## Links - How to create Dynamic Text in Blender Game Engine (Youtube)
# Blender 3D: Noob to Pro/Python Platformer: Creation |previous=Text in BGE }} ``` ## Introduction Note: Python code is placed in a Text Editor window. It might be helpful to split your 3D View window into a separate part, so that you can use a buttons, 3D view, and text editor window simultaneously. The initial stages of the Python Platformer tutorial series will mostly have to do with replicating what was done in the logic board Platformer tutorials. If you have not read and understood those tutorials, you may not understand exactly what the function of most of this code is. This tutorial details: 1. An explanation of the \"code sections\" to be modified, rewritten, or redefined frequently throughout the series 2. Creating an object linked to a pre-made mesh 3. Linking an object to a scene and will detail by completion: 1. How to move an object in response to keyboard triggers ## Code Sections We will refer to the sections of the code in this manner throughout the series: ### Import Section The series of import commands at the beginning of the piece of code, like the contents of the head tag in HTML documents. Python has a basic set of commands kept naturally in the language, and the rest are imported so that a large amount of commands aren\'t loaded when not needed, causing unnecessary memory expenditure. This lends the advantage of being able to extend the language by writing custom sets of commands to be imported into Python, which is how Blender interfaces with Python. For this tutorial, our import section is: ``` python import Blender import bpy ``` When you import something as something else, it basically creates a variable equal to the imported module\'s name, so that you don\'t have to type it out. It is inessential, but it makes the coding go faster. You might want to run a find and replace search on your document afterwards, replacing all instances of the name you imported it as with the real module\'s name and deleting the part that imports the module by another name, as this can make the code run slightly faster. ### Essential Footer This is the collection of commands that you must remember to include at the end of the document, regardless of any changes made to the code, for it to work. It must be noted whether you should change the entire footer (as if a feature was removed from the main code-in-progress) or adding a command to your existing footer (if the text deals with the addition of a single feature). Every article in the main tutorial line should contain the full footer as it should look at that point in the series. For this tutorial, our essential footer is: ``` python Blender.Redraw() ``` ## Adding the Player Object To start, create a new document and delete the basic cube. Create a Monkey/Suzanne. In the Editing panel with the monkey selected, change the mesh name (ME:) under Link and Materials to \"Hero\". Click the F next to the input box to preserve the data block even when nothing links to it. Now delete the monkey object. The following code will create an object called \"Player\" in the library and link it to the Hero mesh: ``` python player = Blender.Object.New("Mesh","Player") player.link(bpy.data.meshes["Hero"]) ``` In the first line, Blender.Object.New obviously references a new object. The \"Mesh\" variable should not be changed for the purposes of this code. I don\'t know exactly it\'s function, so I don\'t want to give out misinformation, but I speculate that it has to do with the object type. If the object were to be a lamp or camera type, for example, you would not be able to apply a mesh to it. The second variable, \"Player\", is the name of the actual object you\'re creating. Change it to your liking. In the second line, we link player (which was equated to our new object) to the pre-existing mesh \"Hero\", which is the Suzanne mesh we dealt with before. Using this method, you can model your character\'s mesh beforehand but have the actual character created dynamically. Using a complication of this code, you can make player.link() link to a variable and not the bit \"bpy.data.meshes\[\]\". That variable can reference an existing mesh or it can create a new one. As for the meaning of the link\'s value, bpy.data.meshes is an array containing all the meshes in the movie. Likewise, bpy.data.objects contains all the objects in the movie. By going to the Scripts window and going to **Scripts-\>System-\>Interactive Console** you can gain such information as the contents of these arrays. By entering \"list(bpy.data.objects)\" into the console, you will be rewarded with a list in the format of \[\[Object \"Camera\"\], \[Object \"Cube\"\], \[Object \"Lamp\"\]\] which is the list of objects in the standard new document set-up. So, to reference the item \[Object \"Cube\"\] you would use the line \"bpy.data.objects\[\'Cube\'\]\" and so on. For these commands to work, you must make sure to import bpy in your import section. ### Appending the Object to the Scene Like you must append the mesh to the object, you must also append the object to the scene, or it will just be a floating data block and not actually appear anywhere. ``` python scene = Blender.Scene.GetCurrent() scene.link(player) ``` If you were to test this code by pressing **ALT-P** while the mouse is hovering over the Text Editor window, it would create an object named Player with the monkey \"Hero\" mesh at the origin point of your scene. Make sure you included this tutorial\'s import section before all of the other code and the essential footer after all of other code. version 2.7: ``` python import bpy myMesh = bpy.data.meshes["Hero"] # reference existing mesh player = bpy.data.objects.new("Mesh", myMesh) # create new object player.name = "Player" # give it a name bpy.context.scene.objects.link(player) # link to the scene to show ```
# Blender 3D: Noob to Pro/Advanced Tutorials |nextText=next module:<br />"Working Example: Bob" |previous=Advanced Tutorials/Advanced Animation/Guided tour/NLA/stride |previousText=previous module:<br />"The Stride feature" }} ``` - Letters in brackets i.e.:(z) mean there is addition information at the bottom of the page. ## Introduction: This tutorial is meant to stop all the RVK (Relative Vertex Keys) questions. ## Window Layout: Set the left half of the screen as 3D View. The other half is divided in two. The top is Action and the bottom is IPO (set to vertex display). ## Setting your Neutral Pose Make sure you are on the first frame (a). With the cursor over the 3D View, select the mesh you want to animate. (mesh in object mode) and press the I key. Select Mesh from the pop up menu then Relative Keys from the next pop up menu. A line will appear in the IPO view. This line is your neutral pose. ## Setting up your additional Pose Lines Now, figure out how many key frames you will need. If you want to move both eyebrows up and down then you will need 4 additional IPO lines. Left Brow Up Left Brow Down Right Brow Up Right Brow Down Press the up arrow (cursor key) to move to forward 10 frames. Press the I key while over the 3D View and select Mesh. Repeat until you see a total of 5 lines in the IPO window. ## Set your Poses Right click on the Neutral pose line in the IPO window. This sets the mesh to the neutral pose. Now Right click on the next line up in the IPO window. Enter edit mode in the 3D View and move the vertices as desired (in this case you will be moving verts to get the left Brow up pose). Press Tab to exit edit mode. Now right click your Neutral pose line in the IPO window. You will see your object in its neutral state. Right click the next line up and you should see the changes you just made to your object. Set up all your mesh poses following the above instructions. ## Name your Poses RIght click on the Key names in the Action window. Change the name and click OK. ## Time to Animate (b) Click on the arrow next to the Sliders text. This will give you access to the pose sliders. Move to frame 20 to start your action. Move the pose slider but release the mouse when set to 0. Now move 10 frames forward and move the same slider to 1.00 (maximum). Use this method to set up all your actions(c). Remember to add a 0 value frame to end the pose.(d). ## Adjust your Slow in & Out In the IPO View select from the menu to find the IPO curves. You can get back to the Pose lines by selecting KeyIPO from the same menu. Right click the spline you want to edit and press TAB to enter edit mode. Move the handles to adjust slow in/out.(e) \(a\) In this case moving to a frame has nothing to do with animation. It is done so that your pose lines are separate from each other. (b) Select your key frame marker and use the usual commands to move `<g>`{=html} and duplicate `<d>`{=html} them. (c) Be subtle by not pushing the slider all the way to 1.00. (d) Try overlapping your poses. (e) When setting slider values they can sometimes go into the negative value. This will give you weird results. Although sometimes they can make your animation more interesting. To fix this edit the IPO, select the point where the line dips below zero and press the V key. Do the same at the other end of the curve if needed. Warning! Blender has a limit to the number of verts you can use. ------------------------------------------------------------------------ Click here to read the advanced animation tutorial guided tour.
# Blender 3D: Noob to Pro/Creating a Light Probe |previous=HDRi }} ``` The light probe is, in the simplest terms, a photograph of your environment. they work in very much the same way that reflection maps do, and are made the same way. Equipment: 1. A pure silver ball. Try a plastic Christmas tree ball ornament. 2. A camera, preferably digital. If you have a high-end digital camera, you\'ll have less work ahead. 3. A place you\'d like to capture the lighting from. Try laying different things in your environment to get a good idea. 4. Something to fire the shutter without touching the camera. For digital cameras, Paul Debevec recommends using a program that will take all the pictures for you. 5. A tripod. Set it up like so. Remember that the height of your camera and the height of the ball relative to each other controls the angle at which the horizon will be shot. In other words, shoot the ball at the same angle that you plan to shoot your 3D scene in. If your scene is animated\... consider making a similar rig except attaching your reflective ball to a video camera as was done for Flight of the Navigator. ![](Lightprobe_hardware_diagram.png "Lightprobe_hardware_diagram.png") (note from a VFX pro who is using this technique for years: on a mirror ball everything is reflected except the area right behind the sphere opposite to the camera - where the tape is on the above picture) The process: 1. Set up your rig and take a series of images with varying exposure times. 2. Taking 2 sets of pictures, each offset by 90 degrees, will enable you to get better coverage of the background and eliminate the reflection of the camera taking the picture.
# Blender 3D: Noob to Pro/Making Landscapes with heightmaps |previous=Creating a Light Probe }} ``` This tutorial will show you how to make advanced terrain such as mountains using Blender and gimp or any other image editing software. Blender has the ability to use height maps to create meshes. Height maps are black and white images with white representing the highest point and black the lowest. ## Creating the heightmap image **Note:** This entire Tutorial presumes that you are already familiar with other Editing Software, such as GIMP\... and already know how to create \"textures\" with that software. However, you do not have to use another program to obtain a texture. At the end of the next section, they show you how to generate a random \'cloud\' texture which you can use directly. Do not worry about GIMP or Photoshop. Just skip the rest of this section and most of the next one. To begin with, open your image editing software. This part applies to Gimp only (downloadable at <http://gimp.org>), if you use another program you will have to do it another way. First use the \"New\" menu option to create an image 1600 wide by 1200 tall. Go to **Filters** → *Render* → *Clouds* → *Plasma* (In Photoshop, this is Filter \> Render \> Clouds). For this example just use the default settings, it doesn\'t really matter. Click OK. You should now have a nice colorful image. We don\'t want that, we want it in black and white. Make sure your Gradient is set to \"FG to BG(RGB)\"(this is the default anyway) and that your foreground color is black and the background color is white. Go to **Colors** → *Map* → *Gradient Map*. This will convert it to black and white for you. Save your image as PNG or JPEG. It should look something like this ![](Blender_heightmap_screenshot.png "Blender_heightmap_screenshot.png"){width="800"} ## Create grid and add the image as texture Open Blender and delete the default cube. Add a grid (**SPACE** → *Add* → *Mesh* → *Grid*) with resolutions 32 and 32 from top view. Do not scale the grid just yet, zoom instead if you wish to take a closer look at your grid. It will be explained later why you shouldn\'t scale now. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- **Note**: When I followed this tutorial it didn\'t work - the vertices in the grid were moving sideways rather than vertically. It turns out I needed to **TAB** into object mode after creating the grid, then hit **CTRL+AKEY** to reset the transformation, then **TAB** back into edit mode. If someone could explain why that was necessary, or what it does exactly, that would be helpful. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- :\***Response 1**: You should create the basic shape and outline in object mode, then edit the details in edit mode, kinda like the names imply. :\***Response 2**: When you create an object using the Front or Side views while having **Aligned to View** selected in the **Edit Methods** in **Blender Settings Panel**, the Local Z axis of the object will be pointing to the Global Y or X axis, respectively. For the matter of this tutorial, if you do that, you\'ll be forced to rotate the object 90º in X or Y, before going on. That\'s where problems may begin, if you rotate it in **Edit Mode** which doesn\'t change local axis orientations. In that case you\'ll be forced to reset transformations (**Ctrl+A** -\> **Scale and Rotation to ObData**). However, if you rotate it in **Object Mode**, and if you make sure the Local Z axis points upwards after the rotation, you should be seeing good results later on. *( To see the Local orientations of an object, Press **F7** for the **Object Panel** (the one with three arrows, 4th from the left) and in the **Draw** pane click the **Axis** button.)* Click **F5** to go to the *Shading panel*. By default the *Material buttons* button should be selected (button with red ball), but if it isn\'t then click on it. If this window has a panel named *Preview* and it is empty then look to the right for the *Links and Pipeline* panel. Here you should find an *Add New* button beneath *Link to Object*, click on it. 3 more panels should appear when you do this. You should find the *Texture buttons* button, it is just to the right of the *Material button* and is black & yellow. You may also just hit **F6**. Now you should get two new panels titled *Preview* and *Texture*, in the *Texture* panel you\'ll find an *Add new* button, click it. Where the button just was it should now be a text field saying something like \"TE:Tex.001\", click in the text field and write \"height\" instead. Look a bit to the right and down for a dropdown menu allowing you to choose *Texture Type*, click it and select *Image*. Two more panels will appear and the rightmost should be *Image* with a *Load* button. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- **Note:** The *Texture buttons* button is not part of the windows that pop up after you click *Add New* button, but it directly to the right of the *Material* button that is a red ball. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- **Note:** If you can\'t find the *Texture Type* menu, press **F6**. Once you press **F6**, or the *Texture buttons* button, you\'ll see another panel, also called *Texture*. This one, however, shows a *Texture Type* menu after you select *Add new*. Having two very similar panels can be a nasty trap. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Before you load the image take a look at the *Map Image* panel. About in the middle there should be 5 buttons, *Extend*, *Clip*, *ClipCube*, *Repeat* and *Checker*. Select *Clip* or your heightmap may wrap around the grid (if this doesn\'t make sense then do this tutorial twice, one where you keep *Repeat* selected and one without. In that case make sure there\'s some bright white spots in your height map on each edge). Click the *Load* button and load the heightmap you just created in your favourite image editing software. **If you\'re going for the random cloud-type image, though, you can make it from within Blender itself - when you add a texture, in the menu where you select \'image,\' before actually selecting it, pick \'clouds\' instead, and play with the settings.** ![](Blender3d-heightmap-1.jpg "Blender3d-heightmap-1.jpg"){width="800"} Click the *Material buttons* button again (the red ball button) and look in the *Preview* panel. If this just shows a black ball then click on the uppermost button just to the right of the black ball. ![](Blender3d-heightmap-2.png "Blender3d-heightmap-2.png"){width="800"} ## Use texture as heightmap (Blender 2.5+ note: Now you do this using a \"Displace\" modifier that applies the Texture you created.) Look to the top right of the rightmost panel, the window should have 3 panes titled *Texture*, *Map Input* and *Map To*. Click on the *Map To* pane. A whole lot of buttons will appear: - Turn off the *Col* button. \"Col\" stands for \"color,\" and we don\'t want our plane to be *colored* by this texture. - All of these buttons should be turned off: we\'re not going to be using this texture to \"Map To\" anything. Instead, we\'ll be using it to deform the actual geometry. Go to the *Edit window* (**F9**) and enter edit mode (**TAB**) if you\'re in *Object Mode*. Go to either front or side view so you can see what you are doing. Click the *Noise* button in the *Mesh Tools*-panel (it\'s located in the top left corner of this panel) and your grid should start to change shape. **Note:** make sure all your vertices are selected with AKEY or whatever you want to use to select. If not selected, *Noise* won\'t do anything! - *(While you could, theoretically, use this to your advantage \... intentionally de-selecting vertices that you don\'t want to influence \... in practice that\'s quite awkward if for some reason you have to do it again. It\'s much easier to leave any such areas, that you don\'t want to influence, \"completely white\" in the image.)* ![](Blender-landscape_with_height_maps.png "Blender-landscape_with_height_maps.png"){width="800"} Continue clicking the button until the terrain has reached the height you want and voilà, you have just made terrain using heightmaps. You may want to subsurf the shape to get a smoother effect. If you wish to scale your new landscape then now is the time. There seems to be a bug or gotcha causing your heightmap to be tiled on your grid rather than resized if you scale the grid before applying the heightmap. Hopefully someone familiar with blender will clarify how this should be done properly, but until then this method will work. ![](Blender-landscape_with_height_maps(1).png "Blender-landscape_with_height_maps(1).png"){width="800"} Tips: 1\. If you want a more jagged landscape then adjust the contrast on the image editing software 2\. Once you\'ve finished using the *Noise* button in the *Mesh Tools* panel as shown above, the texture is no longer needed: the effect it has made on the geometry of the object is permanent. If texture-resources are tight, you can remove it now. But it\'s advisable to keep it, unchanged, in case you need to re-do your work at some time in the future. If you want to use other kinds of texture-maps (*Col*or, *Nor*mal maps, and so-forth), you can use the landscape-image as a handy reference (say in a background-layer in your painting program) for correct placement of these features, but you should not alter the landscape-image itself). 3\. Height maps can also be used to make city terrain. Draw white squares on a black background. If you do this make sure you make the squares perfectly parallel to the sides of the image. This prevents jagged edges to buildings. You can also use gray squares to adjust the buildings to different heights. 4\. The \"Noise\" mesh-editing button displaces vertices in the object\'s Z-Axis and negative Z-Axis only. To deform your mesh\'s other dimensions, simply rotate your object and \"apply rotation,\" or rotate the vertices in edit mode, and apply Noise. Then, rotate it back again to get your original orientation. 5\. The \"Noise\" button permanently modifies your mesh according to the material texture. Each click adds onto the current mesh. For a temporary effect, map the texture to *Disp*(lacement) for a render-time effect *(and do not click the \"Noise\" button at all)*. In object/edit mode your object will appear normal, but will render deformed. 6.*Note:* The \"Noise\" mesh-editing *button,* as used here, is not the same as the \"Noise\" *texture* that is referred to in other tutorials!
# Blender 3D: Noob to Pro/How to Do Procedural Landscape Modeling |previous=Making Landscapes with heightmaps }} ``` ## Mountains I was playing around in Blender several months ago and messing with cloud textures when I found a great way to make landscapes entirely within Blender (without height maps from The Gimp or some other application) and decided to make a tutorial (yes, it does use the noise tool). _**For 2.7X blenderers out there:**_ though this is a 2.4 based tutorial it works fine for 2.7X versions. The only big difference that doesn\'t work is that the normal button in the influence panel instead of map to panel, and the diffuse shader they mention later is actually in the material\'s context and in the diffuse panel. ### Making the Mesh To start, open up Blender and with the cube selected, press the **XKEY** and click Erase Selected Objects. Add a grid (**SPACE**\--\> Add\--\> Mesh\--\> Grid), using whatever numbers you like, remembering that bigger numbers means more vertices. For this tutorial, I\'ll use 60 for x and y resolution. Scale the grid up, but only a little bit (I went up to 1.3) as the texture won\'t make very tall landscape with a very big grid. Press the **F5** key to go to the Materials tab, then add a new material. ![](Scaledgrid.jpg "Scaledgrid.jpg") ### Displace and Shade Now press the **F6** key to go the Textures panel, and add a cloud texture in the very first slot (slot 0). After Pressing F6, look at the windows on the bottom. To the left is the \"preview\" window and next to that (to the right) is a *Texture* window with an *Add* button\... click that and then go to the little pull down menu that shows up just below and to the right. From there, find and select \"Clouds\"\... and now, continue! ------------------------------------------------------------------------ You may be wondering how we are going to make landscape with a cloud texture, when you could just use the Gimp height map plugin, Terragen, or the A.N.T. modeling script right in Blender. Well, we are going to make the landscape with a **height map.** The color determines the height: white = very tall; grey = halfway tall; black = no height. This makes the cloud texture a very good candidate for land. The next thing we are going to do is adjust the size. You can set the noise size to whatever you want, but I want to have several bigger pieces of landscape, instead of a bunch of little ones so I\'m setting noise size to 1.00 and noise depth to 6, as I want a high level of detail. (The *Preview* immediately shows you the effect of your \"tweaks\" as you make them.) **Noob Note:** You can hold shift and click the number next to noise size then just type 1 and press enter instead of using the arrows. The same applies for NoiseDepth, almost every other setting in blender changes like this as well. At the top, we can select *Hard noise* or *Soft noise.* Each gives a different landscape, so experiment with them. Next, go to the *Colors* tab (it\'s right next to the texture button by default). Adjust the brightness and contrast as required. For \"Hard noise,\" try a brightness of 1.9 and a contrast of 3.45. For \"Soft noise,\" a brightness around 1.0 to 1.2 should be fine. **Noob Note:** The above noob note applies to the brightness setting as well! ![](Cloudsettings.jpg "Cloudsettings.jpg") Jump back to material buttons with **F5** and go into the \"Map To\" panel. Turn off *col* and press *nor* once. **Noob Note:** I had a difficult time finding the \"Map To\" so if you are too\... This is one of the several small Windows that opens at the bottom of your screen after pressing **F5** and for me, it was on the far, far right, off my screen. I had to use my mouse wheel to scroll the Windows to the side to bring it into view and found it as a Tab on a Window with two other tabs. \"Col\" and \"Nor\" are buttons in the *Map To* Tab. **Another Noob note:** In version 2.66, the \"map to\" equivalent is found in the texture window (under the tab \"influence\") there you can adjust the color and normal settings. they are referred to by their full names. - *What the buttons are for:* The \"Map To\" settings determine which various attributes of the material will be affected by our \"cloudy texture.\" - \"Col\" refers to \"*col*or.\" We turn it off here, because we don\'t want our surface to *look* \"cloudy.\" - \"Nor\" refers to \"surface *nor*mals.\" This is the angle at which light seems to reflect from the surface. (The so-called \"bump map.\") - Experiment with the other \"Map To\" buttons, as well! For instance, \"Disp\" (for \"*disp*lacement) actually causes a map to deform the geometry of a surface\... but doing so only during rendering. In this tutorial, as you will see, we are going to *combine* several techniques to produce a very rocky surface. Here, we are changing the way that the surface reflects light. Then, we\'ll actually deform the surface geometry. ------------------------------------------------------------------------ Turn the *nor* value all the way up, to 25 (that will give it a nice rocky look). Go into the *Shaders* tab and then change the \"Diffuse Shader\" (the top left selector, defaulting to \"Lambert\") to \"Oren-Nayer,\" and the \"Specular Shader\" (the 2nd selector, defaulting to \"CookTorr\") to \"Blinn.\" Adjust the *Rough* value in Oren-Nayer to 1.5 (rock is really rough). Also, set the *Spec* value to 0.01 and *Hard* to 25. Now we are ready to make some mountains! - *Trivia note:* In computer graphics, a \"shader\" is a mathematical function, and they\'re customarily named after the clever people who invented them. These functions determine exactly how the cloudy-texture will \"map to\" the attributes *(e.g.* \"Nor\"\...) that we selected. ![](Shadersettings.jpg "Shadersettings.jpg") ### Making Mountains Press **TAB** to go into edit mode and press the **AKEY** twice, in case you had any specific vertices selected. Go into the front view and press the \"Noise\" button(located under mesh tools in **F9**). You should see the vertices jump up a good bit. ![](Noisevertices.jpg "Noisevertices.jpg") If not, you may have scaled your grid up too much, so make it somewhat smaller. Depending on how high you want your mountains, press the *Noise* button to your required amount, though I pressed it 8 more times. The mesh doesn\'t look very good right now, as it is not only blocky, but it is missing that last bit of random detail. - **Important note!** The *mesh-editing button* named \"Noise\" causes a permanent change to the geometry of the object in the \"Z\"-axis, as provided by the texture. (The vertices actually *moved,* and their new position is permanent.) - There is also a *procedural texture* named \"Noise,\" but that is just pure coincidence. The two are unrelated, both in what they do and in how they work. ```{=html} <!-- --> ``` - **Important note!** Those using Blender 2.5 Beta in order to get the height map to affect the geometry you will need to use the displace **modifier** instead. If you are not in edit mode, go into it and select all the vertices. Press *Fractal* (in the same row as *Noise* under mesh tools) and enter a value of 15 in the random factor. Hopefully, your system can manage all these vertices: if not, then don\'t do any fractal subdivide. If you want to, you can use a smaller value in the fractal box and do it several more times for more displacement. Be careful, though: too much randomness will cause vertices to separate, causing tears in the mesh that you will have to fix by hand. Finally, tab out of edit mode and press *Set Smooth.* Then, if you want to make the mesh even more smoother, add a *Subsurf* modifier, with what ever level you want. (I\'m going with 1 for faster render times.) If you desire, you can scale up the mesh however big you want though for close-ups, you may want another level of subsurf or another subdivide. Then, apply colors, set up the lights, and render! A word to the wise, however: this process creates a huge file (about 986kb). ### Discussion You have just made mountains all in Blender, without having to generate height maps in The Gimp, or any other program. The next step is to go beyond the tutorial. Try using different noise sizes and noise basis, and even try using other textures like musgrave and marble. Or try using two textures and see the conclusion. The possibilities are almost infinite! Have fun. **Observe** how the technique illustrated *this* tutorial is \"the same, yet different\" from the one demonstrated in the tutorial for \"height maps\": - A *procedural texture* was used to supply changes to the *Nor*mal Mapping of the object at render time. (This is the angle at which the object reflects light.) (The \"height mapping\" tutorial did not do this.) - Then, the *mesh-editing button* (also\...) named \"Noise\" was used to deform the actual geometry of the mesh. (This *is* the same technique used in the \"Height Map\" tutorial, although a different kind of texture .. an image .. was used.) - The texture, once used for the height-mapping (deformations) was left in place, still mapped to the surface \"Nor\"mals. The result will be a *very* mountainous landscape. Yep! The techniques shown in all of these terrain-modeling tutorials *can* be combined! And, they frequently are. Very often the most satisfactory results are obtained by combining several different techniques. You could have used an image-map (from the \"Height Mapping\" tutorial) to deform the geometry, then used the \"noisy *Nor*mal-mapping\" idea from the first part of this tutorial, and even used smoothing. All at the same time. The choice is yours. When using \"Map To,\" remember that a single material can have several different textures applied to it, each one mapped to the same or to different attributes. This mapping can even be *animated.* Experiment! The sky\'s the limit!
# Blender 3D: Noob to Pro/Landscape Modeling I: Basic Terrain |previous=How to Do Procedural Landscape Modeling }} ``` ## Introduction I worked with a group to make a small animation for class and I was responsible for the environment modeling. I really liked the results of the process I used, so I decided to share it with others. By the end of this tutorial you\'ll have the know-how to create your own flexible, realistic terrain utilizing multiple textures for different ground types. This tutorial assumes that you have the very basic understanding of using Blender (how to add/remove a mesh, how to change views, etc\...) I use the following textures in this demo. Feel free to use them if you don\'t have something on hand to use. ![](Blender3DNoobToPro-Grass.jpg "Blender3DNoobToPro-Grass.jpg"){width="100"} **NOTE:** This page uses a different grass texture for licensing reasons (sorry). ## Creating the Canvas !The grid that will be used to build our landscape.{width="200"} The \"canvas\" that we\'ll use for our terrain is an evenly spaced grid of vertices. Open a new project, delete the default cube, and **add a grid mesh**. Use whatever size you want. The more vertices you have, the more detailed and realistic your landscape will appear, but don\'t get crazy with it since we\'ll apply subsurfacing at the end to smooth it out. At the same time, you do want enough vertices to prevent sharp edges, and we\'ll need them in the second tutorial when we cover texture stenciling. So consider how big you want your landscape and try to find a reasonable balance. I like to start with 100x100. The grid will be pretty small, so scale the entire thing up, let\'s say by a factor of 20. This grid will be used to build our landscape by pulling hills and mountains out of it. **Noob Note:** If you don\'t want to have to delete the default cube every time you open a new file, just delete the cube once so you have the blank window (only lamp and camera left) . Then select *File* - *Save default settings* or hit *Ctrl+U*. From now on, each new project you create will start off without the cube. ## Molding the Mountains The key to making good mountains is using the proportional edit mode (**OKEY**) and constantly adjusting the radius of influence. If you\'ve already gone through the Mountains Out Of Molehills tutorial then this section will be familiar. One major difference is that in this tutorial I recommend rotating the 3D view around so you have a good view of all three axes instead of working in the front or sides view. Using the proportional editing tool affects multiple vertices, and it helps to see what effect your changes are having as you make them. - Go ahead and turn on proportional editing, either by pressing **OKEY** or clicking on the grey ring on the 3D View header. You have to be in Edit Mode to select this option. Once proportional editing is enabled, the ring will appear orange and a new drop-down menu will appear next to it with different falloff styles. Select Smooth if it is not already selected. ![](Blender3DNoobToPro-Molding_the_Mountains_01.jpg "Blender3DNoobToPro-Molding_the_Mountains_01.jpg") - Select any random vertex and grab it (**GKEY**). You will see a ring around the vertex you are grabbing. This is the radius of influence, and only vertices inside this ring are affected by the transformation. If you are doing this in the orthographic view from the front, side, or top, then this will be obvious. But if you\'re at a view where you can see all three axes, then it may be less obvious. !The first mountain created using proportional editing.{width="200"} - Restrict movement to the z-axis (**ZKEY**) and translate the vertex upward. Throughout this entire process you ONLY want to translate along the z-axis. If you start moving vertices in the x or y directions, things become distorted and you get some nasty creases. Play around with adjusting the size of the radius of influence (**Mouse Wheel**) to get steeper or flatter hills. !A nice group of hills{width="200"} - Keep repeating this process with different size radii and different heights until you have a decent mountain range, but leave an area flat. We\'ll be using that spot later in the second tutorial. Don\'t be afraid to occasionally translate some vertices down instead of up to create depressions in the hills. Remember, variety is the spice of life. Very few things in nature are naturally geometric, so mix up your hills and especially make sure they overlap. How often do you see a nice, smooth hill all by itself in nature? **Note:** You\'ll notice in my screenshot that I have reduced the size of my grid. For simplicity\'s sake, I didn\'t feel like filling an entire 100x100 grid with mountains since this can take some time. - Well now, that\'s looking pretty good! Now, there\'s one problem with our hills so far. They\'re too smooth! Let\'s bumpify them a little. Change the falloff type from Smooth to Random. ![](Blender3DNoobToPro-Molding_the_Mountains_04.jpg "Blender3DNoobToPro-Molding_the_Mountains_04.jpg") !Rougher hills look more realistic{width="200"} - Select a single vertex and grab it (**GKEY**). We\'re still working on the z-axis only, to restrict your movement with the **ZKEY**. Now when you move the vertex up and down, all vertices in the radius of influence will also move but with a random falloff instead of smoothly. It only takes a little movement to get the effect we want, so something around 0.5-1.0 is enough. Mix up moving up and down with different vertices, again to add variety to the scene. - Once you have your landscape the way you like it, add a subsurf modifier under the Editing tab (**F9**) and select Catmull-Clark. This will smooth out your terrain a little so that it\'s not too rough. Given the number of vertices you already have, it\'s not necessary to have a higher render value than 1 unless you just REALLY want it to be smooth, but I don\'t recommend it. Land is supposed to be bumpy and rocky, we just don\'t want sharp edges. **Noob note:** If you\'re making mountains using Random Falloff and the peaks stick up too much: in Edit mode, select the points in the area around the peak using circle select, then press **WKEY** and click \'Smooth\' until you\'re satisfied (or, in the Editing tab (**F9**), click the \'Smooth\' button). **Useful Tip** Proportional editing can be used on multiple vertices simultaneously. This is especially useful if you\'re trying to create a cliff face or a river bed. Use the box tool (**BKEY**) to select a group of vertices and then translate them. Keep in mind that the size of the radius of influence determines how many vertices around **EACH VERTEX** will be influenced. So suppose you have a 5 vertex radius, that means that 5 vertices all the way around your selected region will be influenced. ## Texturing the Terrain Alright! We\'ve got some pretty nice hills now! But there\'s still a few problems. Hills shouldn\'t be white, and hills shouldn\'t be SHINY! Let\'s dress them up a little, shall we? - With your landscape selected, go to the Shading Panel (**F5**) and add a new material. - Under the Shaders tab, drop the Specular value to 0. - Go to the Texture tab (**F6**) and add a new texture. - In the Texture Type drop down menu, select Image. - Two new tabs will appear. In the Image tab, click Load and load a texture from file. - In the Map Image tab, increase the Xrepeat and Yrepeat. Depending on the size of your terrain and the image that you use (please use something that tiles!), these values will vary. I\'ve used 10 for each in this tutorial. ![](Blender3DNoobToPro-Texturing_the_Terrain_02.jpg "Blender3DNoobToPro-Texturing_the_Terrain_02.jpg") (**Noob note:** Render the scene (F12) to see the applied texture) (**Noob note:** A quicker way to do this is by using the render preview tool, 3d view window - render preview, View\--\> Render Preview or press **SHIFT**\--\> **PKEY**) (**Noob note:** you may also select shaded in the Viewport Shading menu next to where you select object mode or edit mode to see your texture on your mountains without rendering, however it does slow your computer down some which could make editing frustrating. So only do this if you want to see what your textures look like, then switch back to solid for more editing.) - Finally, let\'s do something about the lighting. Go to Object Mode (**TAB**) if you\'re not already there and select the lamp. Choose the Shading Panel (**F5**) and then click the icon that looks like a light bulb to display the Lamp buttons. Change the lamp to a sun and up the energy to 1.5. You may also need to increase the distance if your terrain is large, or rotate it around if you don\'t like where it\'s pointing. The dashed line coming out of the light is the direction. Play around with different angles and energy values for the sun to get different times of day in your scene. And there you have it! Your landscape is now textured with some nice grass to make it look a little more realistic. Play around with hill sizes and roughness if you\'re not satisfied with your landscape, but try not to be too picky. Nature shouldn\'t look too sculpted. Remember, you won\'t notice a change in texture unless you render your image. **NOTE** If you went with the suggested 100x100 grid, the rendering process could definitely take some time depending on your system, especially if you have ray tracing and shadows enabled. To boost the rendering speed, go to the Scene panel (**F10**) and under Rendering, disable the buttons that say **Shadow** and **Ray**. Also note that because we\'ve created some hills, your camera may now be under the terrain. Switch to the camera view (**NUM0**) to see what your camera sees and move it if you need to. ![](Blender3DNoobToPro-Texturing_the_Terrain_03.jpg "Blender3DNoobToPro-Texturing_the_Terrain_03.jpg"){width="800"} Join us next time as we explore how to make the landscape look even better using texture stenciling! ## Reader Contributions I\'m mainly doing this so the hills look better and more realistic. Reading this will consume more time than doing it. I\'m making everything clear for beginners. It will only take about 8 minutes more for your hills to end up like this: ![](Blender_hills.jpg "Blender_hills.jpg") 1. First step to achieve it is to switch from the default lamp to Sun. 1. You do this by clicking on the default and go to the shading tab (F5) 2. Click on *Sun*. 3. Go to *rotate manipulator mode* with Ctrl Alt R. 4. Rotate the sun until the dotted line is in your desired position. That is where the main energy will go. It will differ if you want to achieve the different time of day. You can make the distance greater or less with *dist.*. I kept mine at default 30. 2. Now let\'s make more realistic, paler sunlight. 1. In the RGB slider, set R for 1, G for 1, and B for .848. 2. Set energy for 1.63. This will all differ for different times of day, so set your east and west in your head, and the later into the day, the further the sun to the west and the more orange. For midday, keep the energy on 1.63 and put the sun right above your hills. I set mine for earlier in the morning. 3. Now click on the picture of a globe to change the background. 4. Click on the *blend* button for a more realistic looking sky. On the left of the World toolbar, that will be the color of lower down in the sky and the right sliders will be the color of the top of the sky. Naturally, the top should be darker blue than the bottom. 1. It will differ for different times of the day. So you might want something different from this. But I set up mine for the morning using the settings below: - The left HoRGB sliders to 0.50, 0.68, and 1. - The right ZeRGB sliders to 0.11, 0.25, and 0.66. 5. Now for the texture. *This* won\'t differ for the times of day, but it will differ for what type of landscape you want. 6. Download a nice texture from google or an artists website. 1. Go back to Blender, go to Texture buttons (F6) 2. Click add new 3. Select *image* for the texture type 4. Go to the *image* toolbar, and upload the texture. Blender will only allow you to upload from the Blender documents, unless if you click on the up and down arrows on the top left of the screen and choose the place where you saved the texture (or picture). 5. After uploading, the X and Y repeats should be smallish, like 6x6, so the changes aren\'t noticeable. It will look ugly in the preview, but it will look nice after its wrapped. 7. Render, and 1 minute later, voila! Those are nice looking hills! 8. Now boast in front of your friends! **Noob Note:** You need to have your landscape selected if you are in object mode to change the texture, otherwise it will change the texture of the world. ## Reader Contributions 2 You can have an even better result if you use the texture to \"bumpmap\" the mountains. 1. Press **F5** until you are into Material Buttons 2. Select the *Map to* tab 3. Click on *Nor* once (the *Col* option must stay selected as well) 4. Slide the *Nor* slider to 5 or more (might differ depending on texture size and repeat options) 5. Render with **F12** ## Reader Contributions 3 Alternately from making the hill model manually, you can use a program like L3DT. It uses various algorithms to generate very detailed and realistic terrain heightmaps. It also lets you edit them in a more intuitive way than Blender does. After you have L3DT make your height map, you can export it as a .x file, which you can import into Blender. **Noob Note:** That can be done by going into File-\>Import-\>DirectX(.x). And there you have a very realistic landscape mesh with a lot less work. (Noob Question: I want to use Unity3d game engine to create a game, but i want to use blender to create landscapes. To create massive world landscapes, does anybody have any tips? as Unity limits any mesh to 65000 vertices, which i\'ve already passed with my method without doing half the map.) -If you are using unity 3d just use it for the terrain. Download the terrain toolbox and just use .raw images. Or simply generate from there and save. 65,000 verts is plenty btw. If you insist on using blender for the terrain then model a high poly terrain fist consisting of around 1 mil+ verts. bake the normal map and ambient occlusion decimate your terrain to around 10k or w/e looks good for the game. Then bam you got 10k terrain that looks like 1mil. But to be honest blender terrain texturing is a pain compared to unity. Anyhow hope that helps.
# Blender 3D: Noob to Pro/Landscape Modeling II: Texture Stenciling |previous=Landscape Modeling I: Basic Terrain }} ``` ## UPDATED FOR 2.7 USERS This is a continuation of the previous tutorial, Landscape Modeling I: Basic Terrain. In this tutorial, we will make our terrain look even better by using some texture stenciling to add multiple textures where we want them in the landscape. This tutorial assumes that you have a basic understanding of how to use Blender (how to add/remove a mesh, how to change views, etc\...) ## Creating the Stencil The landscape from the previous example looks pretty good, but the entire thing has the same texture, so it doesn\'t look very natural. Let\'s add some rocks to those hills. If we just add a second texture to our material, it will completely cover the previous one. What we want is to have the first texture only show in certain places and the second texture cover the rest. In order to do this we\'ll have to create a stencil, which is like a mask that determines where textures appear on the material. The stencil is a black and white image, similar to a heightmap, except the intensity of each pixel determines how much of the next texture will appear (black = 0%, white = 100%). I highly recommend viewing this tutorial for a more in depth description of how stencils work. If you think you have the gist, then continue on here. \[Note: Link is broken now\] We\'re going to create our own stencil to determine where we want rock in the landscape by \"painting\" on the object. **\*IMPORTANT\*** The next few steps will be performing temporary modifications to your scene, so be sure to save your file before you continue so that the changes will not be saved!! Also, if you have a subsurf modifier on the landscape, remove that at this time as it drastically slows down the following process. - Select the landscape object and switch from \"edit mode\" or \"object mode\" to \"**Vertex** Paint mode\". This is found in the Mode drop down menu, on the 3D View header. This mode lets you paint the object, and thereby change the color value of each vertex. When in Vertex Paint mode, you\'ll notice your object change color to a pixelated version of the texture that is applied to it. This is because with that texture applied, each vertex will be drawn with the colors you see. **Noob Note**: Vertex Paint mode is in the drop down menu that contains Object mode and Edit mode. Just select the object while in Object mode, click the drop down menu, and select Vertex Paint mode from the list. - Switch to the Editing menu (**F9**) and you\'ll see a new tab called Paint. Notice the sliders labeled Opacity and Size. Opacity determines how much to blend the selected color with the existing colors when you paint. So 0.2 means that when you click, you\'ll get 20% of the selected color mixed with whatever is currently there. Over on the right are different options to combine to colors. We want to mix, so as we paint the colors will mix together and give us a nice smooth blend. Size is the size of your cursor while painting, and thus how many vertices are affected. Keep in mind that does not change as you zoom in and out, so a size of 10 can actually paint more pixels if you\'re zoomed way out than a size of 30 if you\'re zoomed way in. ![](Blender3DNoobToPro-Creating_the_Stencil_02.jpg "Blender3DNoobToPro-Creating_the_Stencil_02.jpg") - Change the color to black and click the button that says Set VertCol (in 2.48 version, that button is below the color square and named \'SetVCol\'). This will change the color of your entire object to black. You\'ll notice that the object is not lit in Vertex Paint mode, so when the entire object is black it can be difficult to see where your hills are. You\'ll have to move the camera around to see the shapes. \[Another newbie recommends: if you switch to the \"object\" buttons (f7) and turn on \"Wire\" under \"Draw Extra\" in the \"Draw\" panel/tab you should see a wireframe on top of the vertex colors you are painting, which makes it much easier to see where the hills are. Remember to switch this back off when you have finished painting.\] - Now we\'re going to paint the places where we want rock to show through. Change the paint color to white. It\'s less likely that grass will grow on steep slopes, so start painting the tops and edges of the steeper hills white by holding down **LMB** and dragging your mouse (think MSPaint). If you didn\'t heed my earlier advice and still have a subsurf modifier in effect, the painting will be very choppy, so remove that now. - As you\'re painting, try to make some spots pure white by going over them again and again, but don\'t make any one area of white too large as this will make a huge area be all rock, and we\'re trying to blend two textures. - This process can just be trial and error getting the landscape painted the way you want. Once we apply our stencil later you may decide there\'s too much rock in one area, or not enough in another and go back and change it. A few things to keep in mind: - 20% opacity means that most of the original texture (grass, in our case) will show through, so the rock won\'t be very noticeable if at all. You\'ll have to go over the same spots a few times to increase the intensity. - You don\'t want a dramatic change from grass to rock, so be sure to blend white areas with black. That\'s why we\'re using the 20% opacity instead of just bumping it up to 100%. - Make your patches random and spotty. This will end up creating a more realistic effect once we combine the textures. !Painting the stencil onto the landscape{width="200"} - Once you\'re done you should have something that looks like this. Notice the mixture of white and black in some places, how it doesn\'t just go from pure white to pure black as you move down the hills. This will make a more natural blend and it will cause random rocky areas mixed in when the grass. Now we need to turn this into our stencil. - Go to the overhead view (**NUM7**) and make the projection orthographic if it\'s not already (**NUM5**). - Zoom in/out (**Mouse Wheel** or **NUM+**/**NUM-**) until the plane almost occupies the entire window. - Move the 3D cursor and any lamps or cameras away so that they\'re not over the landscape and take a screenshot. !The stencil after its been cut from your screenshot{width="200"} - Open your favorite image editor (I\'m a traditionalist, so I still like MSPaint), and cut out the image of landscape. This is now your stencil. Save it under your favorite format. - Re-open the saved version of your landscape to undo the changes we made to create the stencil. So why did we make our stencil this way? This allowed us to actually paint on our terrain so that we ensure we get the rock exactly where we want it. Using this method, you can customize your stencil to any object, as long as it has enough vertices. For example, if we just had a flat plane made of 4 vertices, this technique would not have worked because we could only paint the corners. That\'s why in the previous tutorial I recommended using a high (but not too high) number of vertices in your grid. ## Applying the Stencil So now we need to apply the stencil to the landscape to mix our grass and rock textures together. - Return to either Object Mode or Edit Mode (**TAB**), it doesn\'t matter which. - Go to the Texture menu (**F6**) and add two new textures in the material (you should already have the grass texture). - Make texture 2 (the first new one you added) an image and load your stencil from file. Do not repeat this in the x or y directions. We want it to map to the entire object. - Make texture 3 an image and load your rock texture from file. This one you do want to repeat, just as you did the grass. - Now return to the Materials menu and select your stencil texture. It\'s a good idea to name your textures, materials, objectives, etc\... so that they\'re easily identifiable. - With your stencil texture selected, switch to the tab labeled MapTo. Deselect Col (which maps the texture to the color), and select Stencil and No RGB. Stencil will treat this image as a stencil, and No RGB treats it as a black and white image. If you didn\'t select this second option your stencil wouldn\'t work. !Mapping the stencil texture - In the preview tab you should notice your material change so that the grass and rock are now mixed. If you render, you\'ll see a much more realistic landscape than the one from the previous tutorial! **Noob Info:** Be sure that for the rock - texture *col* is selectet because we want to color the landscape with the rock-texture! Otherwise it doesn´t work. *Select Rock-Texture -\> Map To -\> col* !Landscape with grass and rock textures mixed ## Adding Snow Since you already have some nice mountains, why not add some snow to them? Adding snow is easy. All you have to do is add a fourth texture AFTER all the others. Make this texture the same as your stencil. - Make sure you\'re in Shading (F5) \> Texture Buttons (F6) \> Textures. - Click on an empty panel beside Texture Type - Click on the little box to the left of Add New - Choose your stencil from the menu (hint: it helps if you name your textures) - Render and see the results. If you made your stencil properly, you should have some nice, snowcapped peaks. It\'s not much, but it\'s enough for a quick fix. If it isn\'t even, you probably didn\'t make your stencil properly (meaning pretty much all white on the peaks, and not much anywhere else). Of course, there are better ways to do this, ways I wouldn\'t know about; I discovered Blender merely three days before the time of writing. I leave it up to you to see the effect: I only have so much room and bandwidth for pictures! This effect works by saturating the underlying color with white, depending on the amount of white in your stencil. A light gray will saturate it only a bit, whereas a bright, 100% white will cover it very clearly and efficiently. If you look closely, you\'ll see that the light gray on the stencil DOES make a difference, but it\'s not immediately visible and requires lots of fidgeting with the Render Preview and texture options. You might also try fiddling with the Stencil and NoRGB option, although it worked fine for me with both turned off (I use Blender 2.48a) Some challenges: - Try to change the color of the snow. Hint: RGB - I\'ve yet to do this, but try making snow out of a heightmap. ## Multiple Stencils Remember in the first tutorial when I said to leave part of the landscape flat, because I\'d be using it later? Well it\'s time to use it. I want to eventually use the landscape as the backdrop for a military base, so let\'s texture the ground around where the base will go to give it a dirt ground and road leading to it. **\*IMPORTANT\*** Just as before, the next few steps will be performing temporary modifications to your scene, so be sure to save your file before you continue so that the changes will not be saved!! - Switch to the Vertex Paint mode in the mode menu on the 3D View header. - Go to an overhead view (**NUM7**) and make the projection orthographic (**NUM5**) - Once again, paint the entire object black by selecting the color black in the Paint tab and clicking on Set VertCol. - For the next few steps, you may need to **TAB** back and forth from Vertex Paint mode to Object mode to make sure you\'re painting in the correct area. Make the opacity of the painter 1.0 and the size 10 so that we can work very precisely. !The stencil for our future base{width="200"} - Paint an area over the flat terrain in the shape of a generic military base, like you see here. - Reduce the opacity back down to 0.2 and increase the size to 20. - Paint the road leading away from the base. We\'ve reduced the opacity and increased the size so that the road will blend more with the landscape around it instead of being more defined like our base. - Once you have your stencil looking the way you want, take a screen shot and save it. Then revert back to your previous environment (before you started painting on it). - Go to the Texture menu (**F6**) and add two new textures. - Load your stencil into the forth texture (the first new one), and the dirt image into the fifth texture. Once again, remember to set the x and y repeat for the dirt texture. - In the Materials menu (**F5**) select your new stencil and go to the MapTo tab. Deselect Col again, and select Stencil and No RGB. Notice the new preview. - Wait a second, where\'s the dirt path?!? Here\'s the problem and the reason I\'ve included this section: stencils are cumulative. That is, the first stencil defines which portions of ALL successive textures will be drawn, including other stencils! In order for our new dirt path to show up, we need to make sure it\'s part of the first stencil. !Both stencils combined into one{width="200"} - Open your first stencil (the one you used to add rocks to the hills) in your image editor and combine the new stencil with it. The result should appear somewhat like this. Be sure that when you combine your dirt stencil with your rock stencil that the dirt stencil remains the same size and in the same place. That is, you want the two to be perfectly aligned. - Reload your first stencil on your material, the one we used for the rocks. Now the preview should look the way we want it to, and if you render you will see your new dirt area on the flat part of the landscape. You can add even more stencils the same way. Here is how all of the textures blend together: ![](Blender3DNoobToPro-Multiple_Stencils_03.jpg "Blender3DNoobToPro-Multiple_Stencils_03.jpg") **NOTE** I had to replace the grass texture in the above image since I could not find the licensing information for it. I apologize for the inconsistencies in the diagram that result from this. Well there you have it! This is a pretty useful method of texturing complex objects. Check out our new landscape and how it compares to the previous, boring, single-textured landscape! ![](Blender3DNoobToPro-Multiple_Stencils_04.jpg "Blender3DNoobToPro-Multiple_Stencils_04.jpg"){width="800"} Once again, if you have any issues with the tutorial, or feedback (positive or negative), drop it in the discussions. ## For 2.7 blender users: - first you add the material - leave the grass texture at the default - add the next two textures , the stencil and the rock, soil etc texture as stated in the above tutorial. - go to the stencil texture - in the influence panel, uncheck col - check \'RGB to intensity\' button - check stencil - others everything as their default values are good -For me, with settings above, the rock texture was not very visible. It may help to play around with the color intensity settings in the influence panel (increase in the rock texture, and decrease in the grass texture) -
# Blender 3D: Noob to Pro/Landscape Modeling III: Exporting as a Heightmap |previous=Landscape Modeling II: Texture Stenciling }} ``` In this tutorial, I will show you how to export your beautiful terrain to a heightmap that can be used in most 3D graphics engines. The benefit to doing this as opposed to just exporting your mesh is that many engines have a special process for dealing with terrains as opposed to regular meshes where it divides the terrain up into different sections so that it can subdivide regions closer to the camera more for greater detail, and also cull (not render) regions outside the camera\'s field of view, saving precious processing time. This structure is called an oct tree and is a highly optimized way to render large meshes such as terrains. Before I begin, I must give credit to the Creating a Heightmap from a Plane tutorial on the Blender wiki. This is how I learned to do this trick, and most of what I will cover came from this tutorial. I\'m simply including it here with the other landscaping tutorials I\'ve written for convenience. ## A Word About Heightmaps I will briefly cover what a heightmap is and how it\'s useful for those who may not know. If you are familiar with heightmaps, you can skip ahead to the next section. !An example of a heightmap{width="200"} A heightmap is a grayscale image that uses various shades of gray to represent different elevations across a map. Since the images are 8-bit (with the exception of some RAW formats that are 16-bit), you have 256 different shades of gray, ranging from pure black (0) to pure white (255). Black represents the lowest elevation on the map, while white represents the highest. Many 3D graphics engines already have functions to read in a heightmap and generate terrain from it. The way it does this is it creates a grid of vertices (like we are going to do in Blender in just a moment), and uses the heightmap to determine the elevation of each point on the grid. The more intense the pixel color (the closer it is to white), the higher the elevation of that vertex. In most cases, if the resolution of the heightmap is smaller than the resolution of the terrain, the engine will interpolate the vertices in between those set by the heightmap. For example, if your heightmap is 256x256 and your terrain is 1024x1024, your heightmap will determine the elevation of every fourth vertex, and the three in between will be interpolated. Note that these values do not represent the absolute height of any given pixel, but rather the height relative to the rest of the map. That is, your heightmap does not represent a landscape with altitudes ranging from 0 to 256. When importing a heightmap, you can specify the minimum and maximum altitudes for the map, and the whole thing gets scaled. For example, suppose you decide the minimum is 1000 feet, and the maximum is 5000 feet. When the terrain is rendered, black pixels will represent 1000, white pixels will represent 5000, and a pixel that is exactly in between black and white (128) will represent 3000 feet (half of the sum of min and max). This makes heightmaps relatively flexible. Unfortunately, as you may have already noticed, there is a limitation of using heightmaps. Since you only have 256 shades of gray, you only have 256 possible elevations. This causes a problem. No matter how precise your vertices may be in the mesh that you model, no matter how smooth you may have it looking, each point will get rounded off to an integer value between 0 and 255. When used to render a terrain, this can cause a \"stair step\" effect as the terrain goes from one discrete elevation to the next instead of making a smooth transition. But there are ways to avoid this, which I will cover later. I apologize if you\'re scratching your head right now saying \"Huh?\" For a further explanation and example, check the Wikipedia page on heightmaps. ## Creating the Material !The terrain that will generate the heightmap{width="200"} To begin this tutorial, I will assume that you already have a landscape that you want to create a heightmap for. If not, read my first tutorial, Landscape Modeling I: Basic Terrain, to quickly create something. **WORD OF CAUTION**!!! If you\'ve already created a landscape, try to remember the exact size of the plane that you used. If you\'re about to make one, it\'s okay to scale the plane to have a larger surface to work with, but REMEMBER how much you scale it by. This will make things easier later. I recommend just working with the default 2x2 plane or grid and zooming in on it. You may also want to backup your scene since we\'ll be changing a few things To create the material we need, do the following steps: - Remove any existing materials that may be applied to the terrain. **Note**: to remove a material, I think you need to go to the links and pipeline window in the shader section and click the little \"X\" underneath the words \"link to Object\" - Add a new material in the Shading tab (**F5**). - Go to the Textures tab (**F6**) and add a new texture. This should be the only texture on your material. - From the Texture Type drop down menu, select Blend. - In the same window, find the Colors tab and select Colorband. This will let us define the blend pattern, which by default fades from black with full transparency to a solid cyan. Why cyan? I have no idea. It\'s an odd default. - Select the black color by clicking on the left side of the colorband. You should see a little black and white bar selected. - Increase the Alpha all the way up to 1 by adjusting the slider labeled \"A\". - Select the cyan color and change this to a solid white. - What you have now should look like my colorband below. !The blend colorband - Return to the Materials tab (the red ball icon next to the cheese looking icon). - In the Material pane, select the Shadeless option to disable lighting on the material. - To the right, find the pane labeled Map Input. In the bottom of this pane is a grid that by default reads: **X**YZ\ X**Y**Z\ XY**Z** - Set all three rows to **Z** so that the texture will map entirely to the Z coordinate. - In the preview window to the left, if you select the sphere or cube you should see that it goes from black on the bottom to white on the top. That\'s the effect we want for the terrain. Remember, in a heightmap, black represents the lowest point and white the highest. !Map the input to the z-axis and make the material Shadeless - Finally, switch back to the Editing tab (**F9**) and click the Set Smooth button to enable Gouraud shading so that everything appears smooth. ## Setting up the Camera That\'s all we need to do for the terrain itself. Now what we\'re going to do is setup the camera in such a way that when we render the scene we\'ll get an orthographic projection straight down on the terrain so that we can save it as our heightmap. - If you still have any lights or cameras in the scene, delete them. - Switch to the top view (**NUM7**) and place the 3D cursor at the origin (0, 0, 0) by left clicking near the origin, hitting **SHIFT+SKEY** and selecting *Cursor to Grid*. (An easier way is: hitting \'SHIFT+SKEY\' and selecting \'Cursor to Center\') - Add a new camera, *Space-\>Add-\>Camera*. This will add a new camera to the scene that is looking straight down. !The camera needs to be above the terrain{width="200"} - Switch to a side view (**NUM1** or **NUM3**) and move the camera up the Z axis so that it is above the highest point in your terrain. Even though the view is going to be orthographic, and therefore distance doesn\'t matter, the entire terrain still needs to be in front of the camera. - Now, with the camera selected, go to the Editing tab (**F9**) and select the \"Orthographic\" button. This will change the camera to an orthographic projection which basically ignores the z-coordinate for all vertices (except for determining which pixels should be in front of others). - Just above the orthographic button is a value labeled \"Scale\". Remember earlier when I told you to remember how big your terrain is? This is why. - Change the Scale of the lens (default: 6) to match the size of your terrain. If you left the plane the default size, this should be 2. If you scaled the plane up by a factor of 20, as suggested in the \"Landscape Modeling I: Basic Terrain\" tutorial, this should be 40 (the plane is initially 2 units square). - Now go to the scene tab (**F10**) and under Format, change the SizeX and SizeY to be the size you want your heightmap to be. For most graphics engines, this is required to be either a power of 2 (2\^n) or one more than a power of 2 (2\^n+1). So try something like 256 (or 257 if you need it to be 2\^n+1). !What the terrain will look like from the camera view{width="200"} - Now, if you switch to the camera view (**NUM0**) you should see a \"flat\" square that completely fills the dotted box which represents the camera\'s field of view. !The rendered image will be your heightmap.{width="200"} - Render the scene (**F12**). You should be looking at your heightmap. Hit **F3** to save the rendered image and you\'re good to go! Since this image has no color, and some engines require that your heighmap be a grayscale image (only one color channel instead of three), select the BW button in the Format pane before rendering. This will render it as a grayscale image instead of a color image. !Select BW to save as a grayscale image. ## Avoid Stair-Stepping As mentioned earlier, exporting the heightmap as an 8-bit image (Blender doesn\'t support any 16-bit formats that I\'m aware of) has the drawback that you only have 256 discrete height values which can cause a stair-step effect when the terrain is subdivided. Ideally, you could use an application that can export the image in a 16-bit raw format, such as Terragen. But this is a Blender tutorial, so we\'ll not go into that. =P ### Reducing the resolution One way you can \"smooth\" out the rendered terrain is to actually reduce the resolution of the heightmap. This may sound counter intuitive, but bear with me. Suppose you have a heightmap that is a simple blend from black to white going from left to right. If your heightmap is 1024x1024, you will get 4 columns of each height since you only have 256 different values. In other words, your grayscale will look something like this: 00001111222233334444\... 00001111222233334444\... 00001111222233334444\... 00001111222233334444\... 00001111222233334444\... 00001111222233334444\... If you try to render terrain from this, you\'ll get 4 points with 0 altitude, 4 with 1, 4 with 2, and so on, creating the stair-step effect. Now suppose you make the same heightmap, but reduce its size to 256x256. Now you\'ll have 1 column for each height, and your grayscale will look something like this: 012345678\.\.\. 012345678\.\.\. 012345678\.\.\. 012345678\.\.\. You may be thinking, \"But then my terrain will be smaller, or less detailed.\" But it turns out the opposite is actually true. Consider applying the above heightmap to a terrain that is 1024x1024. The values from your heightmap will be applied to every 4th vertex, and the ones in between will be interpolated. So instead of having something like: **0.0** **0.0** **0.0** **0.0** **1.0** **1.0** **1.0** **1.0** **2.0** which is what you would get with the 1024x1024 heightmap, you\'ll actually get something like this: **0.0** *0.25* *0.5* *0.75* **1.0** *1.25* *1.5* *1.75* **2.0** Where the integers are the values from your heightmap and the fractions are interpolated values. This is assuming that whatever engine you are using will interpolate the values between heights read in from the heightmap. At the present time, this is the only method I have verified that helps reduce the effects of stair-stepping. As I try different techniques I will update this page with them. For example, I know that Adobe Photoshop can export images in 16-bit raw formats, but I haven\'t tried it yet so I don\'t want to suggest it as a solution.
# Blender 3D: Noob to Pro/Bump Mapping |previous=Landscape Modeling III: Exporting as a Heightmap }} ``` Bump Maps are textures that store the relative height of pixels from the viewpoint of the camera. The pixels seem to be moved in the direction of the facenormals, either in direction to or away from the camera. You may either use greyscale pictures or the intensity values of an RGB-Texture (including images). ```{=html} <table> ``` ```{=html} <tr valign="top"> ``` ```{=html} <td> ``` !**Image 1a:** A texture grid for bump mapping.{width="150"} ```{=html} </td> ``` ```{=html} <td> ``` framed\|none\|**Image 1b:** Material settings for the texture. ```{=html} </td> ``` ```{=html} <td> ``` !**Image 1c:** The texture grid applied to a sphere and to a plane.{width="150"} ```{=html} </td> ``` ```{=html} </tr> ``` ```{=html} </table> ``` Bump Maps are easy to apply. They work well on flat surfaces, only to some extent on curved surfaces. On curved surfaces it is more easily noticeable that you don\'t create real 3D structures. The visible effect depends on factors like lighting, specularity of your material, camera angle, distance and so forth. - Add a new texture to your object. - Activate the *Nor* button in the *Map To* panel. - Set the depth of the bumping with the *Nor* slider. - Use the texture type *Image* and load your bump map. Bump maps should contain hard transitions between black and white. A gray wedge (e.g. a linear blend texture) would be hardly visible in the rendering. ## Creating Bump Maps You can easily create Bump Maps with Blender yourself, this is especially useful if you have modeled some small details on a surface and you realize at the end that your scene will get too complex. You could also use the Bump Maps in a 2D application like Gimp or other, similar programs. I will create an animated bump map in highest possible quality, it is not always necessary to make such an effort. The goal is to create a wave effect and make an image sequence of it, to be used as a bump map. The original object has 600.000 vertices, the object the map is applied to has 8 vertices. ### Setting up the scene framed\|**Image 2a:** Setting up camera and object in the 3D view. - Open the default scene and remove the cube. - Insert a plane and change to edit mode. - Crease its edges with +1 (**Shift-E**). - *Subdivide multi* with 11 cuts. - Change to object mode. - Add a *SubSurf* modifier with a render level of 6. - Add a *Wave* modifier. - *Time Sta:* -10 - *Height:* 0.2 - *Width:* 1.5 - *Narrow:* 1.5 - Set the camera dead upon the plane. - *X/Y/Z:* 0/0/5. You can use the *Transform Properties Panel* to bring the camera to a certain position, the Z-Position is important is this case. - Set the camera lens to 80.00 (*Editing Buttons-\>Camera Panel*). The plane should now fit exactly into the camera view. - Save your file. We\'re going to use the Z-Buffer information to create the bump texture. The Z-Buffer contains the distance from the camera, this is exactly what a bump map is. To render the Z-Buffer information as an image, we\'re going to use *Composite* nodes. To get the highest possible quality, we will use *Open EXR* as file format, this allows us to store the Z-Buffer information with a numerical accuracy of 32-Bit floating point, instead of a meager 8-Bit value. ### Render settings - Change to the *Anim* tab buttons (f10). - Set *End* to 40. - Activate *Do Composite*. - Select *Open EXR* in the *Format* panel, set *SizeX/Y* to both 600 (square image for the square plane). - Set the *Output* directory to *//BumpAnim/*. This creates a subdirectory to the file where the image sequence will be stored. Don\'t omit the slashes. ### Node editor framed\|**Image 2b:** Composite Nodes setup to render the Z-value. Now the setup for the composite nodes. - Open a *Node Editor* window. - Select *Composite Nodes*. - Activate *Use Nodes*. A *Render Layer* and a *Composite* node will be inserted automatically. - *Add-\>Vector-\>Map Value*. - Connect the *Z*-Output of the *Render Layer* to the *Value* input, and the *Value* output to the *Image* input of the *Composite* node. If you render now the image is plain white, we have to talk a bit about the *Map Value* node. The *Offs* value is the distance from the camera where the Z-Buffer should start (in negative BU). It is not to important to get the best range, because we use OpenEXR, but if you would like to use PNG instead, you have to select this value carefully. - Set *Offs* to *-4.8*. This is the smallest distance from the camera needed. You can measure this value if you use the *Camera Clipping*, or if you render and move your mouse with pressed **LMB** above the render window. - Set *Size* to 4. The size value is a bit complicated. This is not directly the value range, instead $range = \frac{1}{size}$, and $size = \frac{1}{range}$. - If you want to include the Z-Values from -4.8 up to -5.05 the range is 0.25, so *Size* is 4. - If you want to include the Z-Values from -4.5 to -3.5 the range would be -1, so *Size* would be also -1. - If you want to include the Z-Values from -4.5 to -5.5, the range would be 1, so *Size* would be 1. ```{=html} <!-- --> ``` - Render the animation. ## Applying the animated bump map !**Image 3a:** The Bump Map applied Video.{width="300"} - Open a new file. - Select the default cube and change to the *Texture* buttons. - Use the texture type *Image*. - Load the first OpenEXR-Image from the directory where you have stored the sequence. - Activate *Sequence* in the *Image* panel, set *Frames* to 40. - Change to the *Material* buttons. - Activate *Nor* for the texture and set the *Nor* slider to 25 in the *Map To* panel. - Set the mapping to *Cube* in the *Map Input* panel. This is it. Pretty much the same look as with the real deformation, but using much less resources.
# Blender 3D: Noob to Pro/Normal Mapping |previous=Bump Mapping }} ``` *`<small>`{=html}Noob Warning: This technique is best used for models and animation, and is not well used and applied in the Blender Game Engine`</small>`{=html}* Normal Mapping in 3D graphics development is the process of using an RGB color-map to create a three-dimensional relief on a two-dimensional plane. The source for the normal map in blender can either be a texture already installed in Blender, or using an external picture-file (.jpg, .jpeg, .bmp, and so on) and loading it as a normal map. One great aspect of Blender and normal maps is that Blender can very easily be used to **create** normal maps that can be turned around and used in blender to reduce poly count. This tutorial will show the various ways to create a normal map and how to apply different normal maps to your model in Blender.\ ![](example_normal_texture_1.jpg){width="230"} ![](example_normal_texture_2.JPG){width="230"} ![](example_normal_color_map.JPG){width="230"}\ \ Sections within Chapter: 1. Texture Normal Mapping 2. Color Map Normal Mapping
# Blender 3D: Noob to Pro/Texture Normal Mapping |previous=Normal Mapping }} ``` ## The Texture-Normal To familiarize yourself with normal maps and how they work, we will begin by using the texture engine in Blender to create our first normal map. This process is very useful for creating quick and non-specific normal maps for your projects that need a bit of texture. To begin, open blender and whatever your basic load settings are, in the 3D view, delete everything so the field is clear. ( to select all, then to delete) Move the 3D cursor to the center of the X,Y, and Z axis ( *Cursor to Center*, and switch to top view () orthographic view (). `<s>`{=html}Hit - then CKEY to center your view now`</s>`{=html}. *Toggle Quad View*, or menu *View-\>Toggle Quad View* ![](Clear_Blender.jpg "Clear_Blender.jpg") Add a mesh plane to the field, and scale that plane to five times normal size. (, select *Add-\>Mesh-\>Plane*, then to scale five times size.) This plane is going to be our base-it will remain untextured so it can be used as a comparison. Don\'t give it a material. Now, with the 3D cursor still on the center, add a mesh cube to the field. Scale this cube 3 times in the X and Y directions, and 0.5 times in the Z direction. (, select *Add-\>Mesh-\>Cube*, , , then to scale 3 times in X and Y directions, , , then - for Z.) This cube will serve as our texture comparison. ![](Blender_w_cube.jpg "Blender_w_cube.jpg") For this tutorial, lets use the \"Musgrave\" texture to make a 3D relief. Select the cube, and then in the Buttons Window select the material index. Give the Cube a material, and make this material any _light_ color you wish to differentiate it from the base plane (darker colors won\'t show the relief that well). Now select the texture icon in the material window. Add a new texture, and make that texture Musgrave with the following settings : ![](blender_w_cube_musgrave.jpg "blender_w_cube_musgrave.jpg"){width="350"} - Type: Multifractal - Dimensions: 0.5 - Lacunarity: 3 - Octaves: 2 - Intensity: 0.45 - Noise: - Basis: Voronoi F2 - Size: 0.075 - Nabla: 0.025 Excellent, now we are ready to show what we have done! If you return to the material window in the material index, then you will probably be wondering what\'s wrong-your preview window just shows a sphere with a huge purple splotch! Don\'t worry, we just haven\'t applied the texture as a normal map yet, it\'s still just a color map. Click the \"Map To\" tab in the material window and you will see a whole row of buttons, menus, and sliders. Currently on the top row of buttons the \"Col\" button is depressed, which is how the texture knows to apply as a color map. Click the \"Col\" button to remove the color from your preview window. Now click and depress the \"Nor\" button and look what happens! An intricate texture embeds itself on the sphere in the preview window. The Musgrave texture has caused a depression texture within the preview. If you happen to click the \"Nor\" button again, you will see the letters turn yellow and now that means the Musgrave texture is causing an elevation texture. Click it once more and the texture is turned off. Keep the \"Nor\" button depressed for this tutorial. ![](Texture_material_tabs.jpg "Texture_material_tabs.jpg") Now that you know how that works, let\'s see what it did to your cube. First, go to front view (numpad-1) and zoom out a bit so about 10% of the screen is filled with your cube. Select the cube and hit Shift-S-key-4-key then C-key to center your view. In the upper-left corner, add a sun-lamp (Shift-A-key, Add-\>Lamp-\>Lamp). Adjust the \"Dist\" Slider to a very far length, to make sure it reaches the cube. In the upper-right corner (make it a little closer to the cube) add a Camera (Shift-A-key, Add-\>Camera). Move the Camera to get a better perspective of your work, by rotating it to look at the cube and the plane. If you want exact directions: Switch to top view (numpad-7). Move -4 Units in Y direction. Rotate -75 degrees on Z rotation. Rotate -45 degrees on Y rotation. Now hit numpad-0 to see how well pointed it is to the cube. Make adjustments to your own work if you\'d like. Now you are ready to Render and see how it turned out! ![](Blender_render_texture.jpg "Blender_render_texture.jpg"){width="250"} After your first render, I\'ll let you know that you can adjust the depth of the shading. Select the cube, and in the material index in the \"Map To\" tab, in the mid-right area, there is a slider called \"Nor\" that should be set at 0.5. Just to test, set it to 0 and render to see what happens. Then set it to 2 and render to see the results. After you see it rendered, you probably realized that the edges of the cube were very sharp and didn\'t have the rocky texture. This is because the 3D relief on the cube is fake\--it\'s not actual 3D, it\'s the computer just calculating where light should bounce off and in what direction. Imagine how many faces it would have taken to create this texture shading without Normal Mapping. If you want, you can move the lamp around and see how the light moves around the fake-bumps. ![](Extra_examples.jpg "Extra_examples.jpg"){width="350"} This is best if you just need a non-specific texture, such as asphalt, cement, carpet, or even fabric. Now if you want to do something like make a low-poly brick wall, you will need to a specifically-tailored normal map for such thing. The next section will show you how you can make your own normal map and apply it as well.
# Blender 3D: Noob to Pro/Color Map Normal Mapping |previous=Texture Normal Mapping }} ``` ## The Color-Map-Normal For more advanced Blender users, you probably have at one time or another wanted to create something very detailed and realistic, only to realize that one modeled head or one cool building has taken an enormous amount of memory, and rendering (or worse, animating!) something like that would probably take days! Well there is an awesome trick you can use to create intricate details and design shading, with a relatively low amount of faces. You can use blender to create and apply normal maps, which are RGB colored maps that can be used as a texture to calculate how light will bounce of an objects surface. All you need is blender and photo-editing software to tweak the picture a bit. ## Creating a Normal Map You can very easily create a normal map once you figure out all the necessary settings. You can start by either making a high-poly count version of your object, or making the material that will be applied to the object to make the normal map. ### High-Poly Version We will first start by making a simple object with a high-poly count. Start up blender, and let\'s delete everything there first, then go to top-view, orthographic, and start by adding a camera. ![](Clear_Blender.jpg "Clear_Blender.jpg"){width="250"} Next, start with a circle, with a radius of 2 and 32 vertices in circumference. Keep it filled. Select the edges of the circle, keeping the inner vertex unselected, and extrude edges only. Scale the new vertices by 1.1. Repeat this with only the outermost vertices 6 more times, until you have a ring of 7 vertices and a center vertex. Now, we will refer to the center vertex as center, the innermost ring as Ring 1, and the outermost ring as Ring 7. Deselect all vertices, then select all vertices of ring 2, 4, and 6 (This can easily be done by holding the Alt and Shift keys, then selecting an edge adjoining two vertices of the same ring for each ring). With these rings selected, move it 0.4 in the Z direction. Now, let\'s smooth this bowl out. In the editing index, under the modifiers tab, add a subsurf modifier of 2, and then apply the modifier. Then under the links and materials tab, select Set Smooth. Next after the object looks all nice and smooth, select your Camera and move it positive in the Z direction so it\'s positioned directly above the object looking straight down at it, and edit the camera Lens properties so that it is set to Orthographic, and scale the lens so that it includes all the bowl and fills up the camera space as much as possible. ![](Blender_bowl.JPG "Blender_bowl.JPG"){width="250"} ### Creating the Color-Map Material Now, to be able for the Render to apply the colors on the right areas of the object. For this, we will start by applying a material the bowl. Make this material 0.0 on the R, G, and B spectra, and depress the shadeless button. Now, go to the textures index and add 3 textures to the material, and set them as \"Blend\" textures with \"Lin\" depressed (a linear calculation). For these 3 textures, name them something to do with either \"Red\"/\"Green\"/\"Blue\" or \"X\"/\"Y\"/\"Z\" in that order, because doing this will ensure you keep the channels in order. The following image will show _all_ settings that need to be set to make the material work. ![](3_norms_material.jpg "3_norms_material.jpg") Now before your Rendering you want to make the World texture to be completely black, so this way it won\'t interfere when you apply it as a normal map. Now Render your image, and hit F3 to save. It should come out to something like this. ![](Ripple_disc_norm.jpg "Ripple_disc_norm.jpg"){width="500"} As a final note in this subsection, what I suggest doing is deleting the bowl and saving the file as something like \"BlenderForNormals.blend\" so if you ever want to make another normal, the area and materials are already set up and all you need to do is import or create the object. Just a suggestion. ### Applying as a Normal Map Well we got the image, now let\'s apply it and make it come out as a low poly-count texture. So, let\'s continue by deleting the high poly bowl and instead add a plane in the middle of the camera. Now, apply a material to the object and make the material hard, soft, rocky, wet, or however you want it to look. After you\'ve made the plane how you want, add a texture to the material, and make it an image texture. Load the image as the texture, depress the normal map button, and set the normal spacing to object. Now, on the materials index under the Map To tab, make sure the Col button is relieved and instead depress the Nor button. Just add a lamp above the plane, and Render! You should now have the same shading effect as the original bowl, with about 0.01% of the original faces\--one. If your Render comes out odd, it may be because the shading is being applied too heavily. You can alter this by adjusting the Nor slider directly below the \"Mix\" drop-down menu. O used about 0.2 and it came out just fine, like this picture. ![](Blender_plus_norm.JPG "Blender_plus_norm.JPG"){width="350"} ***Congratulations, that\'s all there is to normal mapping. It\'s a simple technique with many great uses!***
# Blender 3D: Noob to Pro/Nodes |previous=Color Map Normal Mapping }} ``` Blender's *Node Editor* lets you assemble various processing blocks (*nodes*) into combinations which feed data to one another along connections that you specify to produce complex effects. These effects can be used in three different ways: as textures, as materials, or for compositing. The Node Editor makes different kinds of processing blocks available, depending on which of the three kinds of effects you are producing: - Texture nodes - Material nodes - Compositing nodes
# Blender 3D: Noob to Pro/Texture Nodes |previous=Nodes |subcat=Advanced }} ``` Texture nodes allow you to produce textures that are the result of complex computations. This tutorial will just scratch the surface of what's possible. ## A Simple "Rainbow" Texture Start with a new Blender document. Delete the default cube. Add a new plane object. In the Material context in the Object Properties window, click the icon to the left of the material name to assign a material to the plane (there should already be a default unused one called "Material"). In the Texture context, there should already be a texture called "Tex" assigned to this material. Now split the area showing the 3D view into two side-by-side areas. In the right-hand area, bring up the Node Editor. In its area header, you should see a group of 3 little icons next to the menu ![](Blender267NodeEditorTypeIcons.png "Blender267NodeEditorTypeIcons.png"); click on the middle one for Texture Nodes. You will see appear, further along the area header, a popup menu containing the names of the textures so far created in your document: this should be showing the name "Tex" of the texture you assigned to the material for your plane object. And to the right of that, there should be a checkbox titled "Use Nodes". Check that, and you should see a pair of initial nodes immediately appear in the editor: an *input* node titled "Checker" and an *output* node titled "Output", with an editable field in it containing "Default". There must be at least one output node in the texture definition; the data fed to this will make up the final texture. The names you assign in the Name field will appear in the Texture context in the Object Properties window, in a popup menu titled "Output:", with one item for each output node. Initially this may show "Not Specified": change it to "Default". Each node window has little coloured circles (terminals) on its left and right edges; the ones on the left edge (if any) are inputs for feeding data from other nodes, and the ones on the right edge (if any) are for supplying data to other nodes. Thus, output nodes have no outputs (they're the final destination for the data), while input nodes have no inputs. Other node types represent intermediate stages in the processing, so they will have both inputs and outputs. Back in the Node Editor, click on the titlebar of the "Checker" node window and use either or to delete it. Note that, unlike deleting objects in the 3D view, there is **no** confirmation popup: the node immediately disappears. (Of course, you can use to undo operations in the usual way.) Now go to the "Add" menu (or use the usual shortcut), find the "Input" submenu, and select the "Coordinates" item. This will add a new input node, which just produces the unadorned texture coordinates as its data. The newly-added node will follow the mouse around; press once you have moved it to a convenient place. You will see the new node has one output terminal, titled "Coordinates". Left-click on this, and drag to the input terminal in the Output window with the word "Color" and a small rectangular colour swatch next to it. Voilà! A line (effectively a wire) should appear connecting the two terminals, and you should see the big square colour swatch in the Output window change from black to a whole rainbow of colours. That's your texture! ![](Blender267RainbowTextureNodes.png "Blender267RainbowTextureNodes.png") If you make a wrong connection, you can move or cut it by dragging the output end of the wire away from the input terminal it is attached to with , to either a new input terminal or simply into an unoccupied space between nodes; when you let go the button, the wire will attach to the new input terminal in the former case, or disappear in the latter case. At this point, you should be able to hit to render, and you will see your plane object with the rainbow texture applied. You can see why I chose a Plane object: being flat, the entire texture is visible from one camera angle. ![](RainbowTextureNodesRender.png "RainbowTextureNodesRender.png") ## Scalars Versus Vectors The wires carry numbers between nodes. These numbers can be of two kinds: a *scalar* is a single real quantity, like "0.5", while a *vector* can consist of two, three or four scalars in a sequence, like "(0.5, 0.75, 0.2, 1.0)". The number of components in a vector is also known as the *dimension* of the vector. Two-dimensional vectors can be used to represent texture coordinates, while three-dimensional vectors can represent positions in space. Colours can be represented with 3 dimensions (R, G,B or H, S, V) or 4 dimensions (RGB or HSV plus alpha channel). Some nodes operate on scalars, while others operate on vectors. And there are nodes where some terminals input or output scalars, while others input or output vectors. Try this. To the above Coordinates and Output nodes, add a "Separate RGBA" node (under the "Color" submenu of the "Add" menu). Feed the output from the Coordinates node to the "Color" input node of the Separate node. Now connect just the "Red" output terminal from the Separate node to the output node (if you move the newly-created node on top of the existing wire, this should happen automatically): ![](Blender267TextureCoordsSeparate.png "Blender267TextureCoordsSeparate.png") See how the Output swatch shows just a greyscale ramp running from black on the left to white on the right? This shows how the first dimension of a vector is interpreted as the red component in an RGB colour, but as the X coordinate in a position. Remove the output from the Red terminal (delete the existing wire), and take it from the Green terminal instead (by dragging a new wire from Green to the Color terminal on the Output node); now you will see the ramp going from black at the bottom to white at the top. The second dimension of a vector is the green component in an RGB colour, and the Y coordinate in a position. The terminals have different colours to remind you what type of data they *should* be used for (purplish for coordinates, yellow for colours, grey for scalars), but **as far as Blender's Node Editor is concerned, colours and positions are not actually different types.** Both are vectors, and one can be interpreted as the other. This can be (ab)used for some creative effects! For example, the name of the "Separate RGBA" node says it's for separating an RGBA colour into its components, but here we are using it to take apart a coordinate vector instead. Note also in the above, that the Color terminal on the Output node expects a vector RGB colour, but when you feed it a single colour component (i.e. a scalar), it simply replicates it the necessary number of times to make a vector of the required dimension. Since all components of the RGB colour are the same, you get a shade of grey.
# Blender 3D: Noob to Pro/Material Nodes |previous=Texture Nodes }} ``` Material nodes look very similar to texture nodes, and indeed there is a fair amount of overlap in functionality. Some important differences are: - Functions for performing spatial transformations (e.g. rotation and scaling) are only available for texture nodes. - Functions for altering diffuse versus specular colours and rendering parameters, like translucency, are only available for material nodes. ## A Simple Graduated Material First of all, let's set up a really basic modelling scene to show off the node-based material you'll be creating in a moment. Open a new Blender document, with the default cube, default light and default camera. Create a plane object. Rotate and position that so it lies behind the cube from the camera's viewpoint. Scale the plane up to say, 4x, to form a decent-sized backdrop. Assign it a new default material, and a texture with some detail to it; I used a simple Marble with default settings, except under the "Map To" miniwindow I changed the colour to a medium grey from the default magenta, to stop it hurting my eyes. Now select the cube. Scale it 3x in the Z-axis; the elongated proportions should show off a gradation more nicely. In the "Material" miniwindow, set the "Col" (diffuse) colour to white, and the alpha to zero. In the "Mirror Trans" miniwindow, turn on "Ray Transp" and set the "IOR" to some suitable refractive index, say 1.5 for glass. Hit **F12** to do an initial render, just to confirm you've got everything nicely arranged. ![](MaterialNodesRenderBefore.jpg "MaterialNodesRenderBefore.jpg") With the cube still selected, open the Node Editor. By default, the Material Nodes mode should already be selected, and the combo box should be showing the name of the material you assigned to the cube; select it if it's not. Click the "Use Nodes" button, and immediately two node windows should appear, a Material one and Output one. Click on the title of the Material node window, and use **XKEY** or **DEL** to get rid of it. Go to the "Add" menu, "Input" submenu, and add a new "Geometry" node. Also add a new "Extended Material" node. And from the "Convertor" submenu, a new "Separate RGB" node. In the middle of the Extended Material node window, there is a popup menu showing you the names of the materials in your document; select name of the material you previously assigned to the cube again. Make sure there are no wires running between any of the nodes; now run one from the "Color" output terminal on the Material node to the "Color" input on the Output node, and one from the "Alpha" output on the former to the "Alpha" input on the latter. Notice that, next to each of the input terminals in the Material window, there is either a field for entering a scalar value (grey terminals), or a button which pops up a little set of controls for letting you specify X, Y and Z components for a vector (blue terminals), or a colour swatch which pops up to let you pick a new colour (yellow terminals). This way, you don't have to make connections to all the inputs, or indeed any of them; any unconnected inputs will be set to the constant value that you specify. Anyway. connect a wire from the "Global" output of the Geometry node to the "Image" input of the Separate RGB node. "But geometry isn't a colour!?" I hear you cry. But as explained on Texture Nodes, a vector is a vector. Feeding in a position instead of a colour to Separate RGB means its outputs are not the R, G and B components of the colour, but the X, Y and Z components of the position. So run another wire from the B (i.e. Z) output of Separate RGB to the Alpha input of the Extended Material window. The resulting layout should look like this: ![](MaterialNodesSimpleGradation.png "MaterialNodesSimpleGradation.png") Now you're ready to render. But before hitting **F12**, hit **JKEY** to switch render buffers. That way you still have the previous render to compare with. Once the render window comes up, you can hit **JKEY** to alternate between the two renders. Here's what my node example looked like (note I turned the energy of the lamp down to 0.5, otherwise it seemed too bright): ![](MaterialNodesRenderAfter.jpg "MaterialNodesRenderAfter.jpg") Notice the gradation of transparency along the Z-axis, from fully transparent at the bottom to fully opaque at the top. For added fun, try taking the material Alpha setting from the R or G outputs of the Separate RGB node instead, just to see the gradation orient along the X or Y axes.
# Blender 3D: Noob to Pro/Compositing |previous=Material Nodes }} ``` **Compositing** is the combination of multiple sources of visual input into a single, final image. This is common functionality in expensive, commercial video editors. Some of these (such as Adobe After Effects) use a layer-based compositing engine. Others (such as Apple Shake, The Foundry\'s Nuke, and eyeon fusion) use a more powerful node-based compositing engine. Blender features a very advanced and powerful compositing engine through the use of the Nodes Editor window. Although the challenge of learning to use nodes may seem intimidating, it can be very rewarding because of the professional-looking final products that can be easily produced. ## Compositing Example In this tutorial, we will see how compositing, combined with *render layers*, can produce some effects that are difficult or impossible to achieve just by straight rendering of a 3D model. Start with a new Blender document. For a change, let's use the default cube. Assign it a new material. Keep all the settings at default, but in the Shading panel, set the Emit value to 1.0 and give it an interesting diffuse colour. Go to the Render context ![](Blender255RenderContextButton.png "Blender255RenderContextButton.png"), look for the Post Processing panel, and check the "Edge" box. This will draw a black outline around all objects. If you hit to render right now, you should see something like this: ![](GlowingCubeWithEdgeOutline.png "GlowingCubeWithEdgeOutline.png") So far, not very exciting. Now go to the Render Layers context ![](Blender267RenderLayersContextButton.png "Blender267RenderLayersContextButton.png"). You should see there is already an initial default layer called "RenderLayer". If you look in its Layer panel, you should see checkboxes indicating all the passes of the rendering process to include in this layer. Look for the "Edge" checkbox, and uncheck that. Now click the icon next to the list of layers, to add a new layer. Look in its Layer panel, make sure "Edge" is checked, and *un*check all the other checkboxes in the "Include:" section. Now open up a Node Editor window, and look for the three icons to the right of the menus, showing what kind of nodes to edit: ![](Node_Tree_Types.png "Node_Tree_Types.png"){width="60" height="60"}; click on the middle one (if it's not already selected) to enable compositing nodes. Now check the "Use Nodes" box to the right of it. You should now see the initial default node setup, with a single Render Layers node feeding the initial default render layer directly to the output: ![](Blender267DefaultCompositingNodes.png "Blender267DefaultCompositingNodes.png") Add another Render Layers node. From its layer popup menu, select the second render layer you created, the one producing the edge outlines (which should be called "RenderLayer.001" if you didn't change its name). Now, add a Blur node (Filter submenu of the Add menu). The default Gaussian kind of blur will do fine. Put nonzero values (e.g. 1) into the X and Y fields (otherwise the blur Size value will have no effect). Give it a Size value of, say, 20. Connect the Image output of the first render layer (the one doing everything except the edge outlines) into its Image input. Add an Alpha Over node (from the Color submenu of the Add menu). Feed the Image output from the Blur node into its *upper* image input, and the Image output from the second render layer (the one producing the outline edges) into its *lower* image input. Leave the Factor at its default 1.0. Connect the Image output of this Alpha Over node to the Image input of the Composite node (the final output). When you are done, check that your connections look like this (remember, the exact positions of the nodes are unimportant, except for clarity; what's important is the connections between them): ![](Blender267GlowingCubeCompositingNodes.png "Blender267GlowingCubeCompositingNodes.png") The effect of this is to blur the rendering of the cube (apart from the edge outline), and then put the edge outline back on top of it. If you hit to render now, you should see something like this: ![](GlowingCubeWithEdgeOutlineBlurred.png "GlowingCubeWithEdgeOutlineBlurred.png") ## Things to Try What happens if you put different values into the X and Y fields of the Blur node? Try making the X value different from the Y value. What happens if you get the inputs the wrong way round into the Alpha Over node? Try the other blur types available from the menu in the Blur node. ## Other Tutorials Composite Nodes Video Tutorial (2.49b): <http://www.youtube.com/watch?v=AAnxoJsdAAM>\ Vector Blur Tutorial (2.49b): <http://www.youtube.com/watch?v=qY4WcNgEXv8> Depth of Field (DOF) Using Composite Nodes (2.49b): <http://www.youtube.com/watch?v=HBomEv-bEtw>
# Blender 3D: Noob to Pro/Hacking Blender |nextText=next module:<br />"Introduction to Game Engine Source" |previous=Advanced Tutorials/Advanced Game Engine/Game Creating Techniques(Python) |previousText=previous module:<br />"Game Creating Techniques(Python)" }} ``` Blender is an **Open Source** project. That doesn't just mean you get to use it for free, you also get to see how it works, and you can even make your own changes and share them with others. Blender is also a large software project (well over a million lines of code), with a great many active contributors over a lifespan of more than a decade, and it continues to be developed at a rapid rate. This can make things somewhat intimidating for less-experienced programmers. This unit assumes you have some decent programming experience under your belt. Blender is mainly programmed in the C "wikilink"), C++ and Python programming languages. It can be built using either the CMake or SCons build systems. ## Getting the Blender Source Code The official Blender source is kept in Git repositories located at `developer.blender.org`. There are actually several separate repositories: - blender-main --- the main part of the Blender source, excluding most Python addons. - blender-addons --- the Python addons included in the standard Blender distribution. - blender-addons-contrib --- additional useful Python addons. - blender-translations --- localized language translations for text messages. - - blender-tests --- some interesting example `.blend` files used for testing and demonstrating Blender functionality. - blender-dev-tools --- tools that are useful for performing maintenance tasks on the Blender source, but are not actually needed for building Blender. - blender-cloud --- looks like a framework for offering a new cloud-based Blender service. ## Layout of the Blender Source Say you've checked out a copy of the main Blender source tree. The top level looks like this: - --- files used during the build process - --- top-level control file for CMake - --- note about Blender licensing (GPLv2) - --- documentation files, among them: - --- the format of `.blend` files - --- how to build Blender, and hack the build system - --- the man page - --- non-Blender-specific libraries, primarily developed elsewhere, included in the source - --- simple build script for those who can't be bothered to go through the CMake setup process - --- libraries which are non-Blender-specific but primarily developed here, also glue code for interfacing to external libraries not included in the Blender source. Notable subdirectories: - --- Constructive Solid Geometry routines - --- the Cycles renderer - --- the fluid simulator - --- Blender's platform-independent GUI (including platform-dependent implementations). See for a more detailed description. - --- thread-safe memory management with consistency checking - --- the Inverse Kinematics library - --- the library for simulating smoke and flames - --- additional files to be included in the Blender distribution, including GUI icons and fonts - --- top-level control file for SCons - --- the main part of the Blender source, further divided (ignoring the `CMakeLists.txt` and `SConscript` files which you will find just about everywhere) into - --- the bulk of the source, of which some useful parts are - --- low-level stuff for file management, geometry algorithms, sorting and suchlike - --- core Blender-specific code (no UI stuff) - --- code for reading and writing `.blend` files - --- some additional files for building the Blender Player executable - --- the Blender mainline - --- the Blender Game Engine - --- some files specific to the Windows build - --- some test scripts ### Common Subdirectory Layout Within many of the subdirectories in and , you will see the following pattern: - A bunch of `.h` files in the directory, and - an `intern` subdirectory. The `.h` files define the functionality exported to other modules, while the `intern` subdirectory contains the `.c` or `.cpp` files that actually implement the module. Sometimes the `.h` files are put into an `extern` subdirectory instead of the upper directory level. (And yes, these meanings of `intern` and `extern` are not the same as the meanings of `intern` and `extern` at the top directory level.) ## Blender's "Genetic Code": "DNA" and "RNA" You will find references to "DNA" (or "SDNA") and "RNA" throughout Blender's source code. The analogy to the terms from genetics is weak at best, but what they refer to is: - "DNA" or "SDNA" ("structure" DNA?) is the system for mapping Blender's in-memory data structures to the on-disk `.blend` file format. A `.blend` file is little more than a memory dump, which makes it quick to write. However, the file needs to be readable by Blender builds on machines with different endianness, 32 versus 64-bit pointers, etc, not to mention future versions with different capabilities. Thus, the saved `.blend` file includes a detailed description of the layout of all the data structures saved in the file, and this description is stored in the "DNA1" block at the end. This block is generated by the `makesdna` tool, which is built and run automatically as part of the overall build process, so its output can be included directly into the Blender executable. It parses all the `.h` files in the directory , so all data structures that could get saved into `.blend` files must be defined here, and they must be careful to use a limited subset of C that the parsing tool can handle. - "RNA" defines the Python interface to Blender's internal data structures and routine calls. Here is Ton "Mr Blender" Roosendaal explaining DNA and RNA. ## Special Globals: "G" and "U" There is a frequently-referenced global variable named "G", of type `struct Global`, declared in . The variable is defined in . This same file also defines the global "U", of type `struct UserDef`, declared in . ## Naming Conventions Some (but not all) global symbols have prefixes on their names indicating (roughly) where they come from. Here is a partial list. +---------+----------------------------+----------------------------+ | Prefix | Meaning | Where Found | +=========+============================+============================+ | AUD\_ | audaspace sound library | - (see for an overview) - - ## See Also - Building Blender --- platform-specific instructions on the Blender Wiki - Development resources at `blender.org`, including - Architecture overview - Official developer blog - Mailing lists
# Blender 3D: Noob to Pro/Intro-GE-Source |previous=Hacking Blender }} ``` Mission Statement: The purpose of this section is to show a programmer how to make sense of the blender game engine source code. It is not intended for those who cannot code in C++. If you\'re one of the people who have a basic understanding, I\'m being careful to use keywords that if you google, should provide enough information to understand. When you press P, several things are sent to the GE before anything can be done. What might these be? StartKetsjiShell(struct ScrArea *area, char* scenename, struct Main* maggie1, struct SpaceIpo *sipo, int always_use_expand_framing) ```{=html} <hr /> ``` Blender uses a lot of structs and classes. You need to have a working understanding of these as well as inheritance before we can move on. For a refresher: <http://www-numi.fnal.gov/offline_software/srt_public_context/WebDocs/Companion/cxx_crib/inheritance.html> **The SCA_IObject class** and This class encapsulates a lot of other things, so we can start here and move downwards to the things that it controls. First off it uses vectors to store all the different Sensors, Controllers and Actuators that are linked to the object. *A vector is like an array, but it is dynamic and has built in functions.*\ We will begin by examining how sensors are added. \ `typedef std::vector<SCA_ISensor *> SCA_SensorList;`\ `SCA_SensorList m_sensors;` The first line here is a typedef so it just tells us that we can create a vector of SCA_ISensor by using the name SCA_Sensor list.\ The second line creates the vector with the name, m_sensors `<font style="color: blue">`{=html} void SCA_IObject::AddSensor(SCA_ISensor* act)<br /> { m_sensors.push_back(act); } `</font>`{=html} This function allows the parents of an SCA_IObject to add new sensors by calling: SCA_IObject.AddSensor(keyboard); *pseudocode*\ \ So now you know how Objects in the GE create sensors (and actuators and controllers, its the same :) So lets look at how Sensors are grabbed! Since they are dynamically added the program can\'t make assumptions about how many are there or what they will be. Thus there is this helper function:\ `<font style="color: blue">`{=html} 1''SCA_ISensor* SCA_IObject::FindSensor(const STR_String& sensorname) 2{ 3 SCA_ISensor* foundsensor = NULL; 4 5 for (SCA_SensorList::iterator its = m_sensors.begin();!(its==m_sensors.end());its++) 6 { 7 if ((*its)->GetName() == sensorname) 8 {<br /> 9 foundsensor = (*its); 10 break; 11 } 12 } 13 return foundsensor; 14}'' `</font>`{=html} Put simply, you give this the name of a sensor and it returns a pointer to the sensor.\ \ for the newbies: I know you learned all about classes when i asked you to, but just in case:) the first word, \"SCA_ISensor\*\" this tells us that the function will return a pointer to a SCA_ISensor. And based on the functions arguments, we know that when you call FindSensor you must give it a string between the parenthesis.\ in line 3 you create an empty pointer which you will use to store the sensor that you find. Then you loop and go through each sensor in the vector of sensors (remember, it was named m_sensors) until you find the one that matches the name. If you don\'t find one, you return NULL. **void SCA_IObject::Suspend(void)** What this does is it loops through all of the sensors and sends each one a \"suspend\" call. What this does is change a variable named, \"m_suspended\" which makes stops the sensors from running when they are called with their Activate() function.
# Blender 3D: Noob to Pro/Tutorial Links List |next=Hotkeys |subcat=Reference }} ``` This page includes a categorized list of Blender "wikilink") tutorials written or spoken in English. This is by no means a comprehensive list of tutorials, so adding links is encouraged. For tutorials that are not in English, please refer to the About page. If you would like to learn about editing pages, you can find information in the Introduction to Wikipedia. ## General Blender Information - Blender Documentation - Includes information on Blender functionality, developing for Blender, and creating Addons. - To Those Learning 3D - Recommendations for people first diving into Blender. ## Blender Tutorial Websites This section includes links to websites that host multiple tutorials or provide links to other Blender tutorials. This section does not contain links to individual tutorials. - BlenderGuru - Run by Andrew Price, BlenderGuru includes free tutorials as well as full training courses. - Blender Cookie - Part of the CG Cookie Network. Includes many free tutorials. Other tutorials and full courses are available to members with a subscription. - BlenderDiplom - Free tutorials mostly focused on visual effects, but includes other topics as well. - Blender Tutor - Includes a series for Blender beginners as well as tutorials for more advanced users - BlenderArt Magazine - Blender magazine that includes tutorials in each issue. - Blenderpedia - Free video tutorials, mostly about creating scenes and environments. - 3D Total Blender Tutorials - Includes many tutorials about various topics in Blender. - BlenderCourse - 120 page Blender E-Book created for Blender 2.63 - Tutorials For Blender3d - Many Blender Game Engine tutorials for Blender 2.6 - Blender Tutorials Vimeo Group - This group the collects video tutorials posted on Vimeo. - Super3boy\'s Blender Tutorials - Video tutorials dealing with the basics of different aspects of Blender. - Greybeard\'s Blender Video Tutorials - Downloadable video tutorials that go over many topics. These sites include links to Blender tutorials on other sites - BlenderNation Tutorials - List of tutorials that have been posted on BlenderNation - Blender3d Club - Includes links to various Blender tutorials - SurfnLearn.com : Blender 3D Tutorials - Links to various Blender Tutorials - Learningblender.com - Categorized links to various Blender Tutorials These sites include tutorials that use Blender versions prior 2.5. - Dave Jarvis\' Blender Tutorials - Free tutorials using Blender 2.4x - Kator Legaz - List at bottom includes a couple Blender tutorials - BlenderMasters - Links to tutorials and some embedded YouTube tutorials. All 2.4x and older. - Selleri (Link removed, because it is harmful nowadays) - Handful of tutorials on a very old version of Blender. - Cogfilms Tutorials - PDF downloads of tutorials in 2.4x - Pavaler.se - A couple of tutorials on modeling and animation. ## Blender Interface - Blender Basics: 2 Minute Tutorials - The Interface - Blender Interface Theme Repository - Basic Editing - Blender Hotkeys - Changing Views - First Impression - Getting Started ## Modeling ### Mesh Modeling - Video - DupliVerts Tutorial - How to solve Blender\'s smoothing problems: discussion about smoothing strategies: Smooth/Solid, Auto Smooth, EdgeSplit modifier\... - Heightmaps - Extrusion Controlled by IPO - Basic objects - Modeling Techniques and Strategies - Easily Remove Orphan Edges and Vertices - Non-destructive bevel effect ### Nurbs and Subsurface Modeling - Subsurf modeling 2 - Metaballs - Abstract SubSurf modeling I ### Modeling Specific Objects - Wooden Crate - Double-Helix - Turtle - Leaf Shader - Sears-Roebuck Dairy Barn - Golf Ball - Celtic Knot - Quick and Easy Tree - Ice Cube *(pdf tutorial)* - Water I (Link removed, because it is harmful nowadays) *(pdf tutorial)* - Water II (Link removed, because it is harmful nowadays) *(pdf tutorial)* - Dice - Die with round corners - Logo - Cutting through steel - Candle - Landscape Cartoon (Link removed, because it is harmful nowadays) *(pdf tutorial)* - Text - Hair Tutorial - Wikipedia: Human Body Proportions ## Texturing - Video - Basic Materials - Making a Lightsaber with Halos - The Unofficial Texturing Tutorial - Material Indice Tutorial - Transparency and Refraction - Reflections - Texturing landscapes according to slopes - Using Texture Stencils - Textures with Alpha - Textures with Bumpmapping ### UV Mapping - 2 Minute Tutorial: Blender Basics - UV Mapping (Project from View) - Video - UV Mapping - UV Mapping & Texturing - Complex material for a sword ### Animated Textures - Video - Changing Colors Of Objects Mid Animation - animating masks for simulating ice freeze - Animated Procedural Textures *(pdf tutorial)* ### Texture Nodes - Video - Blender Nodes - Vector Blur usage with Blender ### 2D Texture Painting Techniques These tutorials do not directly involve Blender, however they cover useful 2D knowledge for advanced Blender users. - Steven Stahlberg\'s Tutorials `<span style="color:green;">`{=html}\* exposed`</span>`{=html} - Fixing Lighting Irregulaties in Self-Tiling Maps - Texturing with Gimp ## Lighting, Shadows and Rendering - 2 Minute Tutorials: Blender Basics - An Outline of Lighting and Rendering in Cycles - Basic 3 Point Lighting - Radiosity I - Radiosity II - Ramp Shaders - Simulating Radiosity - Ambient Occlusion - Soft Shadows and Area Lights - Soft Lights (Link removed, because it is harmful nowadays)*(pdf tutorial)* - Blender\'s Mist ## Compositing - Matching Real Lighting ## Animation - Video - Animation Basics - Simple Animations - Effects - Walking Blues - Non Linear Action Editor - NLA I - Non Linear Action Editor - NLA II ### Armatures and IK - Video - Basic Armatures - Dancing Flor `<span style="color:green;">`{=html}\* exposed`</span>`{=html} - Animation Workshop II `<span style="color:green;">`{=html}\* exposed`</span>`{=html} - Animation recode project - Action Constraints tutorial made easy - Driven Hand Rig - Constrained Mechanics - Ikas Blender 3D - Introduction ## Particles - Video - Particle Basics - Video - Grass with Particles - Video - Explosions with Particles and the Explode Modifier - Particle Interaction - Static Particles - Making a Rain Effect - Setting a prey-predator relationship using Boids particles - Particle and field basics ## Fluid Simulation - Video - Fluid Simulation - Fluid Simulation Basics ## Game Engine - Video - Blender Game Engine Basics - Video - Making Dominoes - Game Engine Development - New fully integrated game engine? - #GameBlender - Walkthrough Tutorial - Mouse Look 1st Person. Options include capping, invert mouse pitch and adjust mouse sensitivity. - Viewports. Creating a split screen. - Python game functions. Sample Code Included. Updated to 2.48 - Car Setup. Use Bullet Physics vehicle wrapper. - Python scripting for the Game Engine at cgmasters.net. - Python scripting series of tutorials ## Verge3D - Video - Verge3D for Blender basics ## Python and Plugins - Povanim Export Script - AI Path Importer - 3D-No Plugins; Put your 3D Blender space on web! - Randomizer Script Scroll down the page - Different Useful Scripts (Link removed, because it is harmful nowadays ) - Lsystem tree maker - Python API Introduction - Python API, Making a Square Mesh - Python API, Iterations - Python API, Automating Vertex Creation - Python API, Automating Face Creation - Python API, Making Potatoid - Python Script, To build an Empty for EnvMap - Python Script, Bezier Curves Import - Python Script, Paths import - Python Script, Importing Adobe Illustrator Format - Python Script, Mesh Explosion - Python Script, Level Of Detail - Python Script, Wire Shadows and extrusions - Python Script, Changing the active camera instantly - Using the Superficial Scattering Script - City Block Genarator - Blender Camera Calibration with Live Camera - Mesh shaker and tutorial - Batch STL - Vertices to a Curve Converter - Zutils, Z-Buffer Utilities ## Related Programs - YafRay - SPE - Python IDE for Blender - Wings 3D Subdivision Modeler - Verse Gimp-Blender Plugin - Kerkythea Renderer - Equinox 3D - Povray export - Adobe Illustrator Paths import - Inkscape SVG import - Voodoo Camera Tracker - Lionhead The Movies ### Distributed Computing - BURP - Big and Ugly Rendering Project - Global Rendering-Farm ## Blender WikiBooks - Blender 3D: Blending Into Python - Blender 3D: HotKeys - Blender 3D: Import and Render a SolidWorks Model - Blender 3D: MemoBook `<span style="color:green;">`{=html}\* exposed`</span>`{=html} - Blender 3D: Noob to Pro ## FAQ - Blender FAQ (Generated on September 24, 2001) ## Miscellaneous These are must reads for CG artists. - How to succeed in Animation - Classical Film and Video Knowledge Base - Quick Tips in Design&GFX ### Open Movies - NaNo - Blender Internet Virtual Movie Studio ### IRC - <irc://irc.freenode.net/blender> - <irc://irc.freenode.net/blenderchat> - <irc://irc.freenode.net/blenderclasses> - <irc://irc.freenode.net/blenderqa> - <irc://irc.freenode.net/blendercoders> - <irc://irc.freenode.net/blenderwiki> - <irc://irc.freenode.net/gameblenderdev> - <irc://irc.freenode.net/gameblender> - <irc://irc.freenode.net/verse> ### Tests - Blender Benchmarks ## Other Lists Please read more about on talk page. - `<big>`{=html}**LANGUAGES (czech)**`</big>`{=html} ## About This links list is language filtered and extended version of personal collection originally provided by **IamInnocent**. So if you looking for tutorials in other languages check this link at www.elYsiun.com. - German Blenders should have a look at <http://de.wikibooks.org/wiki/Blender_3D:_Tutorial_Linkliste> If you want to add Blender tutorial link in some other language you can add it temporary on talk page. We will later made such WikiBooks in other languages too. Thank you all who contributed to this nice and useful links collection! Feel free to add your name or link if you think you need to be mentioned here.
# Blender 3D: Noob to Pro/Hotkeys |next=Output Formats |subcat=Reference }} ``` Blender\'s user interface is very flexible and often provides more than one way to do something. Many operations that can be done by clicking on buttons and menus can also be done with keyboard shortcuts called \"hotkeys\". The hotkey is usually much faster than the corresponding mouse action, so it\'s a good idea to learn them as soon as possible. An entire WikiBook (titled *Blender 3D: HotKeys*) is devoted to Blender hotkeys. We encourage you to refer to it as often as necessary.
# Blender 3D: Noob to Pro/Output Formats |previous=Hotkeys |subcat=Reference }} ``` Blender can render still images and video to many different file formats. Here is an alphabetical list: - **AVI Codec** - AVI codec compression. Available codecs are operating system dependent. When an AVI codec is initially chosen, the codec dialog is automatically launched. The codec can be changed directly using the Set Codec button in AVI Codec settings. - **AVI Jpeg** - AVI but with Jpeg compression. Lossy, smaller files but not as small as you can get with a Codec compression algorithm. Jpeg compression is also the one used in the DV format used in many digital camcorders. - **AVI Raw** - Audio-Video Interlaced (AVI) uncompressed frames. - **BMP** - Bit-Mapped Paint is an early lossless format. - **Cineon** - format produced by a Kodak Cineon camera and used in high-end graphics software and directed toward digital film. - **DPX** - Digital Moving-Picture eXchange format; an open professional format (close to Cineon) with meta-information about the picture; 16-bit uncompressed bitmap (huge file size). Used in preservation. - **FFMPEG** - Fast Forward Moving Pictures Expert Group is a collection of free and open source software libraries that record, convert and stream digital audio and video in numerous formats. You must have the proper codec installed on your computer for Blender to call it and use it to compress the video stream through FFMPEG, but there are preset formats to choose from, such as DV, SVCD, and DVD. - **Frameserver** - Blender puts out frames upon request as part of a render farm. The port number is specified in the OpenGL User Preferences panel. - **HamX** - Blender\'s own self-developed 8 bits RLE (Run Length Encoded bitmap) format; it creates extremely compact files that can be displayed quickly. To be used only for previsualization of animations (Play button). - **Iris** - the standard Silicon Graphics Inc (SGI) format used on Unix OS machines. - **JPEG** - Joint Photographic Experts Group (name of the consortium which defined it), an open format that supports very good compression with little loss of quality. Only saves RGB value. Re-saving images results in more and more compression and loss of quality. - **JPEG 2000** - **MultiLayer** - an OpenEXR format that supports storing multiple layers of images together in one file. Each layer stores a renderpass, such as shadow, specularity, color, etc. You can specify the encoding used to save the MulitLayer file using the codec selector (ZIP (lossless) is shown and used by default). - **OpenEXR** - an open and non-proprietary extended and highly dynamic range (HDR) image format, saving both Alpha and Z-depth buffer information. - **PNG** - Portable Network Graphics, a lossless image format often used in web design. - **QuickTime** - A proprietary multimedia framework for video and images. - **Radiance HDR** - **Targa** - **Targa Raw** - **TIFF** - Tagged Image File Format created by Aldus for desktop publishing. If the selection seems daunting, here are pointers: If you need transparency in your images (i.e., an alpha channel that allows any part of the rendered image to have varying degrees of opacity), or you will be compositing, you generally want to use: - Multilayer - PNG - OpenEXR - Targa Of the above four formats, you will find that PNG and Targa images can be opened and edited by most any bitmap editing application, such as GIMP or Photoshop. However, OpenEXR and Multilayer offer more options within Blender, and may produce smaller, lossless files.
# Blender 3D: Noob to Pro/Image Portfolio |previous=Output Formats |subcat=Reference }} ``` ## Summary This is the Blender 3D: Noob to Pro image portfolio page, where all the categories of the images used in the book are here in one place for your reference. ## Categories Blender 3D Blender 3D icons Blender 3D screenshots Non Blender 3D screenshots Blender 3D splash screens Blender 3D viewports Blender 3D suzanne primitive ## A sampling of images from the above categories Heres a random sample of 200 images from the over 1,800 images in the above categories ![](Blender-light-spot.png "Blender-light-spot.png"){width="100"} ![](Blender_tips_cube_subsurfed2.png "Blender_tips_cube_subsurfed2.png"){width="100"} ![](Select_image.jpg "Select_image.jpg"){width="100"} ![](Blender_2.45_screenshot.jpg "Blender_2.45_screenshot.jpg"){width="100"} ![](Blender3D_com_key_chroma.jpg "Blender3D_com_key_chroma.jpg"){width="100"} ![](Blender3D_uv_paint_pinsel.jpg "Blender3D_uv_paint_pinsel.jpg"){width="100"} ![](Blender3D_StepOfASpiralStair.png "Blender3D_StepOfASpiralStair.png"){width="100"} ![](Beizersharpturn0003.png "Beizersharpturn0003.png"){width="100"} ![](Blender3d_nod_com_con_color_ramp.jpg "Blender3d_nod_com_con_color_ramp.jpg"){width="100"} ![](Handicon_blender_2.49a.png "Handicon_blender_2.49a.png"){width="100"} ![](Blender3D_MultipleUV-Textures.jpg "Blender3D_MultipleUV-Textures.jpg"){width="100"} ![](Blender_pasto.jpg "Blender_pasto.jpg"){width="100"} ![](Blender-curve-circle.png "Blender-curve-circle.png"){width="100"} ![](Blender-3d-cursor.png "Blender-3d-cursor.png"){width="100"} ![](Blender3D_Documentation_1.png "Blender3D_Documentation_1.png"){width="100"} ![](Blender241.png "Blender241.png"){width="100"} ![](MakeTrack.png "MakeTrack.png"){width="100"} ![](Blender3D_nod_com_mapping_kacheln.jpg "Blender3D_nod_com_mapping_kacheln.jpg"){width="100"} ![](Blender-mesh-cone.png "Blender-mesh-cone.png"){width="100"} ![](Vgroups_but.jpg "Vgroups_but.jpg"){width="100"} ![](Blender_edit_buttons.png "Blender_edit_buttons.png"){width="100"} ![](Blender3D_Roehrenabzweig.png "Blender3D_Roehrenabzweig.png"){width="100"} ![](Blender3D_nod_com_scale.jpg "Blender3D_nod_com_scale.jpg"){width="100"} ![](Blender_Pfanne_Abbildung1.jpg "Blender_Pfanne_Abbildung1.jpg"){width="100"} ![](Blender-auto-perspective.png "Blender-auto-perspective.png"){width="100"} ![](Blender-browse-button.png "Blender-browse-button.png"){width="100"} ![](Blender-outliner-cube-group.png "Blender-outliner-cube-group.png"){width="100"} ![](Blender3D_tastatur.jpg "Blender3D_tastatur.jpg"){width="100"} ![](Blender_icosphere_textured.png "Blender_icosphere_textured.png"){width="100"} ![](Blender3D_nod_com_flip.jpg "Blender3D_nod_com_flip.jpg"){width="100"} ![](Blender3D_nod_com_glare.jpg "Blender3D_nod_com_glare.jpg"){width="100"} ![](Blender3D_uv_menueleiste.png "Blender3D_uv_menueleiste.png"){width="100"} ![](C_track.gif "C_track.gif"){width="100"} ![](Blender3Dview.jpg "Blender3Dview.jpg"){width="100"} ![](Blenderscene.png "Blenderscene.png"){width="100"} ![](Bl35.jpg "Bl35.jpg"){width="100"} ![](Bl2.jpg "Bl2.jpg"){width="100"} ![](Blender-windows-header.png "Blender-windows-header.png"){width="100"} ![](Blender_icosphere_LSCM.png "Blender_icosphere_LSCM.png"){width="100"} ![](Blender3D_BKFootRig2.png "Blender3D_BKFootRig2.png"){width="100"} ![](Blender_real-time_shadow.png "Blender_real-time_shadow.png"){width="100"} ![](Blender-show-video.png "Blender-show-video.png"){width="100"} ![](Blender3d_nod_com_con_combine_YUFA.jpg "Blender3d_nod_com_con_combine_YUFA.jpg"){width="100"} ![](After_add_new_F5.jpg "After_add_new_F5.jpg"){width="100"} ![](Blender_map_input.png "Blender_map_input.png"){width="100"} ![](Blender3D_WIKI-HEAD.jpg "Blender3D_WIKI-HEAD.jpg"){width="100"} ![](Blender-browser-show-more.png "Blender-browser-show-more.png"){width="100"} ![](Blender3d_emulate_numpad.jpg "Blender3d_emulate_numpad.jpg"){width="100"} ![](Dropdown_-_2.png "Dropdown_-_2.png"){width="100"} ![](Blender3D_Weight_Spec.jpg "Blender3D_Weight_Spec.jpg"){width="100"} ![](ExtrudedCube1.png "ExtrudedCube1.png"){width="100"} ![](BlenderGE_StrgA.png "BlenderGE_StrgA.png"){width="100"} ![](Blender3D-userPrefs-AutoSave.jpg "Blender3D-userPrefs-AutoSave.jpg"){width="100"} ![](Bcup1.png "Bcup1.png"){width="100"} ![](Blender3D-joiningWindows.jpg "Blender3D-joiningWindows.jpg"){width="100"} ![](BlenderPanoramaF.jpg "BlenderPanoramaF.jpg"){width="100"} ![](Blender3D_Limit_selection_to_visible.png "Blender3D_Limit_selection_to_visible.png"){width="100"} ![](Blender_load_image_2.jpg "Blender_load_image_2.jpg"){width="100"} ![](Blender_3D-cursor.png "Blender_3D-cursor.png"){width="100"} ![](Blender_Actor.PNG "Blender_Actor.PNG"){width="100"} ![](Blender3D_uv_composite_preview.jpg "Blender3D_uv_composite_preview.jpg"){width="100"} ![](Blender-show-python.png "Blender-show-python.png"){width="100"} ![](Blender-meta-ellipsoid.png "Blender-meta-ellipsoid.png"){width="100"} ![](C_ik.gif "C_ik.gif"){width="100"} ![](BlenderCommonButtonswindow.png "BlenderCommonButtonswindow.png"){width="100"} ![](Blender-system-openGL-panel.png "Blender-system-openGL-panel.png"){width="100"} ![](Blender_-_Penguins_to_spheres_-_feet.png "Blender_-_Penguins_to_spheres_-_feet.png"){width="100"} ![](ObjectEdit_select_1.gif "ObjectEdit_select_1.gif"){width="100"} ![](Blender3d_nod_com_tonemap.jpg "Blender3d_nod_com_tonemap.jpg"){width="100"} ![](BufShad.png "BufShad.png"){width="100"} ![](Blender-edit-method-panel.png "Blender-edit-method-panel.png"){width="100"} ![](BlenderCommonLSTV-on.png "BlenderCommonLSTV-on.png"){width="100"} ![](Blender3D_ObjectBlockSelection_2.46.png "Blender3D_ObjectBlockSelection_2.46.png"){width="100"} ![](Settings.png "Settings.png"){width="100"} ![](Blender-header.png "Blender-header.png"){width="100"} ![](BlenderExtrudedLeg.png "BlenderExtrudedLeg.png"){width="100"} ![](Blender-oops-shematic.png "Blender-oops-shematic.png"){width="100"} ![](Blender3D_ausschnitt_sw_muster.png "Blender3D_ausschnitt_sw_muster.png"){width="100"} ![](Blender3d_nod_com_math_beispiel.jpg "Blender3d_nod_com_math_beispiel.jpg"){width="100"} ![](Blender3D_edge_slide.png "Blender3D_edge_slide.png"){width="100"} ![](Blender_knob.PNG "Blender_knob.PNG"){width="100"} ![](Blender-mesh-panel.png "Blender-mesh-panel.png"){width="100"} ![](Blender3d_nod_com_texture_value.jpg "Blender3d_nod_com_texture_value.jpg"){width="100"} ![](Blender3d_nod_com_normalize.jpg "Blender3d_nod_com_normalize.jpg"){width="100"} ![](Blender3D_li_schreibtischlampe_screenshot.jpg "Blender3D_li_schreibtischlampe_screenshot.jpg"){width="100"} ![](Wikibooks-logo.svg "Wikibooks-logo.svg"){width="100"} ![](BlenderGE_T1.3.png "BlenderGE_T1.3.png"){width="100"} ![](Blender-appli2biped-workstation.png "Blender-appli2biped-workstation.png"){width="100"} ![](Blender-curve-tools-convert.PNG "Blender-curve-tools-convert.PNG"){width="100"} ![](BlenderCureur3D.jpg "BlenderCureur3D.jpg"){width="100"} ![](Blender_Dent.PNG "Blender_Dent.PNG"){width="100"} ![](Blender3D_uv_mercatorprojektion.png "Blender3D_uv_mercatorprojektion.png"){width="100"} ![](Vertex_groups.jpg "Vertex_groups.jpg"){width="100"} ![](Blender3D_draw_edge_angels.png "Blender3D_draw_edge_angels.png"){width="100"} ![](Blender3D_ThisCubeIsNotPossible.png "Blender3D_ThisCubeIsNotPossible.png"){width="100"} ![](Bl7.jpg "Bl7.jpg"){width="100"} ![](Ginger-smoothall.png "Ginger-smoothall.png"){width="100"} ![](Blender_bangers_and_mash.jpg "Blender_bangers_and_mash.jpg"){width="100"} ![](Blender-mesh-torus.png "Blender-mesh-torus.png"){width="100"} ![](Blender-refresh-pyton-menus.png "Blender-refresh-pyton-menus.png"){width="100"} ![](Skybox_tut6.png "Skybox_tut6.png"){width="100"} ![](Blender-meta-plane.png "Blender-meta-plane.png"){width="100"} ![](Objects_bent_initial.jpg "Objects_bent_initial.jpg"){width="100"} ![](Blender3D_FreeNote.png "Blender3D_FreeNote.png"){width="100"} ![](Blender3d_draw_wire.jpg "Blender3d_draw_wire.jpg"){width="100"} ![](BlenderGE_T1.5.png "BlenderGE_T1.5.png"){width="100"} ![](Blender3d_nod_com_HSV.jpg "Blender3d_nod_com_HSV.jpg"){width="100"} ![](Blender3D_AligningTwoObjects.gif "Blender3D_AligningTwoObjects.gif"){width="100"} ![](Blender3D_uv_paint_menue_a.jpg "Blender3D_uv_paint_menue_a.jpg"){width="100"} ![](AfterSpinning.png "AfterSpinning.png"){width="100"} ![](Blenderradio.png "Blenderradio.png"){width="100"} ![](Blender3d_draw_bounding_box.jpg "Blender3d_draw_bounding_box.jpg"){width="100"} ![](Blender3d_nod_com_rotate.jpg "Blender3d_nod_com_rotate.jpg"){width="100"} ![](Blender3D_BridgeFaces.png "Blender3D_BridgeFaces.png"){width="100"} ![](Blender3d_nod_com_alpha_over.jpg "Blender3d_nod_com_alpha_over.jpg"){width="100"} ![](Blender_3d_Show_normals_and_vnormals2.jpg "Blender_3d_Show_normals_and_vnormals2.jpg"){width="100"} ![](Blender-parent-outliner.png "Blender-parent-outliner.png"){width="100"} ![](Ie_IK_limit_buttons.jpg "Ie_IK_limit_buttons.jpg"){width="100"} ![](Commons-logo.svg "Commons-logo.svg"){width="100"} ![](Blender_Pfanne_Abbildung6.jpg "Blender_Pfanne_Abbildung6.jpg"){width="100"} ![](Blender3D_CreaseACube.png "Blender3D_CreaseACube.png"){width="100"} ![](Blender3DNoobToPro-FirstMountain.png "Blender3DNoobToPro-FirstMountain.png"){width="100"} ![](Blender3D_KissingFaces3a_2.46.png "Blender3D_KissingFaces3a_2.46.png"){width="100"} ![](Blender-transform-properties.png "Blender-transform-properties.png"){width="100"} ![](Twoleg-ginger.png "Twoleg-ginger.png"){width="100"} ![](Blender3D_2ObjectsSameMesh_2.46.png "Blender3D_2ObjectsSameMesh_2.46.png"){width="100"} ![](Blender3D_ObjectSnapping-2.46.png "Blender3D_ObjectSnapping-2.46.png"){width="100"} ![](Blender3D_AnimatedBumpMapApplied0022-2.49.jpg "Blender3D_AnimatedBumpMapApplied0022-2.49.jpg"){width="100"} ![](Blender3D_kachel_color_picker.jpg "Blender3D_kachel_color_picker.jpg"){width="100"} ![](Blender3DFeet-3.jpg "Blender3DFeet-3.jpg"){width="100"} ![](Blender3D_KissingFaces6_2.46.png "Blender3D_KissingFaces6_2.46.png"){width="100"} ![](Blender3D_draw_Vnormals.png "Blender3D_draw_Vnormals.png"){width="100"} ![](Blenderediting.png "Blenderediting.png"){width="100"} ![](Blender3D_WaveModifierParameters.png "Blender3D_WaveModifierParameters.png"){width="100"} ![](Blender3D_tut_vid_mesh.png "Blender3D_tut_vid_mesh.png"){width="100"} ![](BlenderGE_T1.6.png "BlenderGE_T1.6.png"){width="100"} ![](Blender3D_sky_menue.jpg "Blender3D_sky_menue.jpg"){width="100"} ![](Blender3D_nod_com_color_spill.jpg "Blender3D_nod_com_color_spill.jpg"){width="100"} ![](Blender3d-ejemplo_curvas_bezier_puntoC.jpg "Blender3d-ejemplo_curvas_bezier_puntoC.jpg"){width="100"} ![](Blender_-_Penguins_to_spheres_-_wing_complete.png "Blender_-_Penguins_to_spheres_-_wing_complete.png"){width="100"} ![](Blender3d_nod_com_math.jpg "Blender3d_nod_com_math.jpg"){width="100"} ![](Blender3D_TuerklinkeTutorial-Part1-2.48a.png "Blender3D_TuerklinkeTutorial-Part1-2.48a.png"){width="100"} ![](BlenderCommonEditing-on.png "BlenderCommonEditing-on.png"){width="100"} ![](Blender3DDarkShot_0013.jpg "Blender3DDarkShot_0013.jpg"){width="100"} ![](Blender3D_AligningTwoCubes.gif "Blender3D_AligningTwoCubes.gif"){width="100"} ![](Blendermaterial.png "Blendermaterial.png"){width="100"} ![](Blender3D-Jute_zugeschnitten.png "Blender3D-Jute_zugeschnitten.png"){width="100"} ![](Blender3D_CHF_EmitterObject.png "Blender3D_CHF_EmitterObject.png"){width="100"} ![](Blender_3D_Procedural_Wood_1_Colors_Window.jpg "Blender_3D_Procedural_Wood_1_Colors_Window.jpg"){width="100"} ![](Stick_bone.jpg "Stick_bone.jpg"){width="100"} ![](Blender3D_TransformationConstraintAnim.gif "Blender3D_TransformationConstraintAnim.gif"){width="100"} ![](Blender3d_nod_com_image_generated.jpg "Blender3d_nod_com_image_generated.jpg"){width="100"} ![](Blender3D_PositioningWithTwoEmptys_F19-c.png "Blender3D_PositioningWithTwoEmptys_F19-c.png"){width="100"} ![](Blender-default-scene.png "Blender-default-scene.png"){width="100"} ![](Blender3D_2MaterialsSameTexture_2.46.png "Blender3D_2MaterialsSameTexture_2.46.png"){width="100"} ![](Blender_Grass.jpg "Blender_Grass.jpg"){width="100"} ![](Blender3D_Objectplan_2.46.png "Blender3D_Objectplan_2.46.png"){width="100"} ![](Blender3D_SimplePerson_Scale_Pelvis.png "Blender3D_SimplePerson_Scale_Pelvis.png"){width="100"} ![](Blender_Pfanne_Abbildung2.jpg "Blender_Pfanne_Abbildung2.jpg"){width="100"} ![](Blender-2dlogo-rough-trace-final.png "Blender-2dlogo-rough-trace-final.png"){width="100"} ![](Blender3d_nod_com_difference_key.jpg "Blender3d_nod_com_difference_key.jpg"){width="100"} ![](Blender3DNoobToPro-SharpVsSmoothFalloff.png "Blender3DNoobToPro-SharpVsSmoothFalloff.png"){width="100"} ![](Bl13.jpg "Bl13.jpg"){width="100"} ![](Bl31.jpg "Bl31.jpg"){width="100"} ![](Blender_Controllers.PNG "Blender_Controllers.PNG"){width="100"} ![](C_rot.gif "C_rot.gif"){width="100"} ![](Skybox_tut5.png "Skybox_tut5.png"){width="100"} ![](Blender3D_draw_creases.png "Blender3D_draw_creases.png"){width="100"} ![](Blender-add-menu.png "Blender-add-menu.png"){width="100"} ![](BlenderBoutonsScene.jpg "BlenderBoutonsScene.jpg"){width="100"} ![](Blender3D-userPrefs-SaveSettings.png "Blender3D-userPrefs-SaveSettings.png"){width="100"} ![](Blender3D_draw_bevel_weight.png "Blender3D_draw_bevel_weight.png"){width="100"} ![](Blender3D_KissingFaces5_2.46.png "Blender3D_KissingFaces5_2.46.png"){width="100"} ![](Blender3D_2.4.7-screen.jpg "Blender3D_2.4.7-screen.jpg"){width="100"} ![](Blender3D_Hair_Brushed.png "Blender3D_Hair_Brushed.png"){width="100"} ![](Blender3D-buttonsWindow-editButtons.jpg "Blender3D-buttonsWindow-editButtons.jpg"){width="100"} ![](Blender3D_SelectionModes.png "Blender3D_SelectionModes.png"){width="100"} ![](Penguin_from_sphere_-_wing_start.png "Penguin_from_sphere_-_wing_start.png"){width="100"} ![](Blender-curve-path.png "Blender-curve-path.png"){width="100"} ![](Blender3D_SimplePerson_Snap_Pelvis.png "Blender3D_SimplePerson_Snap_Pelvis.png"){width="100"} ![](3rd_face.jpg "3rd_face.jpg"){width="100"} ![](Ginger-smoothbody.png "Ginger-smoothbody.png"){width="100"} ![](Coulours.png "Coulours.png"){width="100"} ![](Blender-export.png "Blender-export.png"){width="100"} ![](Blender3D_bev_ausfuehrung.png "Blender3D_bev_ausfuehrung.png"){width="100"} ![](Blender3D_PositioningWithTwoEmptys_F22-_a.png "Blender3D_PositioningWithTwoEmptys_F22-_a.png"){width="100"} ![](Blender3D_ShuffleStride4.png "Blender3D_ShuffleStride4.png"){width="100"} ![](Bl12.jpg "Bl12.jpg"){width="100"} ![](Blender3D_RetopoPaintExample.png "Blender3D_RetopoPaintExample.png"){width="100"} ![](Blender-mesh-suzanne.png "Blender-mesh-suzanne.png"){width="100"} ![](Blender3D_BillboardAnimationColor-Frame-50.jpg "Blender3D_BillboardAnimationColor-Frame-50.jpg"){width="100"} ![](Blender-mesh-cylinder.png "Blender-mesh-cylinder.png"){width="100"} ![](Bl26.jpg "Bl26.jpg"){width="100"} ![](Blender_Blue_Marble.jpg "Blender_Blue_Marble.jpg"){width="100"} ![](Bl9.jpg "Bl9.jpg"){width="100"} ![](Blender_icosphere_TexFace.png "Blender_icosphere_TexFace.png"){width="100"} ![](Oneleg-ginger.png "Oneleg-ginger.png"){width="100"} Image Portfolio
# Blender 3D: Noob to Pro/Blender Glossary |previous=Image Portfolio |subcat=Reference }} ``` Please add words and phrases to the alphabetical glossary at Blender 3D: Noob to Pro/Glossary. \_\_TOC\_\_ ### General Terminology - **2D** (adjective): two-dimensional (flat) - **3D** (adjective): three-dimensional - **axis** (noun): one of the primary directions used to define a coordinate system; plural: **axes** - **coordinates** (noun): a string of numbers (usually two or three) which denote a location - **coordinate system**: a scheme for denoting locations by means of coordinates - **disappearing taskbar**: a taskbar which appears only when the mouse pointer reaches an edge of the display - **geometry**: 1. the branch of mathematics concerned with positions, directions, angles, lengths, areas, volumes, and so on 2. the portion of a 3D model that deals with shapes - **GIMP**: an open-source software tool for editing 2D computer graphics - **illusion of depth**: the human propensity to imagine a 3D scene when presented with a flat (2D) picture of it - **light** (verb): to describe the intensity, color, direction, etc. of the light sources in a 3D scene - **model** (noun): an abstract description of a 3D object (or scene) which is suitable for rendering - **model** (verb): to create models - **numpad**: a numeric keypad - **orthographic view**: a 2D view which represents a scene\'s parallel edges with parallel edges; from \"orthography\"; contrast with: perspective view - **perpendicular** (adjective): forming a 90-degree (right) angle - **perspective view**: a 2D view which represents a scene\'s parallel edges with edges that converge toward a vanishing point - **pose** (verb): to position objects and their parts in a 3D scene - **render** (verb): to generate a 2D view from a 3D model of a scene, by means of a computer - **rig** (noun): to describe how different parts of an object are capable of moving relative to one another - **texture** (verb): to describe how a 3D object interacts with light (scattering, bending, etc.) ### Blender User Interface Terminology - **active window**: the window currently responding to keystrokes - **blender unit**: the height and width of each grid square in a 3D View window - **header**: a row of controls along the top or bottom of a window - **panel**: a rectangular area in a Buttons window which can be rearranged relative to other panels - **window** (noun): a rectangular area of Blender\'s user-interface which can be split or resized - **window type** (noun): one of the sixteen varieties of windows in Blender\'s user interface: - **Scripts Browser** - This window is used to initiate any Python scripts saved in Blender to add functionality. - **File Browser** - Browses the files on your computer in Blender. - **Image Browser** - Browses the files on your computer in Blender with visuals of images displayed. - **Node Editor** - The enhanced material editing system in Blender in which you can customize the input/output of materials or scenes and composite them together. - **Buttons Window** - Displays the Blender scene and object editing options. - **Outlines** - Breaks down the entire collection of objects and their properties in an organized list. - **User Preferences** - Allows you to change Blender\'s controls and preferences. - **Text Editor** - Simple text editor for any notes/Python code. - **Audio Window** - Allows you to upload, enhance, and save audio files into the Blender library. - **Timeline** - Shows the animation\'s beginning, ending, and current frame, as well as a timeline with marks indicating all the key positions of an object. - **Video Sequence Editor** - Feature for the composition of sound, scenes, videos and other cinematographic elements. - **UV/Image Editor** - Allows you to add and alter image files in Blender and also apply these images onto the faces of meshes in an editable fashion as a material. - **NLA Editor** - Allows you to change the key positions of all actions/IPOs. - **Action Editor** - Allows you to alter the key positions of an armature and it\'s collection of bones. - **IPO Curve Editor** - Allows you to insert saved key points of the positions, transformations, and settings of objects of the course of a series of frames. - **3D View** - Window through which you work with, add, and place objects in a 3D world. ### Blender Modeling Terminology - **Quad *n.*** - A face with four sides. - **Mesh *n.*** - A collection of faces, edges, and vertices which can be modeled and manipulated in Edit Mode. - **Vertex *(pl. vertices) n.*** - A 3-dimensional coordinate, which in groups comprise a polygon. With default settings, it is represented in Blender by a purple dot when unselected, or a yellow dot when selected. - **Edge *n.*** - A wire-like line representing the boundary of 2 adjacent vertices. - **Face *n.*** - A planar connection of edges representing a boundary, field, or solid surface. Identified individually in Edit Mode as a black box in the middle of the corresponding face. - **Icosphere *n.*** - A sphere composed of *n* triangular faces composed in a manner to give the best \"smoothness\" for the lowest memory consumption. - **UVSphere *n.*** - A sphere composed of *n* square faces arranged in rings to allow the smoothest application of real-time movement of vertices/faces and application of images onto the spectrum of faces. - **Lamps** - Category of 5 light-emitting objects: - Lamp - Light is emitted in the scene with a uniform spherical output which fades with distance, decreasing eventually to 0. The distance can be specified in its options. - Sun - Light is emitted in the scene with a uniform spherical output and remains uniform regardless of the distance from it. - Spot - Light is emitted in the scene in a predetermined conical area with light properties similar to lamp and also initially calculates the shadow (lack of light) present behind an object (Known as ray shadow). - Hemi - Sun-like light emitted in a 180 degree arc. Works just like a Sun lamp, but with less functionality. Best used for quick, broad illumination. - Area - Light which works similar to a Spot lamp but shape of the cone is definable. - **Ray shadows *n.*** - Method of generating shadows cast by light by calculating the angle and faces of the interfering object to create a smooth, sharp and complete shadow. Memory-intensive, best quality. - **Buffer Shadows *n.*** - Method of generating shadows cast by light by calculating the angle of a mesh\'s edge and creating a set amount of shadow \"squares\" on the shadow-receiving objects which are calculated from a set buffer-ratio. Memory-friendly, while possibly lower quality. - **Camera *n.*** - An object which acts as the viewpoint (when active) for the scene when the scene is to be rendered. - **Armature *n.*** - An object which contains \'bones\'. Bones are sub-objects which are connected with each other in a chain, each bone-link is parented to the bone before it. The purpose is to parent any objects to the bone, and also you may parent a mesh to the entire armature and have selected vertices of the mesh parented to bone(s) percentage-wise (0% means no effect, 50% means vertices copy half the transformation value, 100% means vertices transformed as full child of bone.) - **Empty *n.*** - An object with no mesh or relating object data. It is useful for using in object input fields where the object needs no specific properties e.g. parenting it to an object for organisational purposes.
# Blender 3D: Noob to Pro/Every Material Known to Man |previous=Blender Glossary |subcat=Materials }} ``` ## **\"Every Single Material Known To Man\" Project** Want to share your material settings with the world? This is the place! This page is going to be turning from a page to a chapter, but to do that we need your support! If you have an idea for a material, even if you don\'t know how to make it, just put it in the list to help! Someone out there knows how to make it, and if they come across this page with ### Etiquette - Explain the basics of every material (such as Color, Spec, and shading, but not necessarily specifics such as Emit or Trans), even if it is with standard \"Add New\" properties. - IF you provide a picture, _explain_ in the method _all details_ to get us to make ours look the exact same way, do not omit any detail (including anything done in out tabs, or in other categories like Rendering. Also, say if you use something like RayMir or if you have additional lighting or objects to enhance the look!.) - Make sure you explain the \"Tab\" and the \"Category\" for a material alterations, because not everyone might know what you mean. Be as formal as possible, categorize and organize, and try using the blender-used words instead of your own lingo, if possible. _Example:_ - Bad explanation:*Set the material\'s texture\'s normal to 0.4* - Good explanation:*Under the \"Map To\" Tab, Select the \"Nor\" Slider and set it to 0.4* - Best explanation: - ***Map To:*** - *Output-_Nor_* - ***Nor**Slider-_0.4_* ```{=html} <!-- --> ``` - Do NOT replace or delete other people\'s method on your own. If you believe you have a better way, simply label their explanation \"Method A\" and create another sub-headline with your method as \"Method B\" (and so on). If you believe a method is incorrect, insufficiently detailed or plagiarism, appeal to the original author (if able) or on the Discussion page and get support for a removal.\ - Do NOT say your material is better than anyone elses\-- everyone has a right to their own opinion and preferences \--you may say your method is more \"detailed\" or \"memory-efficient\" or \"adaptable\", but _DO NOT SLANDER_ other people\'s methods.\ - Add or link the texture image file (png), if there is.\ - Add or link a render example image of the material (just a sphere or a cube or a monkey) with a background for contrast. ## Metals and Minerals - /Alloy/ - /Asphalt/ - /Brass/ - /Brick/ - /Bronze/ - /Cast Iron/ - /Ceramic/ - /Chrome/ - /Glass/ - /Gold/ - /Iron/ - /Concrete/ - /Copper/ - /Hard Plastic/ - /Linoleum/ - /Marble/ - Reflectives - /Modeling Clay/ - /Rubber/ - /Rust/ - /Steel/ - /Tile/ - /Trampoline material/ - /Realistic Silver/ - /Jewels/ ## Cloth and Fabrics - /Cotton/ - /Silk/ - /Leather/ - /Spandex/ - /Wool/ - /Carpet/ - /Denim/ - /Mothball/ - /Lace/ - /Dusted Latex/ - /Glossy Latex/ - /Felt/ - /Kevlar/ - /Snake Skin/ - /Velvet/ ## Particle-Based - /Fire/ - /Smoke/ - /Fog/ - /Feathers/ - Fur - /Rain/ - /Mist/ - Grass (Patch) ## Earth and Home - /Moss/ - /Water/ - /Soil/ - Grass (Strand) - /Woods/ - Textured Ceiling - Textured Wall - Paint (Matte) - Paint (Gloss) - /Sand/ ## SSS-Used - /Crayon/ - /Wax/ - /Fruit Skin/ - /Milk/ - /Juice/ ## Other - /Lunar Surface/ - /Bubbles/ ## Abstract - Light Effects - Misty Globe ## Human - African Skin - Latino Skin - South Asian Skin - Caucasian Skin - /Head Hair/ - Other Hair - /Teeth/ - /Bone/ - /Blood/ - General Organ Skin ## Elemental - /Selenium/ - /Mercury/ ## External material libraries Additional materials can be found at: - Blender Open Material Repository - Copper, Brass, Platinum, Silver - Fire, Snow, Carbon Fibre - Glass, Chrome, Gold, Brushed Alloy
# Blender 3D: Noob to Pro/Asking for Help |previous=Materials, Textures, Photos |subcat=Advice }} ``` So you\'ve come to learn Blender, eh? You\'ve made a great choice. Blender is one of the most powerful 3D animation and 3D creation tools out there, especially if you\'re short on cash. Learning how to use Blender can be a daunting task, so **don\'t give up!** With the help of this wikibook, you can become a Blender power user and put those Maya folks to shame. If you ever get stuck in a tutorial for some reason, there are a number of places you can turn for help. The best way to get help is with an Internet Relay Chat (IRC) client such as X-Chat. Connect to **irc.freenode.net** and talk to blender users in the following channels. - ```{=html} <div> ``` #blenderwiki ```{=html} </div> ``` - ```{=html} <div> ``` #blender ```{=html} </div> ``` - ```{=html} <div> ``` #blenderchat ```{=html} </div> ``` - ```{=html} <div> ``` #blenderqa ```{=html} </div> ``` - ```{=html} <div> ``` #gameblender ```{=html} </div> ``` If you can\'t get help there, click the \"discussion\" tab at the top of the page that you\'re having trouble with, and explain your problem on that page. Wait at least 24 hours for help. If you\'re still not getting help, try asking for help in the BlenderArtists.org forums. es:Blender 3D: novato a profesional/Clases particulares de principiante
# Blender 3D: Noob to Pro/Know What You're Doing |previous=Asking for Help |subcat=Advice }} ``` \_\_TOC\_\_ The following tips may improve your chances of enjoying a successful project with Blender. ### **Organize early, organize thoroughly** In Blender projects, you may work with complex scenes containing hundreds of items: models, lights, cameras, scripts, materials, and more. This can be overwhelming if it is not properly organized. We suggest that you organize as you go, giving each item a descriptive name. There will be ways to search for items by name, so start early. Similarly, give each file a descriptive name and organize files into folders (or directories): a separate folder for each project, with sub-folders for renders, texture images, background images, and so on. ### **Don\'t bite off more than you can chew** One of the greatest challenges faced by Blender users is their own imagination. While it\'s great to be creative and imaginative, you have to pace yourself. Be aware of your limits and the limits of your computer. When making something from scratch, start with a very simple version of it and add details gradually. Test frequently; see how well your recent changes work before proceeding to the next step. In this way, you will meet with fewer problems, and the ones you do run into will be simpler and easier to fix because there will be fewer possible causes to consider. Monitor the complexity of your projects, watching for \"lag\" or excessive disk activity which might mean you are nearing your computer\'s limits. When working on the computer, take frequent breaks to rest your eyes and stretch your muscles. Eat, sleep and exercise regularly. While focused time at the computer is necessary, inspiration and solutions to problems often come when our bodies are relaxed and our mental focus is elsewhere. While you may be tempted to go wild, keeping a level head while swimming in your imagination will give you a much more satisfying result with fewer headaches along the way.
# Blender 3D: Noob to Pro/Modeling Realistically |next=Modeling tips |subcat=Advice }} ``` Everyone who starts a new career or hobby in 3D Modeling also seems to look around their immediate environment for things to model. Things like your computer monitor, your keyboard, and even the desktop which they are resting are all common \"first models.\" Developing an eye for geometry takes time and this is a great chance to practice. For this tips and techniques discussion, I\'ll start with the concepts of furniture and walls, but the ideas really extend to anything and everything you can model in Blender, from spaceships to fantasy demon-women, from your barbecue deck blueprints to biologically accurate squids. ## Assemble Things, Don\'t Chisel Them Let\'s start with the furniture around you. You may think it\'s easy to model your desk using a couple of boolean operations on cubes. But it rarely comes out looking quite right. It seems like such a good idea at first. Then you find that the drawers won\'t open realistically. The corners are all amazingly sharp and crisp. The writing surface seems to be at the wrong scale for thickness. The woodgrain goes in the same direction everywhere. You then realize it will be hard to bevel just the few edges that need beveling. The more you look at it, even with good render settings, the more it looks like dollhouse furniture instead of a real life, full size desk. Real furniture is not chiseled out of a half-ton cube of mahogany, because trees don\'t grow that thick, and it\'s a real waste to chip out the spaces for drawers. Instead, cabinetmakers tend to assemble a piece of furniture from many component parts. Think of those \"self-assembly\" kits from the local superstore, or even the showroom examples from a nearby unfinished knotty pine store. Model several kinds of boards and fittings, then copy and assemble them appropriately. You don\'t need to model every nail and dowel, and you don\'t even need to know what a dovetail joint is. But you can make realistic furniture when you build things from their natural components. - Cut lumber in a variety of sizes and thicknesses. - Measure real example furniture and take note of the construction details. - Choose varying woodgrains by duplicating materials and adjusting them to be more individual. - Align those woodgrains or other materials in an appropriate direction and scale for the model. - Bevel just the parts or edges which are naturally worn or intentionally beveled. - Any cloth, glass or metal fittings are separate components using their own materials. - Create an \"Empty\" type object, give it a descriptive name, and parent all of the pieces to it. There are a couple more benefits to this form of component modeling: - Working with things made from multiple real materials is easier: one object, one material. - The model is more flexible, because they can be reconfigured to other styles more easily. - Components come in handy for other models: adapt a desk\'s drawers in kitchen cabinets and bedroom furniture. ## Separate Objects for each Material right\|thumb\|300px\|skateboards, modeled in parts A common question for new modelers is how to make one mesh that uses more than one material. For example, a skateboard with metal trucks, rubber tires, and a wooden deck. While Blender does provide an interface to allow such a combination, it is not usually the best approach for modeling realistically. If you model the skateboard as separate parts, based on the way different real parts are assembled, then you have a lot more control over the final model. You can replace the wheels or use trucks of different styles later. You can adjust the mesh that defines the shape of the deck, without having to reassign the areas that should be one material or the other. And lastly, you can choose to use subsurface tricks on the various parts, while avoiding them on other parts. Even if the whole model needs subsurfaces, it becomes a bit hard to control where one material starts, and another material ends. ## Removing the Fourth Wall Just as with furniture, you may model your first building interior as a hollowed-out cube. It seems straightforward to make a big cube, turn it inside out, and call it a living room. There are a lot of drawbacks to working with a room that was carved out of a single chunk of solid rock. Buildings and rooms are assembled from parts. Just like the furniture modeling tip, design your rooms as a collection of separate pieces. - You don\'t need to measure out the internal beams and joists, but remember they\'re there. - Each interior or exterior wall should be its own object or assembly. - Take care to note the correct dimensions and placement of doorways, windows, ceiling. The benefits of a component-modeled interior include: - Easier to see inside, just hide some walls on a different layer. - Walls are much easier to move around to reconfigure the room layout. - The same modeling work on one area can be copied to other rooms more easily. - A more realistic architecture with consistent scaling is achieved quickly. ## Proportions and Measurements For realism, it\'s vitally important to get the right proportions for familiar objects. If your audience sees a bookshelf with 5\" thick shelves, or a human hand which has a 5\" long thumb, their brain is going to tell them that something is wrong. They might not be able to decide why, but they\'ll tell you it looks fake. Even when you\'re animating fantasy characters, you should develop an understanding for proportion. Many cartoon characters have very large heads when compared to their bodies; this allows room for greater expression and makes the characters seem younger. Deciding how many \"heads high\" each character should appear will ensure that your figures all maintain proper proportions to each other and to their environment. right\|thumb\|300px\|soda cans and glass, modeled in parts To get good proportions, you need to think about measurements. - Grab a ruler or find some existing blueprints. - Think in terms of those measurements for the duration of the project. - Choose a base scale that will let you work comfortably within a 500x500x500 unit volume. - Blender limits cameras to 1000 unit distances, for better numerical accuracy. You can mix and match base units, by using Empty objects as parents. For example, you can model your furniture in inches or centimeters, and model your house in feet or meters. Then when you append your bed.blend\'s objects, just parent that bed to a new Empty object, and scale the Empty. This will conveniently scale all of the separate component pieces of the object together. There\'s only one big wrinkle with working with multiple scales: materials should be designed with a certain base scale in mind. Many material surface properties are scaled according to the units you choose for a given object, or the world units. Just consider this as you design, and check your work critically.
# Blender 3D: Noob to Pro/Modeling tips |next=Cheat the 3D }} ``` This is not really a tutorial, but a list of handy tricks you will probably use a lot when modeling. 1: Extrusion: To extrude, press in edit mode with the vertices selected, move and click to place the extrusion. You\'ll basically need this for every model in blender, without it, most models would be really hard to create. 2: Set Smooth: Enabling smoothing on the face of a mesh will create a smooth gradient between it and the faces around it. To enable smooth shading on a face, select the faces you want to smooth and then go to *Mesh → Shading → Smooth Faces*. 3: Merge by Distance: Sometimes when editing, you might accidentally create duplicate geometry or have small holes in your model. To clean these up, select your entire model (or part of it) and then go to *Mesh → Clean Up → Merge by Distance*. The Merge Distance variable when performing this action determines the maximum distance between vertices for them to be merged. 4: Topology Flow: One of the most important things to keep in mind while modeling is the topology of the model. Topology is the arrangement and flow of the edges and faces that make up a mesh. Generally, you want to make your model with quads (faces with four edges) so that it is easy to perform actions such as loop cuts or ring selections. This isn\'t to say that triangles and faces with more than four edges shouldn\'t be used, but quads are preferable. Example use of these techniques: Topology Flow: <https://web.archive.org/web/20210423191525/https://topologyguides.com/loop-reduction> If you want to add more handy techniques, please add them.
# Blender 3D: Noob to Pro/Cheat the 3D ```{=html} <div class="noprint"> ``` ```{=html} </div> ``` ## Ways to Improve Performance In 3D Graphic Design, there are many issues to consider. First, consider how the project moves, how the project performs. Next, consider how you create objects in your project, especially when working with meshes and lighting.\ ### Mesh **Modifying an object\'s properties** When you add a modifying property to an object, the computer has to calculate that property every time it moves in the animation. These modifying properties include soft bodies, particles, or mirror textures. They can significantly slow down the computer. To make things move faster, pre-calculate and \"bake\" the modifier into the object. To bake a modifier, such as a soft body movement, save the modifier as a permanent animation. That way no matter how the object changes, it moves the same way. As a result, your computer does not calculate how the object moves. The move is already set. There is a drawback. If the object moves and hits another section with different slopes, it will continue to move as if it was in the original baking site. You will have to calculate and bake the section again to get new results. **Making 2D backgrounds** Scenes will have a foreground, background, sky, and more. Your computer will take more time to render a scene that is big, open, and filled with modeled objects. This wastes time and memory, especially when modeling an object far in the distance. I\'m guessing however, you do not want to make a quick, plain model. So what do you do? That is easy. You make a 2D background. - Put the distant image or background on a plane. - Verify that everything on the plane around the image is black. If it is not black, set the Alpha to 0 if the image was saved in a format that supports Alpha. This will retain the detail but reduce the number of faces the computer must count in the scene. - Set the image to Billboard to prevent the image from skewing by perspective. ### Materials **Using UV maps** For those who do not know the term, a UV map is an image applied to a 2D plane. The 2D plane is then applied to the mesh. Here is how to create a UV map: - Spread out the image onto a 2D plane. - Apply the 2D plane over the face of the mesh using the 3D view. ```{=html} <div class="noprint"> ``` ```{=html} </div> ```
# Blender 3D: Noob to Pro/Performance vs. Quality |previous=Cheat the 3D |subcat=Advice }} ``` ### Mesh : **Polygon Count** - when you work with meshes in 3D, be aware that the memory usage in Blender with reference to meshes comes from the number of faces (or vertices) the mesh contains. That means that if you have many useless faces (such as 55 faces on the side of a mesh that are as flat as one face), the number of faces will directly affect the Render time of Images and Animations. Also remember that for smooth rounded meshes, you do not need an infinite number of faces to make it look really nice and smooth. You actually don\'t need that many faces to keep a smooth slope looking smooth when viewed from the side. The viewer\'s eye will not actually identify every flat face, but will trace it as a smooth curve.\ : **Face Structure - 4-side (quad) vs.3-side (tri)** - Poly Count is very important when working in 3D graphics, and depending on the type of mesh you are making you could be wasting a vast number of faces because they are not the right structure. For example, if you want a smooth object, you can make it look mostly smooth when viewed from the side if you make it with well-structured 3-vertex faces. You will also yield the same results with fewer faces than if you use 4-vertex faces. Another example is that if you need to apply UVTexture, or have something to animate, a mesh being evenly deformed will yield a lower face-count if it is a 4-vertex versus a 3-vertex face-structure.\ \ It is worth bearing in mind, however, that most graphics libraries deal exclusively with triangles. This means if you are planning to export your mesh to a game or other external 3D application, whether you use quads or triangles will make no difference as all quads will likely be converted into two triangles anyway.`</br>`{=html} ### Lighting : **Using RayShadows or Buffer Shadows** - There are a few options you have for using shadows. Ray Shadows use an advanced algorithm to trace the edge of any interfering objects and create a perfect shadow onto the receiving object(s); however, the Ray Shadow calculation is memory-intensive and can seriously slow down your Render-Time. Buffer Shadows, on the other hand, use a different algorithm for similar results. The difference is that buffer shadows use a bit-rate of shadow \"pixels\" that fill in the shadowing area. You can adjust the bit-rate to make the shadow higher or lower quality. This calculation is much more memory-friendly, and your Render-Time will not jump up as much as with Ray Shadows. An interesting topic because this will change with better hardware performance and eventually won\'t matter. Until we get into 3D.
# Blender 3D: Noob to Pro/Modeling a Gingerbread Man |previous=Performance vs. Quality }} ``` In this tutorial you will learn how to make a simple gingerbread man. In a later tutorial you will be able to make an animation with this gingerbread man. In this tutorial we will tie together everything we\'ve talked about up to this point, including extruding, subdividing and rendering, and throw in basic lighting. ## Modeling First, start Blender. You should see the usual top view of a cube in the 3D window, surrounded by a grid \'floor\'. : Review--- Zoom in or out with **SCROLL** or **CTRL+MMB**. Pan with **SHIFT+SCROLL** and **CTRL+SCROLL**. Make sure you are in orthographic view. Press **NUM5** to toggle between orthographic view and perspective view. You can tell you\'re looking at an orthographic view while looking down from the top (**NUM7**) of the cube: wherever you pan the window, you never see any part of the cube except the top. - Display editing controls in the buttons window by clicking on the Editing context button ![](Editing.png "Editing.png") or by pressing **F9**. ### Adding Vertices - Select the cube by clicking **RMB** on it. (It may already be selected.) Remember, selected objects are outlined in pink. - Switch from object mode to edit mode by pressing **TAB**, which toggles between object and edit modes. In edit mode, at first, you\'ll see colored dots at the vertices of the cube. Selected vertices are highlighted in yellow. Unselected vertices are pink. (You\'ll see the dots when editing in vertex select mode. In edge select or face select mode, you\'ll see colored edges and faces instead.) - Select all vertices of the cube. Press **AKEY** once. If the vertices are yellow, you\'ve selected all of them. If they are pink, you\'ve deselected all of them. If necessary, press **AKEY** again so that all vertices are selected/yellow. ![](BlenderCubeEdit.png "BlenderCubeEdit.png") - Subdivide the faces of the cube, using any of the following methods. (All vertices of the cube should still be selected.) - Click the Subdivide button in the Mesh Tools panel in the buttons window. - With the mouse pointer in the 3D window -- - Press **WKEY** to display the Specials menu, then choose Subdivide. - Press **SPACE** to display the toolbox, then choose Edit → Edges → Subdivide. - Click the 3D window\'s Mesh menu, and choose Edges → Subdivide. - Your cube now has more vertices. **Subdividing** edges adds vertices so you can create more complex shapes. ![](BlenderSubdividedCube.png "BlenderSubdividedCube.png") ### Selecting a Subset of Vertices We\'ll select six vertices on the upper half of one side of our cube, where we\'ll extrude an arm. - Deselect all vertices by pressing **AKEY**. - View the cube from the front (**NUM1**). - Select the six vertices on the top half of the left side of the cube (see below) using one of the following methods. - Press **BKEY** and drag a rectangle around the top left and middle left vertices (viewing from the front). - Press **CKEY** to see a circle around your mouse pointer. **SCROLL** to change the size of the circle. Position the circle around the top left and middle left vertices, together or one at a time, and click **LMB**. Click **RMB** to finish. ```{=html} <!-- --> ``` - Take a closer look at the selected vertices by viewing the model from a different angle (drag with **MMB**). - If you find that you have only selected two vertices and not six, make sure the \"Occlude Background Geometry\" button is off. That button is the right-most of the selection mode buttons, below. (It\'s called \"Limit selection to visible\" in Blender 2.45 and earlier. It doesn\'t appear if Blender is drawing in wireframe style.) Try selecting the vertices again. ![](BlenderSelectionModesInSolidMode.png "BlenderSelectionModesInSolidMode.png") - If you still selected just two vertices, change to a wireframe drawing by pressing **ZKEY**, which toggles between wireframe and solid drawing types. Try selecting again. - Yet another way to select the six vertices is to select the two faces they define. Click the Face Select button from the selection mode buttons (above), or press **CTRL+TAB** to display a Select Mode menu and choose Faces. Rotate the cube to view the left side and click **RMB** in the center of one of the two upper faces. Hold **SHIFT** and click **RMB** in the center of the other upper face. ![](BlenderGingerBreadManExtrudedCube3D.png "BlenderGingerBreadManExtrudedCube3D.png") ### Extruding Arms - View from the front by pressing **NUM1**. - Extrude the selected vertices/faces by pressing **EKEY** to display an Extrude menu, then choosing Region. Hold **CTRL** to snap your position to the grid, then move your mouse left to put the new vertices on the adjacent gray line of the grid one unit to the left. Click **LMB**. - Repeat so that your model looks like below (from front view, **NUM1**). ![](ExtrudedCube1.png "ExtrudedCube1.png") - Deselect all vertices/faces with **AKEY**. - Perform the same extrusion on the right side of the cube, selecting six vertices and extruding twice as explained above. - The gingerbread man\'s arms are in place, as in the illustrations below. ```{=html} <center> ``` ![](ExtrudedCube2.png "ExtrudedCube2.png")  ![](BlenderGingerBreadManExtrudedCube3D.png "BlenderGingerBreadManExtrudedCube3D.png") ```{=html} </center> ``` ### Extruding Legs - Make sure all vertices are unselected, using **AKEY** once or twice. - View from the front (**NUM1**). - Select the six vertices on the left half of the cube\'s bottom. Extrude them downward to a point in between the first and second heavier gray lines beneath the cube. (The gray lines in the grid represent Blender units.) Holding down **CTRL**, the extruded region may snap to the heavier gray lines---hold down **CTRL+SHIFT** and the region will snap to tenths of Blender units. Click **LMB** to finish. - An alternative to positioning the extrusion with the mouse is simply typing the distance. Enter 1.5 to extrude 1 1/2 units out. On a Mac, enter the number 1, press fn with the key that is right under **LKEY** and **MKEY** on Azerty (the one with /:,), and press the number 5. ```{=html} <center> ``` ![](BlenderGingerbreadManLeftLeg01.png "BlenderGingerbreadManLeftLeg01.png")  ![](BlenderGingerbreadManLeftLeg02.png "BlenderGingerbreadManLeftLeg02.png") ```{=html} </center> ``` - Extrude the same region again, to the third gray line (1.5 again). It should look like this: ![](BlenderExtrudedLeg.png "BlenderExtrudedLeg.png") - Shift the lower leg to the outside as follows. - Select the bottom 12 vertices of the leg (which look like 4 from front view), using **BKEY**. - Grab the selection with **GKEY**. Press **XKEY** to limit movement to the x axis. Move the vertices to the left by half a square, holding **CTRL** or **CTRL+SHIFT** to snap to the grid, and click **LMB**. ```{=html} <center> ``` ![](Oneleg-ginger.png "Oneleg-ginger.png")  ![](BlenderGingerBreadManOneLegGinger3D.png "BlenderGingerBreadManOneLegGinger3D.png") ```{=html} </center> ``` - Create a second leg on the right side, in the same fashion. ![](twoleg-ginger.png "twoleg-ginger.png") ### Dropping the Groin Lengthen the groin (where the two legs join): - Deselect all vertices by pressing **AKEY**. - Select the 3 vertices at the groin (which look like 1 from front view), using **BKEY**. - Grab the vertices by pressing **GKEY**. Press **ZKEY** to limit movement to the z axis. Move the vertices down 1/2 of a square, or type -0.5 to specify the distance. (Older versions of Blender require **NKEY** before typing -0.5.) ```{=html} <center> ``` ![](twoleg-ginger-pulled.png "twoleg-ginger-pulled.png")  ![](BlenderTwoLegsGingerPulled3D.png "BlenderTwoLegsGingerPulled3D.png") ```{=html} </center> ``` ### Adding a Head - Switch the 3D window from Edit mode back to Object mode by pressing **TAB**. Noob Note: I found it easier to remain in edit mode while creating the cube as this makes the cube part of the original mesh. This allows you to add the subsurf to all parts at once. - Click **RMB** on the object to select it then press **SHIFT + SKEY** and select *Cursor → Selection*. This will make sure the cube you\'ll add next will be near where you want it. ```{=html} <!-- --> ``` - Press **SPACE** and put your mouse on the mesh option and select cube. In others versions, you can also hit **SPACE** and , in the menu that comes up, choose *Add → Mesh → Cube*. ```{=html} <!-- --> ``` - Press **GKEY** and put your new cube about 1/3 of the way down the neck (to achieve this, you can press **GKEY** and **ZKEY** : enter 1.33). ![](twoleg-ginger-head.png "twoleg-ginger-head.png") Now we will make it look more like a ginger bread man by making it thinner. - Select all with **AKEY**. ```{=html} <!-- --> ``` - Go to side view with **NUM3**. ```{=html} <!-- --> ``` - Press **SKEY** for scale and press **YKEY** for Y-axis and then move your mouse to the middle until it is about 0.3 (use **CTRL** for fixed values). ```{=html} <!-- --> ``` - Remember X-axis is the Red arrow/line, Y-axis is the Green one, and Z-axis is Blue (like RGB video mode). center - Use the **MMB** to spin the view around and examine your handiwork. At this point, it doesn\'t look entirely like a gingerbread man, does it? It\'s a bit too \... chunky. For the last bit, we\'ll smooth it out. - Make sure you\'ve selected the body in object mode. ```{=html} <!-- --> ``` - Select the editing panel in the buttons window (or hit **F9**). ```{=html} <!-- --> ``` - In the Modifiers tab, Add a \"Subsurf\" modifier. ```{=html} <!-- --> ``` - Set the level of the subdivisions to 2, and the number of render levels to 3. **Noob question: When I add the cube for the head, it stops me from being able to edit the body - it will only select the head to apply subsurf to, even if the body looks like it\'s selected!** **Answer: When you created the cube you made a second object. To select a different object, press tab to enter Object mode. Select the body. Then enter edit mode again if you want to edit the body.** - You can press the **ZKEY** to switch back and forth between wire-frame view and solid view. ```{=html} <!-- --> ``` - (Noob Note: Easiest way to really get a feel for what is going on in the 3d world is to split into four screens and setting each one to **NUM7**, **NUM3**, **NUM1**, and **NUM0** to see all angles and what it will look like at render.) **Noob Question: *How?*** **Answer: To split an area move the cursor to an area between two current areas (e.g. between the 3D view and the buttons), when you see the double ended arrow (used to move the divide) click RMB and select *Split Area*, you will then see a line appear dividing the area in two. Move this to where you want the divide and click LMB.** - In the \'Link and Materials\' section, select \'Set Smooth\'. **Noob question: Where? Assuming this refers to the \'Materials\' section on the \'Properties\' window, there is no \'Smooth\' setting.** *(Note that here I had the same problem as before, with superposed vertices. Select all vertices, then press **WKEY** and select*Remove Doubles*to clean your model. You will see that it will look much better after removing the extra vertices with Remove Doubles)* center - Press the **ZKEY** to return to wire-frame view. ```{=html} <!-- --> ``` - Now repeat the process above to smooth the head. center Looks a lot more like a gingerbread man now, doesn\'t it? ## Camera Positioning and Rendering This guide will show you how to intuitively get the best frame of your 3D scene with no effort! - Press **TAB** for Object view mode. - Press **NUM0** to get the Camera View. - Select the camera by clicking **RMB** on the outermost rectangle. - Press **GKEY** and move your mouse to adjust the position of the camera (**XKEY**, **YKEY**, **ZKEY** and **CTRL** may be useful here). - In addition, you can press **NUM7** to get the Top View and press **RKEY** to rotate the camera to the best angle. - After you are happy with the position, press **F12** to render it. If your render comes out a little dark, try moving the lamp closer to the gingerbread man. Noob note: Another way to move around the camera is pressing **SHIFT + FKEY** after pressing **NUM0** to enter Fly mode. The keys for fly mode appear in the header of the 3D view pane. Noob note: **Ctrl+Alt+NUM0** \"teleports\" the camera to your 3d view. ![](BlenderGingerRender.png "BlenderGingerRender.png") Noob Note: By pressing X, Y or Z twice you will use a local base of the space, with those it\'s much easier. For example if you are facing the Z axis from 45 degrees, and you want to go left 1 unit, using the global base, you will have to go 1.72 (around sqrt(2)) along X and the same along Y, instead moving by 1 in the local frame of reference. ## Applying Textures \ This builds on the previous guide: Modeling a Volcano.\ \ Note: It seems that textures can only be applied to one object at a time, so this must be done twice (i.e. The head and body are two separate objects.) The settings that were chosen can successfully be applied to each object for a consistent result. Some settings can not be applied equally for consistent results. N00b Note: if you join the 2 objects before applying the textures you do not have to do the process 2 times, just select the 2 objects, CTRL+J and the accept\ \ \*In \"Object Mode,\" select the body (or the head.) - Press **F5** to open the shading panel or use the shading panel button. - In the \"Links and Pipeline\" panel, under \"Link to Object,\" click \"Add New.\" ![](LinksPipeAddNew.png "LinksPipeAddNew.png") - Press **F6** to open the \"Texture Buttons\" panel or use the textures button. - In the \"Texture\" panel, click \"Add New.\" ![](TextureAddNew.png "TextureAddNew.png") - Change the \"Texture Type\" to \"Stucci.\" ![](StucciType.png "StucciType.png") - In the new \"Stucci\" panel, change \"Noise Size\" to something near 0.025 and leave the \"Turbulence\" at 5.00. ![](SizeTurbulence.png "SizeTurbulence.png")\ Note: When finished with this section of the guide, come back to this panel and try different combinations of \"Plastic,\" \"Wall In,\" \"Wall Out,\" and \"Soft Noise\" / \"Hard Noise.\" Press **F12** to render after each change to see the effect.\ \ \*Press **F5** again or use the \"Material\" button directly on the left of the \"Texture\" button. Then look for the \"Map To\" panel. ![](LookForMapTo.png "LookForMapTo.png") - In the \"Map To\" panel, deselect \"Col*\[or\]*\" and select \"Nor*\[mal\]*.\" and change the \"Nor\" Value to approximately 1.30. - In the \"Map Input\" panel, change the texture coordinates to \"Object\" by clicking the corresponding button. - In the \"Material\" panel, change the \"R*\[ed\]*\" slider to approximately 0.400 and the \"G*\[reen\]*\" slider to approximately half that, about 0.200. Blue can be set at 0.00. ![](MapToChange.png "MapToChange.png") ![](MapInputChange.png "MapInputChange.png") ![](MaterialChangePreview.png "MaterialChangePreview.png")\ Note: While it is true that textures can only be applied to one object at a time, textures as well as materials can be shared between objects. In this case it is best to let both the head and the body share the same material.\ \*To do this, simply select the object without the materials(head or body). - Press **F5** to open the shading panel or use the shading panel button. - In the \"Links and Pipeline\" panel, under \"Link to Object,\" click the arrow next to(left of) the \"Add New\" button. - Select the brown material. \ The steps in this section give a nicely textured, brown surface to the \"Gingerbread.\" ![](BlenderGingerTexturedRender.png "BlenderGingerTexturedRender.png") Now all you need to do is add eyes and gumdrop buttons!
# Blender 3D: Noob to Pro/Modeling a simple space-ship |previous=Modeling a Gingerbread Man }} ``` ## Modeling a simple spaceship using Blender 2.49b **This is a simple tutorial on how to build a simple spaceship using blender 2.49b.** One of the best things about blender is the adaptability that can be accessed through its user interface. This tutorial will give you a look at some of the included blender scripts. If you would like to make your own, however, you can refer to the scripting chapter of this wiki book. So now, I guess we can get started. **Step 1:** First, open blender. You should get the default blender scene with the cube in the center. If you don\'t, try resetting your blender settings. Select the box in the center of the screen. **Step 2:** Now we\'re going to shape the box into any shape we want. For now, we are going to shape it into a sort of triangle. If you want to use it as a box, that\'s fine, but I suggest following this tutorial using it as a sort-of triangle. To be able to modify it, in the lower buttons area (with stuff like Modifiers, Shapes, Multires, Mesh, and Link and Materials) you should see a drop-down menu that is currently on Object Mode. Change that to Edit Mode or hit the **tab** button. Now you will be able to modify different aspects of your box. **Step 3:** With your box selected, hit Ctrl+Tab, and choose Faces. This allows you to modify the different faces. Faces are basically the different sides of your object, Edges are the edges of your object, and Vertices are points on your object where edges connect. **Step 4:** Now, on your box, right click on one of the sides to select that side. If you want, first take a look around the box and then choose a side, but don\'t select the bottom or top face. To rotate around the box, hit the 8, 2, 4 or 6 button on your number pad, the one to the right of the arrow keys usually. Those buttons allow you to rotate around your objects and change your view. After you select the face you want, then rotate so that the face is facing towards you and looks like a square, and so that the grid around it looks like a flat horizontal line. **Step 5:** There should be three arrows converging in the center of your face (or in the center of your box), and either the red or the green one should now be in the center of your face, and the other should be going off to the left or right, with the blue arrow going straight up or straight down. Use the 4 or 6 number pad button to rotate your view so you can see whichever arrow was in the center of your face, and left click mouse button on it, and hold the left click button, and drag the arrow around. Drag it until you have a rectangle. <http://i238.photobucket.com/albums/ff55/bryguy336/uh.png> <http://i238.photobucket.com/albums/ff55/bryguy336/box.png> **Step 6:** Now to resize that face. With that face still selected, hit the S key, and move the mouse around. This should enable you to change the size of the face, and once you click, it should stop resizing and stay at that size. Experiment and get the hang of it, and then resize it so that it is an itsy bitsy teeny tiny box, and your rectangle more like a triangle. Congratulations! You have just made your first shape/object
# Blender 3D: Noob to Pro/Part 1 - Preparing the Scene |previous=Create an animated GIF wallpaper (Blender/GIMP) }} ``` \_\_TOC\_\_ ## Start a new scene in Blender - Delete the default cube. ## Prepare the individual particles Go to layer 2 - !`centre|The layers buttons`.PNG "centre|The layers buttons") Add a UV Sphere with 8 segments and 6 rings(Go to the toolshelf and change the values) !`The Toolshelf`.PNG "The Toolshelf") Add a new material with any bright color. Change the emit value to 2 or higher - !`Material settings`.PNG "Material settings")\ `Note - if you want a single-coloured version, `\ `you can skip a few of the following steps - ` ### Duplication of the particles Duplicate the sphere and move it nearby ( ). Duplicate the material by clicking on the \'plus\' button indicated in the picture below. Change the color to another bright color `Important note - Not clicking the plus button will change the`\ `color of the previous sphere also.` !Material settings.png "Material settings") !Single-coloured version.PNG "Single-coloured version") Repeat this process until you are satisfied with the no. of spheres with different colours. Now create a group () Name it anything you like in the toolshelf ( toggles the toolshelf). Now you\'re ready to start creating the animation and particles! ## Defining the motion of the particles Go back to layer 1. ### Creating the path for the particles to follow If you haven\'t learnt about Bezier curves already, go ahead and do so now. Add a bezier curve, and tab into edit mode. Now you have to model the path by extruding and subdividing the curve. The shape of the curve defines the path of the particles. After you are done with the curve, you can proceed to create the emission object. ### Creating the \'emitter\' of the particles Add a UV Sphere with 32 segments and 16 rings. This is going to be the emitter, i.e. the object that gives out those coloured spheres. This is going to have a completely transparent material since hiding it hides the whole thing. So go to material properties, add a new material. Scroll down to the Transparency panel, check it and change the alpha value to zero, making it completely transparent. Also change the specular intensity to zero. Leave everything else as such. ### Making the sphere follow the path In this part, you are going to make the sphere follow the curve you had modeled earlier. Select the cube, and add a Follow Path Constraint. Select the target, i.e. the curve and click on Animate Path. All these steps speak for themselves, there\'s no need for me to explain. You could check follow curve, but since this is a sphere this is not needed. All it does is make the object face the direction it is moving towards. As for the speed of the object, you can change it by - - Select the curve. - Go to Object properties - !`The Object Properties`.PNG "The Object Properties") - Scroll down to Path Animation panel. - Change Path Animation Frames value to the no. of frames you want the animation to last. I prefer it to be 150. In the end, make a few changes until you are satisfied with the result. Now you are ready to proceed to part 2.
# Blender 3D: Noob to Pro/Creating Weapons based on 2D Images Alright, this is my first tutorial here, I made this a while back, but hopefully it will be a good addition to this Wikibook. It was originally made for a game called Fable - The Lost Chapters "wikilink"), but I think it is worthy of another place in the world. Please note that this is a WIP and will be updated time to time. ## Modeling Technique 1 Modeling Technique 1 Part 1 Video **Part 1:** 1. After emptying the screen, go to view and click background image, load, then choose a picture of the weapon you want 2. Go to top view and add a square, then delete two of the vertices and place one of the remaining on a point on the picture, and the other out of the way. 3. Select both vertices and subdivide. 4. Move the generated point to the next good-looking spot on the picture 5. With that selected still, select the outside vertex also, and subdivide. (Note: A much easier way is to select one vertex, move it to where you want it, select the other vertex, move it to the next spot, then extrude the second vertex to the next point, rinse and repeat. This requires a lot less effort.) Another guy\'s note: For an easier way, just click CTRL+LMB where you want the next point to appear. 1. Continue until you are on your third to last one, then select your outside vertex and move it where you would move the next vertex. 2. Select the first and last vertices and go to mesh\>\>make edge/face 3. Extrude to half your preferred thickness, then extrude the rest of the way. 4. Select the center vertices on the blade, and scale up. Modeling Technique 1 Part 2 **Part 2:** cont.) 1. Then move vertices to your liking. 2. Select the vertices of the handle, go to mesh\>\>vertices\>\>separate. 3. Add a modifier, choose subSurf, turn up the level until it looks close to what you want without too many vertices. Click apply next to the modifier. 4. Modify vertices (using proportional edit helps) to your liking. 5. Go to object mode, and turn off double-sided on any meshes that are. 6. If black appears on any parts of the mesh, highlight it, go to edit mode, select all vertices, go to mesh\>\>normals\>\>recalculate outside. 7. If there is still black, select those faces and go to mesh\>\>normals\>\>flip. 8. If there is still black, then you are missing a piece of mesh. Highlight the vertices around the hole, go to mesh\>\>vertices\>\>fill. 9. If black did not appear, then select everything (in object mode) and go to object\>\>join objects and say yes. ## Modeling Technique 2 Video Here Download it for high quality. Blade: 1. Select all with the \'A\' key, and delete everything. 2. Go to view and choose background image \>\> use background image \>\>load and pick the sword you\'ll be doing. 3. Close the dialog after you see it in the background (you can change the brightness of it by changing the \'blend\' option) 4. Make a bezier circle by pressing spacebar and going to add\>\>bezier\>\>bezier circle. 5. put a bar at each main point of your weapon (anywhere the curve changes direction) Bezier Controls 1. Modify the bars until they match. 2. You might want to go into wireframe view. 3. Go down and turn up the bevel depth a little, to give it some sharpness. 4. To lower the poly count you should turn down the DefResolIU number. 5. Go back to object mode, hit spacebar, go to object\>\>convert object type\>\>to mesh. 6. Modify vertices to your liking. For the handle: 1. Do steps 1-7. 2. Turn up the bevel resolution, to give it some roundness. 3. Repeat steps 8-10 For That one thing (see video): Just watch the video, but here is a summary. Extrude and flatten a circle, use proportional edit to make it easier on you when you curve the circle. For hilt guard: 1. Repeat steps 1-6 2. Add some extrusion. 3. Repeat steps 8-10.
# Blender 3D: Noob to Pro/Making Your Creation Smoother ## Getting started To begin, open a new scene in Blender. Let\'s clean up the scene a little by selecting the lamp and camera in the scene, press M to move them to a different layer and click on the fifth layer from the left to place the objects. Go back to layer 1 and delete anything else. You may also want to get rid of the grid by opening the View Properties and turning off the Grid Floor and X & Y axes. To block out our character, we\'re going to use an object type that is probably the least used and useful of any known to mankind. Let\'s hear it for\... Metaballs! ## Sculpting With \"Lumps of Clay\" right\|200px Go into the top view (important), press Space and add a **metaball.** Metaballs are a nifty, ancient piece of 3D technology that is useful for creating blobs. (Similar to lumps of clay, eh?) You create simple primitive shapes and scale and rotate them to block out your character\'s shape. When the primitives come close to one another, they \"bleed into one another\" in much the same way that water droplets merge when they touch. Cool. If you\'re using an earlier version of Blender that jumps out of Object mode into Edit mode when you create an object, then press Tab to switch back to Object mode, as you won\'t be able to scale your Meta primitive non-proportionally in Edit mode. In Object mode, you can change these options for the entire Meta object, while tabbing into Edit mode gives you more options for the selected meta primitive, such as changing the type from Ball to Tube, Plane, Cube, ;;etc.; (You can also make \"Negative metaballs.\") right\|150px Press **Shift+D** to duplicate the Metaball, and place it where you like. Continue blocking out your character, building enough blobs to represent the limbs or forms you will need to sculpt your masterpiece. The balls at the end of the limbs, were scaled **SKEY** larger, and then moved **GKEY** out a bit more. Don\'t get carried away and put in too much detail at this stage: use as *few* shapes as you need. (This is supposed to be quick and fun, after all\...) ## Meta-mess! You should still be in object mode. Now that you\'ve got something that resembles what you\'re after, select all the Metaballs and ( be in object mode) type **ALT+C** -\> \"delete original\", to convert it to polygons so you can actually do something with your blob. **Noob note:** if you pick \"keep original\" you will still have the meta balls present, plus have a mesh version of the metaballs sharing exactly the same space. When you select \"delete original\", the meta balls are turned into the mesh, and the circles that the metaballs were originally in hang around, but are empty. right\|200px Still in object mode! Delete any of those black rings left over from the metas and select your new polygon mesh. If you Tab into Edit mode you will see terrifying ugliness instead of nicely gridded mesh. \"Surely we can\'t be expected to create anything useful out of this!\" you shriek. Take it easy, my friend. It\'s time to add a *Decimate* modifier (make sure you\'re in object mode when doing this to see changes). Switch back to object mode! The **Decimate** modifier (you will only see things change if you\'re in object mode) will do two things for us. Its primary job is to *reduce* the poly count of a mesh. A pleasant side-effect for our purposes is that it will begin to *rearrange* the topology into a more manageable heap of triangles and quads. Keep reducing the Ratio slider below 0.5 until it becomes as coarse as you can stand. You want the lowest polygon base you can have that still maintains enough detail in the limbs and shapes you made with the Metaball phase. One thing to watch for is that this process sometimes creates holes as it does its best to simplify the mesh. I find that usually you can slightly change the Ratio to fix the problem, but if you\'re still finding holes, check out the \"Tips & Tricks\" section at the end. As you can see, this step greatly reduces the Face Count, which will be good later. Next we need to get rid of as many of those triangles as possible. Click Apply (in the modifier panel) Switch to Edit mode! Press A until all of the vertices are selected (turn yellow) and hit Alt-J to convert the faces from triangles to quads, which will subdivide better. Now you should have something you can work with. ## Beginning to sculpt Right next to the Modifiers panel is the **Multires** panel. (Note: In recent versions of Blender this is not its own panel\-\--it is a Modifier.) A multires object has the options to add numerous levels of smooth subdivision to a mesh. While you can use the sculpt tools on any polygon or nurbs mesh, the great strength of sculpting with Multires is the ability to jump back and forth to different levels, quickly sketching out the gross form at lower levels, and adding finer detail at the higher levels. Add the Multires and Add a level; we\'re ready to sculpt! : **Noob note:** If nothing seems to be happening while you\'re trying to sculpt your mesh, it\'s because you haven\'t applied your Decimate. it must be locked down and applied before you\'re actually allowed to do anything to your mesh. ```{=html} <!-- --> ``` : **Noob note:** Only apply multires once, doing it a few times will quickly increase the polygon count to amounts that will really slow blender down In case you haven\'t noticed, Blender\'s different modes offer different tool sets and options. To make the sculpting tools available you need to be in **Sculpt** mode, accessible through the Mode drop-down in any 3D window header. You\'ll see two new tabs next to the multires panel, *Sculpt* and *Brush.* Sculpt has most of the options you\'ll need to begin shaping your mesh. Note that most of the different brushes in this panel have hot-keys which will save a lot of time(**G**=Grab, **D**=Draw, **S**=Smooth, *etc.*). Most important here is changing the brush size and intensity. Pressing F and dragging the mouse will resize the brush, while Shift-F will allow you to adjust the Brush Intensity. You can also turn on **Symmetry** to paint, for instance, both sides of a face at one time. This can speed up tasks tremendously, as long as your mesh is aligned to the axis properly.
# Blender 3D: Noob to Pro/Match Moving |previous=Modeling a simple space-ship }} ``` Match moving is the technique of recreating the position of the camera used in recording live action footage. This information can then be used within Blender to merge 3D objects with live action film. For a more detailed discussion of the concept, take a look at the Wikipedia article on Match Moving. Blender cannot perform match moving itself, you must use a 3rd party tool to determine the camera position and the way it moves, then import this data into Blender. While there are many software tools to do this, this page references two free options: Voodoo and Icarus. ## Icarus Icarus is a discontinued University of Manchester project which can be used for non-commercial work. The download links from the official page no longer function, but Windows and MacOS X versions are available from this Icarus video tutorial by Colin Levy. ## Voodoo Voodoo is an actively developed free match mover available for Windows and Linux. Here is a tutorial on using Voodoo and Blender
# Blender 3D: Noob to Pro/Motion Tracking with Icarus |previous=Match Moving }} ``` **Motion tracking**, also called **Match moving**, is an essential element when integrating 3D elements with live footage. Motion tracking software is usually pretty expensive, but the Icarus application (Windows and Mac) is available for free for educational use. Icarus, which hasn\'t been updated for while, was later replaced by the commercial application PFTrack. Other popular motion tracking applications are PFMatchit and PFHoe(both also from The Pixel Farm), Voodoo (for Windows/Linux; free for non-commercial use), SynthEyes, Boujou and 3D-Equalizer (commercial). The excellent CG prodigy Colin Levy hosts Icarus(by kind permission of The Pixel Farm Ltd), the Icarus import script for Blender, as well as a splendid video tutorial (see Download Icarus and Video Tutorial). However, I lacked a brief text tutorial about motion tracking, so I decided to write my own. This tutorial is extremely brief and high-level, and requires some previous knowledge on video editing, 3D, and Blender. **Note:** this tutorial was created using Mac OS X 10.5 Leopard, Blender 2.46, Icarus 2.09, and the Icarus Import Script for Blender v1.07e (for Blender 2.41, written by Alfredo de Greef). ### Tutorial #### Phase 1: Preparing the Video Footage **Note:** this tutorial explains the *Auto-feature Tracking* mode in Icarus. There are other options which gives more user control - see the Icarus **UserGuide.pdf** for more information. 1. Record your video footage. Having the camera on a tripod (thus limiting to just panning/rotating) simplifies the tracking, but Icarus can handle a hand-held camera as well. Filming a background with orthogonal lines (that can align to X/Y/Z dimensions), such as a room, also helps the tracking. 2. Capture/import your video footage to your computer. Icarus handles video up to DV resolution (720\*576 pixels). 3. Start the Icarus *Calibration* application (there is also a *Distortion* and a *Reconstruction* application). 4. Create a new project (Project-\>New). 5. Import your video footage (Project-\>Import Movie). 6. Fill in the *Camera Parameters* information in the window that pops up - especially the *Camera Motion* and the *Pixel Aspect* options. 7. In the left panel, expand the group called *Coordinate Frame*. You should see X Axis, Y Axis, etc. 8. Click the Z Axis tool (blue) and mark vertical lines in your video footage. Use the X Axis (red) and Y Axis (green) tools to mark horizontal lines (up to you to decide which should be X and Y). 9. Estimate the focal length (Camera-\>Estimate Focal Length). 10. Navigate in time in your video footage using the time slider (beneath the video image). Add more X/Y/Z marker lines on a few key frames, especially as new pieces of the background are revealed when the camera moves. 11. Save your project (Project-\>Save). 12. Start the tracking process (Camera-\>Track and Calibrate). This will take some time. 13. Export the results in human-readable form (Project-\>Export 3D Motion, select *Human Readable (\*.txt)* as file type). #### Phase 2: Importing the Motion Tracking Data into Blender 1. Start Blender, and open a Text Editor view. 2. Open the Icarus import script **ICARUS_import241.py** (File-\>Open). 3. Start the script (File-\>Run Python Script). You should now see the Icarus Import screen. 4. Press the *FSEL* button, and open the results you exported from Icarus. 5. Press the *Create Curves* button. This imports the camera motion from the Icarus data and applies it to the Blender default camera. 6. Press the *Feature Points Mesh* button. This imports 3D shape dots from the Icarus data, which helps as reference when you want to align your own 3D elements to the video footage. You are now ready to add your own 3D elements to the Blender scene. #### Phase 3: Compositing 3D Elements on top of Video Footage If you want to easily composite the 3D elements on top of an image, you can add the image as the rendering back buffer in Blender (Scene tab in the Buttons view). However, this doesn\'t work for videos, so we need another solution. 1. In Blender, switch to *SR:4 - Sequence* in the layout dropdown menu at the top of the screen. 2. In the *Video Sequence Editor* view (middle of screen), add your video file (Add-\>Movie). Move the new strip to layer 1, frame 1. 3. Add the current scene to the sequence (Add-\>Scene, Scene). Move the new strip to layer 2, frame 1. 4. Select the scene strip on the second layer (right-click). 5. Open the *Scene* panel in the Buttons view, and then open the *Sequencer* sub-panel. 6. Change the *Blend Mode* dropdown from *Replace* to *Alpha Over*. Your 3D elements should now render over the background video in the top-right preview screen. 7. In the Render panel, enable *Do Sequence* just below the ANIM button. This will enable the background video when rendering. ### Troubleshooting - If your imported Feature Points Mesh looks a bit spherical, you need to generate camera distortion data using the Icarus *Distortion* application.
# Blender 3D: Noob to Pro/Create a Clayman ## Create a Clayman **(under construction)** **This Tutorial was made using Blender version 2.41** Upon completing this tutorial, you will have made something like this: ![](Clayman.jpg "Clayman.jpg"){width="300"} Completed Clayman Render ## Making The Clayman Upon start, delete the default cube (X-KEY) and switch to front view with NUM1. Now add a mesh plane and under The Edit Buttons Window, Mesh Tools Tab click the subdivide button. Now select the 3 vertices on the left and delete them. (B-KEY for Border Select Tool) If you can\'t select the vertices then deselect the Limited Selection to Visible button. ![](LSTV.jpg "LSTV.jpg") Now select/deselect all vertices with A-KEY (we want them selected). In the Modifiers Tab in the Edit Buttons Window, Click *Add Modifier \> Mirror* You should now see something like this. ![](Mirror_Modifier.jpg "Mirror_Modifier.jpg") Now select the 3 right vertices and extrude them on the X axis by movement of 1.0 units by pressing E-KEY (*Extrude \> Only Edges*), X-KEY (to constrain it to the X axis) and holding CTRL to constrain it to simple movements. Do this twice. ![](2.0.jpg "2.0.jpg"){width="150"} Now extrude the legs by selecting the 3 bottom-right vertices and extruding them on the Z axis by 1 unit. Do this twice as well. ![](2_Legs.jpg "2_Legs.jpg") Now extrude the top of the clayman on the Z axis (in units of 1.0) 7 times so that it looks like this. ![](Clayman_Body.jpg "Clayman_Body.jpg") Now let\'s make the arms by extruding the 2 boxes that are 3 boxes down from the top. Let\'s extrude it on the X axis by 1 unit 4 times so that it looks like this. ![](Clay_Arms.jpg "Clay_Arms.jpg") Now comes the extrusion of the whole body. As you can see, we only have a flat shape of a rough \"Block\". so lets move our view around with the NUMPAD arrows and extrude it on the Y axis. Select all vertices with A-KEY. *Extrude \> Region* on the Y axis until it reaches 2.0 units. After done correctly, it should look like this. ![](Extruded_Clayman.jpg "Extruded_Clayman.jpg") With the Clayman successfully extruded, its now time to add some definition to him by adding a subsurface modifier. In the Edit Buttons window, under Modifiers, click *Add Modifier \> Subsurf* and set the Levels bar to 2. It should look somewhat like this. ![](Subsurf_Modifier.jpg "Subsurf_Modifier.jpg") Now, Select all vertices with A-KEY, and click the Set Smooth button in the Links and Materials tab. Let\'s get to shaping the Clayman.Using the Border Select Tool (press B to get the Border Select Tool), grab the according vertices to make a shape like this. ![](vertices.jpg "vertices.jpg"){width="200"} after that\'s done, select the head vertices and grab them on the Z axis and move them up by 0.2 to make it look like this. ![](Moved_up.jpg "Moved_up.jpg") Now select all vertices with A-KEY, and scale them down (S-KEY) on the Y axis until it reads 0.6000. And finally, select the underside of the foot (the vertices that make it up) and subdivide it to make it more flat on the bottom. ## Adding Materials Start by going to the Material Buttons window (F5) and Clicking on Add New, and going down to the collumn of 3 rectangles that have one gray one and two blank white ones. Click on the gray one and in the top-right corner of the pop-up window, you\'ll see a Hex Code. Click on the current hex code and type in this new hex code to get the right color: 73BCF7. Now hit F6 to go to the Texture buttons window and click on Add New. Change the Texture type to Stucci. Now you\'ll see a new tab appear. On it, for NoiseSize enter 0.150. Now go back to the Materials Buttons window. On the far right there will be three tabs in one. On the Map To tab, Deselect Col and select Nor. Now your example should look like this. ![](Texture_sample.jpg "Texture_sample.jpg") ## Inserting Armatures Now lets move on to inserting armatures in our clayman. Lets start by going into object mode (alternate between Object and Edit mode with TAB) and adding an armature. Press *Space \> Add \> Armature*. It automatically puts you in Edit mode upon adding the object. Switch to Object mode and grab it along the Y axis by 1.0 units so that it\'s inside the clayman. Sure, you can\'t see it now, but turn on X-axis Mirror Edit and X-Ray in the Edit Buttons window. ![](Buttons_window.jpg "Buttons_window.jpg") Now switch back to edit mode, and select the top of the bone. Etrude it on the Z axis by 1.4 units two times so that the tip of the second extrude is right in the center of the two arms. Now extrude it on the X axis by 3.0 units, then grab the tip of it and move it on the Z axis by 0.1700 units. Now extrude it on the X axis by 2.0 units twice. And do the same to the other side. It should look like this. ![](Extruded_bones.jpg "Extruded_bones.jpg") Now let\'s extrude the neck. Extrude the top bone along the Z axis by 1.0 units to make a pretty good size neck. Then extrude it up on one side so that the position reads like so. If you can\'t get it exact then at least try to get it as closest to the number as you can. ![](Correct_Position.jpg "Correct_Position.jpg") Then do the same to the other side so that it looks like 2 antennas. Now let\'s extrude the hips and legs. Lets start by extruding the bottom bone by 2.0 units on the X axis and for the Z axis, -1.0 units. Then extrude the foot by -2.0 on the Z axis. And last, select a forearm bone (select a whole bone by clicking the middle of it) and in the Edit Buttons window, you\'ll see a tab called Armature Bones. Deselect the Con button in that tab, and do the same with the other forearm bone. This allows us to be able to move the forearm out, instead of having it locked to another bone. ## Applying The Armature Ok, now we\'re going to apply the armature to the mesh so that when we move the bones, the mesh moves along with them. Lets start by switching to object mode and selecting the clayman mesh, and under the Modifiers tab, click apply on the Mirror modifier. You may see a pop-up, just click OK. Not only have we just made room in the Modifiers tab, we applied the mirror modifier to the mesh, so now we will have to edit both sides if we want to change something. But worry not, we wont need to change anything from here on. With that new space in the modifiers tab, let\'s add an Armature modifier. You may see a line that says \"OB:\" type in the name of the Armature in here (the default name for an armature is \"Armature\" unless you have made more than one) also, deselect the Envelopes button,for we will not be using envelopes in this tutorial. Here is what you should have. ![](Armature_modifier.jpg "Armature_modifier.jpg") Now, select the Armature and press CTRL + TAB. If you already have a bone selected, it should be highlighted blue now. We have just switched to Pose Mode. Now, while in Pose Mode, select the clayman mesh (if you cant select it, zoom in closer to get some of the bones out of the way) and press CTRL + TAB on the clayman mesh. We have just entered Weight Paint Mode. This allows us to assign vertices to the bones so that the mesh moves with the bones. Let\'s start by setting up the weight painting. You should see a new tab called Paint in your Edit Buttons window. Adjust your settings so that they conform to this. ![](Correct_settings.jpg "Correct_settings.jpg") Start by selecting the top-right bone of the head and start weight painting the front and back (you\'ll have to switch your view so that you can see the back to get the painting in there) Weight Paint it according to this. ![](Front_and_back.jpg "Front_and_back.jpg") Now Weight Paint the Neck. (pictures not shown of back view, but be sure to get the back anyway) ![](WP_Neck.jpg "WP_Neck.jpg") Now the Shoulder. ![](WP_Shoulder.jpg "WP_Shoulder.jpg") Now the Forearm. ![](WP_Forearm.jpg "WP_Forearm.jpg") Now The Hand. ![](WP_Hand.jpg "WP_Hand.jpg") And after getting the other side of the body, let\'s get the upper chest. ![](Upper_Chest.jpg "Upper_Chest.jpg") Now the middle chest. ![](Middle_Chest.jpg "Middle_Chest.jpg") Now the lower chest. ![](Lower_Chest.jpg "Lower_Chest.jpg") Now for the hips. ![](WP_Hips.jpg "WP_Hips.jpg") Now the Feet. ![](WP_Feet.jpg "WP_Feet.jpg") After doing the other side of the leg, switch back to Object Mode with CTRL + TAB, and select the Armature. You should already be in Pose Mode with the Armature. Now select a bone and grab it to move it. if you have Weight painted correctly, the Clayman mesh should move with the bone. There\'s two tips to moving the bones around in Pose Mode. 1\) In the Edit Buttons window, whether Automatic IK is turned on or not affects how the bones move. 2\) Where your view is affects how the bones rotate. (unless you have it constrained to an axis) If you find that a part of your clayman isn\'t moving, just switch back to Weight Paint mode for that bone and repaint it.
# Blender 3D: Noob to Pro/Organic Modeling |previous=Create a Clayman }} ``` **Subsurface modeling** Organic modeling is considered by some the most challenging. Non-organic can mostly be accomplished by extrusion and scaling. Organic modeling on the other hand involves mainly curves, as nature has a thing against straight lines. Because of this, organic modeling is usually done with subsurfaces. To subsurf a mesh, first select it and navigate to the \'Editing\' tab. Then go to the modifiers stack and add a new Subsurf modifier. ![](BlenderAddSubsurf.jpg "BlenderAddSubsurf.jpg") In Blender 2.5 Alpha 0, Subsurf has been removed from the modifiers list. Instead hit Ctrl, followed by a number which will specify the subsurf level. For example `<b>`{=html}Ctrl-1`</b>`{=html} adds a new Subsurf modifier of level 1. This also works in Blender 2.4. Increasing the level greatly increases the number of verts in your model, so make the level relative to the number of vertices in your original model (pre-subsurfed). Subsurf often works best in conjunction with smoothing, so be sure to set your object to smooth, again in the \'Editing\' tab, or in 2.5 A0 under \'Object Tools\', which you can bring up by hitting the `<b>`{=html}T`</b>`{=html} key in the 3D viewport. ![](BlenderSubsurfModifier.jpg "BlenderSubsurfModifier.jpg") In this way you can create a smoother, higher-poly shape based on that of the original mesh. This is controlled by the vertices, edges and faces of the original.In order to control the rounding of your mesh you can use two methods: loopcuts, which is a very sloppy method as it adds more verts to your mesh, which serve very little purpose and can get in the way of modeling; and Edge Creasing. The latter can work extremely well in most circumstances. By default all edges are declared uncreased, and so allow complete rounding in subsurfing, by creasing the edges using `<b>`{=html}Shift-E`</b>`{=html} you can far better control the amount of rounding on your mesh, and most importantly, without adding extra vertices. However, unfortunately Edge Creasing is not available in Blender 2.5 A0. Yet. And so loopcuts and extra verts are the only option.\ <File:Blender-DefaultSceneRender.jpg%7CBefore> <File:BlenderCubeSubsurfed.jpg%7CAfter> \ Now, start shaping your mesh into an organic shape. There are various tutorials for modeling bodies and faces, but it is often a good idea to use references. Only use quads - that is, shapes with four vertices. Triangles do not subsurface well, they create bad looking rough surfaces - avoid if at all possible. Also avoid Poles, which are vertices connected to anything other than 2 or 4 other vertices, as they create literal creasing in your subsurfed mesh, that is, sudden bunching up and pinching of faces. To make the object shape properly, you will need good edgeloops and edgeflow. This means that all your vertices and/or faces line up in a continual line or curve around your model. It is possible to select edgeloops all in one, fantastic when you have to resort to them in controlling rounding, by holding down `<b>`{=html}Alt`</b>`{=html} when selecting a vert. This really expands into topology, which is an advanced subject. I would recommend visiting <http://www.subdivisionmodeling.com/forums>, although it has just been closed down, which was a great place to start, however it still (at the time of revision) is active and well worth a look if you are struggling with modeling heads. It is best not to have too many vertices to avoid making the subsurfaced shape look rough - in other words, the original shape should be quite low-poly.
# Blender 3D: Noob to Pro/Understanding the Fluid Simulator |previous=Organic Modeling }} ``` ## Understanding the Fluid Simulator When I first encountered the Fluid Simulator I had a hard time understanding its behavior, especially the *Start time* and *End time* didn\'t seem to make any sense at all. Going on a Google spree revealed that many people have problems figuring out the secrets behind fluid simulation, and I didn\'t find any truly helpful guides. In this little guide I\'ll try to explain it in a newbie friendly way. It may not be entirely correct, although it might help newbies understanding how it works. ## First of all *Start time* and *End time* **are** in seconds. Don\'t forget this. Even if your simulation seems to go insanely fast when you set *Start time* to 0 and *End time* to 10 and having 250 frames in your animation with 25 frames per second, there is a good reason for this. For now, just remember this, don\'t let your mind wander and believe that the values are in milliseconds or that you have to do some wicked math dividing/multiplying with frames and so on.\ \ Also notice that the domain is the bounding box for the whole fluid calculation. EVERYTHING is done inside this box. It acts as the floor, ceiling and walls for all of the fluid. This is very important, as the number 1 reason why I couldn\'t get a good fluid simulation going. If I have time, I will do a section on Fluid \> Control, but for now, I will say that it adds a LOT of calculation time. Running on an I7, ATI Radeon 8970 Video, Asus P6X58D Premium, 64-bit Windows 7 and 64-bit Blender, I crashed my computer with the lowest quality settings. So just remember that the domain MUST surround the area in which you do calculations. Also note that after you set up your simulation, the domain becomes the actual liquid, so give it proper material and try not to bake until you\'re pretty sure of your simulation. ## Setting up the scene We\'ll learn how the fluid works the practical way. plane - Start with the default box, this simulation will be very simple. - Let\'s work in wireframe mode, press the **ZKEY** to turn off solid mode. - Go in to camera view by pressing **Numpad0**. - With the box selected, scale it up to two times by pressing **SKEY**, then **2**, then **ENTER**. This fits the camera fairly well. - Press **Numpad7** for a top view. - With the box selected, press **Shift-D** (don\'t move the mouse or else the duplicated box will move) then press **ENTER** to confirm the duplicated box\'s location. If you do move the box, just press **Escape** then the new box will be kept but the move cancelled. - While the new box is selected (and in exactly the same spot as the other box), press **SKEY**, then **.5**, then **ENTER** to scale it to half size. - Stay away from the mouse, accuracy is important here and I\'ll explain why later. - Now we want to move the new box into one of the upper corners. Press the **GKEY**, then press the **XKEY**, type in **-1**, press **ENTER** and the box should move to the left wall of our larger box. - We want the box in a corner, so press **GKEY Y 1 Enter**, the box should now be in the top left corner from our current view. - However, we\'re in 3 dimensions, not 2 so click **Numpad1** for a side view. This time we\'ll move the box up along the Z-axis: **G Z 1 Enter**. - Excellent, our setup is done. ## Setting up the simulation - Make sure you\'re in Object Mode, and that you followed the above steps precisely. - Select the smaller box and click **F7** twice. You should get a panel where the rightmost pane says \"Fluid Simulation\". Click **Enable**. - Our small box will be the fluid, so just click the **Fluid** button. That\'s all there is to do with the small box. - Now select the large box. The Physics panel should still be visible, click **Enable** in the Fluid Simulation pane and then select **Domain**. - By default your animation should have 250 frames. Rendering should also be set to 25 frames per second by default, this tutorial assumes this setup. - Since we got 250 frames and 25 frames per second that means our animation is 10 seconds long. So here comes the tricky part, which actually isn\'t that tricky at all: - Start time is by default set to 0 seconds. This means that on the very first frame the simulation has just begun. You could increase this value to say, 1 second and that would mean that on the first frame the fluid simulation has already run for 1 second. We don\'t want to do this, so keep it at 0 seconds. - End time is by default set to 0.3 seconds. What does this mean? This means that on the 250th frame the simulation has run for 0.3 seconds. However, by default our animation is 250 frames long with 25 frames per second, making those 0.3 seconds stretched over 10 seconds. Basically this means that we\'re watching the show in slow motion, or slightly less than 1/33 the realtime speed. So now you may think \"it looks quite realtime to me!\", and yes, it does, but why does it do that? Well, that\'s hard to explain. Consider this: In a world without friction, how far would a drop of water fall after 1 second? The answer is about 4.9 meters. So, if a drop of water falls from 4.9 meters it will take 1 second before it reach the ground. How long would it take the waterdrop to reach the ground if it falls from 3 centimeters? About 0.078 seconds. So why do i mention 3 centimeters? Because by default the size of our domain is 3x3x3 centimeters, or **really** small. If you\'re like me, you were probably thinking that the fluid was flowing around in a bathtub or a barrel, not in the wrapping of a cupcake. **Set *End time* to 10 seconds**. - Since our imagination likes big things, let\'s crank up that cupcake to say, a swimming pool. Make sure the big box is selected in Object Mode In and look at the Fluid Simulation pane. Just to the left of the \"BAKE\" button there should be 3 other buttons, possibly named \"St\", \"A\", \"B\". Click **A** for advanced options. - Some new boxes should appear, Gravity (should be -9.81 for the Z-axis, nothing else), Water and the option we\'re looking for, \"Realworld-size\". Also Gridlevels and Compressibility, but let\'s not care about those now. - The \"Realworld-size\" value says how large our domain is in meters, and as you can see it\'s 0.03 meters by default, or 3 centimeters. We want it huge, so crank it up to 10, which is the limit for Blender 2.45. Now our swimming pool is 10x10x10 meters (don\'t drown!), remember this because scale matters with fluid. Do not think we\'re playing with cupcakes again :) - Now click **BAKE**, and read on while your computer is chewing zeroes and ones. - Remember how I told you to be very accurate about placing that second box? And how I began talking about gravity, falling waterdrops and stuff? Well, now you\'re going to see why. - As stated, our \"swimming pool\" is 10x10x10 meters. The smaller box we added is exactly half the size (well, in terms of length/width/height, not volume), or 5x5x5 meters. Remember that a drop of water would fall 4.9 meters in 1 second? And that our animation got 25 frames per second? This means that the bottommost part of our blob of water will be exactly 5 meters above the \"ground\", and that after 25 frames our water should be very close to the ground. - If you got a fast computer, Blender should be done baking by now. Go to frame 25, for example by using the arrow keys (up/down goes 10 frames forwards/backwards, right/left goes 1 frame forward/backward). Take a close look at the blob, then go forward 1 frame. Notice how the blob hits the ground? Rings a bell, doesn\'t it? :) - Although, we\'re not done! We gotta render our swimming pool. It\'s easy, but takes time, hit **Ctrl-F12** and go make dinner. - When the rendering is done, press **Ctrl-F11**, and think of a 10x10 meter large pool. You might want to keep an eye on your kids if your local swimming pool acts this way, though. ## Final notes Scale matters. It\'s really difficult to understand fluid dynamics on a very small scale, especially when you don\'t even know what scale is used. The \"Realworld-size\" value seems to be left out in many guides, I would recommend you set it to something you can relate to, or you\'ll end up with simulations that look really slow/fast or having an **End time** value that seemingly makes no sense. Further I\'m not a mathematical genius, for all I know I could be way off with my explanation, although this way the values makes sense to me, and I\'m able to make fluid simulations without \"guessing\" on values for **End time**. ## Extra Practice This YouTube tutorial on fluids might also help: Link and this Realistic Water Texture ## Links - Youtube: Comparison of different values for resolution and real-world size
# Blender 3D: Noob to Pro/Creating a jewel in Blender |previous=Understanding the Fluid Simulator }} ``` In this tutorial we will create a jewel in Blender. It is fairly simple. I recommend you do this tutorial if you are a noob, because it explains some basic features, but I suggest you read the tutorial syntax and the pages at the very beginning of this Wikibook first. ## Modeling the jewel Start up Blender if you haven\'t already. There is a cube in top view (it looks like a square because it is in top view.) Delete it by pressing the X key. Then, to begin modeling, add a circle by pressing **SPACE**→*Add*→*Mesh*→*Circle*. Set the vertices to 10 and make sure it is not filled in. Then press OK. ![](StepOne.png "StepOne.png") Next, we will extrude the vertices down. First enter side view by pressing Numpad 3 on your keyboard. As you can see, the circle is flat and not filled in. We will give it some depth. Switch to Edit Mode (TAB) and extrude the circle by pressing the E key and selecting \"Only Edges\". Move the mouse down and click to confirm the position (you may want to limit to Z axis by pressing the Z key). ![](StepTwo.png "StepTwo.png") OK, what we just did is turn the circle into a hollow cylinder by extruding. But we don\'t want a cylinder. We want the bottom to be a nice tip. To do this, press Alt-M. This creates a Merging menu. Select \"At Center\". Now the bottom is a nice tip, like we want it! ![](StepThree.png "StepThree.png") Now we will edit the top of the jewel. Press A to deselect everything and press the B key. This enters Box-Select Mode. Drag a box over the top vertices to select them. ![](StepFour.png "StepFour.png") Now extrude the vertices upwards a bit (again: E key and \"Only Edges\"). Next, we will scale down these vertices to look a bit more like a jewel. Make sure the ring of vertices are selected and press the S key. This enters Scale Mode. Scale down the top vertices a bit and click to confirm. ![](StepFive.png "StepFive.png") To look around your jewel model use the Middle Mouse Button or Alt-Left Click. Your jewel is looking fantastic! But there\'s a big gaping hole at the top. We\'ll fix that. First, enter side view (Numpad 3). Now extrude the topmost ring of vertices but don\'t move them anywhere with the mouse. If you are feeling doubtful, just press 0 and then Enter (or just click right mouse button). This makes a duplicate of rings placed over the original. Next merge this new ring with Alt-M -\> At Center. This merges the duplicate ring, thus filling up your hole. At last! Your jewel is finished! Feel free to rotate around it and make further adjustments if you are more advanced with using Blender. ![](JewelFinished.png "JewelFinished.png") ## Shading Switch back to Object Mode (TAB) and show the Shading Panel (F5). Enable the Material Buttons (click on the button with a red ball). Add new material by clicking on \"Add New\" button in the \"Links and Pipeline\" tab. Copy the settings in the screenshot below. If you are having trouble setting the precise value to a slider, just click on the number. This allows a manual type-in. First, make it green by setting R to 0, G to 1, and B to 0. Next set the alpha slider to 0.458 (it looks like an A). Now press \"Ray Mirror\" (raytracing reflection) to turn it on and set it to 0.13. Now press \"Ray Transparency\" and set the IOR value to set 1.44. When you\'re done it should look like this: ![](Jewel_Materials.png "Jewel_Materials.png") ## The finishing touch To improve the effect, add a plane underneath the jewel. In the Object Mode (TAB) press SPACE\>\>ADD\>\>MESH\>\>PLANE. Scale it 5 times using the S key. Then move it down a bit using the G key (press the Z key to restrict movement to the Z axis). You may try to render your jewel now. Press the F12 key. You may find that camera doesn\'t see whole jewel. Move and rotate the camera (using the G and R keys) to set it in the right position. You may want to switch to \"Camera View\" (Numpad 0) and try out \"Camera Fly Mode\" (SHIFT F). Try also moving the lamp and see what happens. I\'ve found that the jewel looks best with Ambient Occlusion on. So go to the Shading window, then the World buttons, click the Amb Occ tab and click the Ambient Occlusion button. Here is an example of what you can do: ![](JewelExample.png "JewelExample.png") ## External links - <http://www.blender.org> - <http://www.blenderartists.org>
# Blender 3D: Noob to Pro/Modeling with the Spin Tool |previous=Modeling a picture }} ``` !A collection of objects modeled with the spin tool The Spin tool is a great tool for modeling objects you might make on a lathe quickly and easily. Lathe objects have circular cross sections along a certain axis. That is to say, when you cut such objects perpendicular to a certain axis you\'ll get circles. Examples of such objects includes rods, poles, wineglasses, and pails. A Blender render at the left shows some of these. With the Spin tool you only have to \"model\" half the outline of your object. The object is completed after you spin this outline. A bit of cleanup here and there and your model is finished.
# Blender 3D: Noob to Pro/Spin Tool Introduction |previous=Modeling with the Spin Tool }} ``` ## How the Spin Tool Works The Spin tool works by making copies of the selected vertices in a radial array around an axis indicated by the 3d cursor. Each copies of vertices are connected to previous vertices that corresponds to it with necessary geometry, i.e. edges and planes. A picture explains this more clearly. !Selected vertices before using the Spin tool{width="603"} !Result after using the Spin tool{width="562"} Note that the copied vertices are arranged in a radial array around our 3d cursor and parallel to our view plane. ## Typical Work Flow 1\) Make half of the outline of our object with connected vertices. If you want to model a wineglass, make the half of the outline of the wineglass. 2\) Spin our outline. After this the Spin tool would complete our object. 3\) Clean up the resulting mesh. The mesh created by the Spin tool is not so perfect so we had to \"clean\" it up. #### Modeling Half of the Outline To start we make half of the outline. Here we do it by creating vertices. Open Blender. Don\'t remove the default cube since we are going to use it. If you don\'t have any object after you open Blender (like mine), add a mesh object. Any of them will do. I tend to use the plane. At this time it is good to give your object a proper name. Name it sensibly, like \"wineglass\" if we are modeling a wineglass. This will help us locate it if there comes a time when we have a lot of objects in our scene. We don\'t want to have all objects to be called cube.001, sphere.003 or something. That could get confusing. Hit Tab key to enter Edit Mode, if we are not in there yet. Select all vertices by hitting AKey, then delete them with XKey -\> Vertices. Then go to the front view by hitting Num1. Now, we are going to make the outline by creating vertices. Press and hold CtrlKey then click the left mouse button. A new vertex will be created. Click the left mouse button again, another vertex will be created but this time it is connected to the previous vertex by an edge. Click again to add more vertices. We are going to use this to create our outline. You might notice that the 3d manipulator (red, green and blue arrows) could get in the way. Deactivate it by hitting Ctrl+Space Bar, then select Enable/Disable, or by clicking the white pointing hand icon in the 3d view window. Let\'s start making the outline. Delete our previously created vertices first. Using what we have learned, let\'s create vertices again but this time let\'s add them to form some sort of outline. Let\'s be creative here. It could be anything you want. Here I\'ve made two to illustrate two situations that we might encounter when modeling with the Spin tool. That is, modeling objects that are hollow or non-hollow. !Half outline of a drinking glass{width="315"} The first one is an outline of a glass. Here, we are modeling an object that is not hollow. We had two vertices that are located in the center of our would-be glass bottom. We need to align the two central vertices perfectly along the z axis. Select this two vertices then scale it along the x axis to zero (SKey, xKey, 0Key, Enter). !Half outline of a napkin ring{width="341"} The second one we will make into a napkin ring. This time our outline is closed and no vertices are located in the center of our would be napkin ring. Here we are modeling an object that is hollow. To make the closed outline, select the two vertices on the open side then press FKey. The two vertices will be bridged by an edge, thus closing the outline. Adjust vertices when necessary. For those who may like to have an image in the background to guide them. Upload a background image by selecting the View menu from the 3d View Window then select \"Background Image\". A new internal window will appear. Click \"Use Background Image\" Button, then click \"Load\". Navigate to where the Image is located, select it, then click \"SELECT IMAGE\". Our image will appear on the 3d Window as a background. Bellow, I used a picture of a wineglass. !Half outline of a wineglass with a background image as a guide{width="362"} #### Spinning Our Outline Now that the outline is finished, we are ready to use it with the Spin tool Two things you must know is that the Spin tool is dependent on the location of the 3d cursor, and view where we activate our Spin tool. !Setup with an arbitrary shape{width="362"} Here is our setup with the vertices all selected. In the nest pictures are results when this shape is spun with the 3d cursor at different locations. !Shape spun with 3d cursor at the origin{width="362"} !Shape spun with 3d cursor at another location{width="362"} Here we have the same shape but is spun around in different views. !Shape seen in top view{width="362"}!Shape spun in top view{width="362"} !Shape seen in an arbitrary view{width="362"}!Shape spun in an arbitrary view{width="362"} Note that its important only to place the 3d cursor properly relative to the view where you are going to use the Spin tool ###### Placing Our 3d Cursor We can see that the location of our 3d cursor is very important in Spin modeling so we need to know how to place it properly. If you prepare it to be, the cursor would already be in position after we make our outline but accidents happen and we accidentally misplaced our 3d cursor. Here are some ways we could make our 3d cursor go to the place where we want it to be. ###### Snapping Snapping the 3D cursor is a quick and simple way to place our 3d cursor to its proper location. In the 3d window, hit Shift + SKey. A list of options would appear. We are interested with the last three options, namely the cursor snaps options. They are the Cursor-\>Selection, Cursor-\>Grid and Cursor-\>Active. The name are pretty descriptive but we\'ll give a short description here. Cursor-\>Selection places the cursor to the exact location of our selected element or elements. In case of multiple selected elements, our cursor is placed on the median of the selected elements. In edit mode, select a vertex and use Cursor-\>Selection snap to it. Our 3d cursor would jump to the exact place where our selected vertex is located. Cursor-\>Selection snapping is especially useful when modeling non hollow objects because there are vertex or vertices located at the center of our model to snap to. Just select one central vertex and snap to it. !Here our 3d cursor is not at the center of our drinking glass outline. We select one of the central vertex and do Cursor-\>Selection snapping.{width="298"} !Result after doing the Cursor-\>Selection snap.{width="293"} Cursor-\>Grid snaps the cursor to the nearest cross of the visible grid. Try clicking at a center of a square in our Blender\'s grid and use it. See its effect. Cursor-\>Grid snapping is useful for spin modeling hollow models. Usually if you are careful, our object outline would be on a plane that contains one of the axises. If we make our outline in front view as advised, go to the top view (or side view depending on what we are modeling). If you are doing okay, you will see all our vertices aligned perfectly along the x axis. It just a matter of LMB close to a cross on the grid that contains our objects center then snap to it. Cursor-\>Active might not be so helpful in spin modeling. Cursor-\>Active snaps the cursor to the active element (usually the element that is last to be selected). Try it by selecting several vertices, then do Cursor-\>Active snap. The vertex where the 3d cursor goes is the active element in your selection. ###### Spin Tool Parameters The spin accepts two parameters to execute its function. These are Degrees (degr) and Steps. image:BlenderDegr.jpg **Degrees** specifies the angle at which the selected geometry will be rotated from its initial position around the axis. It accepts values in degrees. A 360 degrees value being a whole turn around the axis. Values lesser than 360 produces something like a wedge is sliced from the side of the form. none **Steps** specifies the number of \"copies\" of the selected geometry the spin tool makes that it arranges in a radial array around the 3d cursor. A higher value result in much rounder form. #### Cleaning Up the resulting Mesh After using the spin tool, a little clean up work might be necessary, especially if you specified a 360 degree turn. Though the mesh looks clean to the eye, the tool actually make geometries (vertices) that are in the same blender position as another one. So what might look like one vertex may actually be two. A simple way to clean up our mesh would be to select the whole geometry then activating the \"remove doubles\" from the specials menu ( Wkey(Specials Menu) -\> remove doubles or Wkey-\>6key). This would remove these problem geometries, finds vertices that are too close to each other and merging them to one. ## Post Modeling After the lathe able parts are done it would be ready to adding non latheable parts. For example a cup may have a bowl-like body, that we could use the spintool. Alas the handle can\'t be so we had to put it there after. Depending on the geometry added. This geometries could be formed from the mesh itself or be adding in a separate mesh.
# Blender 3D: Noob to Pro/Illustrative Example: Model a Wine Glass |previous=Spin Tool Introduction }} ``` Lets start with a classic spin tool model. Here we go step by step in making a wine glass\... or any other latheable models\... using the spin tool. ## Model half the outline Using what you have learned earlier, create a simple outline of the wine glass. Just the half part and leave the center part open. As a recap, go first to front view. Select the cube (or if you have no object create one) and press Tab to go to edit mode. Delete all vertices of the object, then using Ctrl+ LMB, add connected vertices. Keep holding Ctrl and clicking until finished. Adjust vertices as required. ## Spinning the outline Remember to align the two end points in the open side. Select the two vertices and scale at the x-axis to zero (Skey-\>Xkey-\>0key). Move the 3d cursor to the center by snapping to the selection (Shift+S -\> 4key). Then select all vertices by hitting Akey twice. Now go to top view (Num7). Select the editing button (F9Key) and find the mesh tools tab. Change Degr to 360 for a complete turn and change steps to 20 or higher to form a much rounded shape. Press the Spin button. ## Cleaning up the Mesh Select all vertices by pressing Akey twice then apply remove doubles operation (WKey-\>6Key/Remove doubles). Now the model is finished. Make it shade smooth using set smooth (Wkey -\> set smooth). If you like, add a Subsurf modifier to the object to make it geometrically smoother. If dark bands appear, recalculate normals outside (Ctrl+N), to eliminate them.
# Blender 3D: Noob to Pro/Creating Ogg-Theora movies using Blender |previous=Illustrative Example: Model a Wine Glass }} ``` Wikimedia Commons requires that movies be uploaded as Ogg-Theora (OGG) files. As of Blender 2.42a, this is not a builtin feature of Blender. To get OGG files from your finished animation isn\'t difficult, though. However, you\'ll need additional software. There are basically two ways to generate OGG files: you can use one of the many fine video editors or you can use special conversion programs. Video editors like LiVES or Cinerella allow you to load your AVI or your rendered frames, manipulate them, and create the OGG file from it. Please refer to the editor\'s documentation on how to achieve this. A disadvantage of a video editor is they are huge pieces of software, duplicating functionality that you already used when you created your animation file/s with blender. It\'s actually not necessary to install a video editor just for converting your animation to OGG Theora format. ## Converting saved frame picture files to Ogg Theora It\'s actually possible to convert frame pictures that you saved before to OGG format movies. The ffmpeg2theora software package, which is available in source or binary for all relevant systems, is capable of batch-processing files into an Ogg format movie. For example, if your frames were saved as PNG (with filenames `filename001.png`, `filename002.png`, etc.), you could convert them to a soundless OGG file with: `ffmpeg2theora filename%03d.png -o output.ogv` Sound is possible too, as well as being able to set the quality and framerates. Consult the `ffmpeg2theora` documentation for more. ## Converting AVIs to Ogg Theora `ffmpeg2theora` can also convert AVI movies to OGG. Usage example: `ffmpeg2theora --optimize my.avi`
# Blender 3D: Noob to Pro/Creating animated GIFs using Blender and Gimp |previous=Creating Ogg-Theora movies using Blender }} ``` This tutorial will guide you through how to make a simple animated Gif Using Blender and Gimp. This is useful for creating Avatars for forums etc. This tutorial assumes basic knowledge of blender and Gimp, see the basic animation tutorial. To start off you will need an animation, this usually should be no longer than 25 frames long. 1. Open Blender. and delete the default cube and add a UV sphere, the default settings for the sphere work fine. 2. Now set the camera size in the scene buttons (F10) to 50 by 50 (I am creating an avatar for deviant art where the required size is 50 by 50 pixels, you may change this if you want) 3. set the frames to start at frame 1 and end at frame 20. 4. select the sphere and insert a LOC keyframe at frame 1 and 21, then go to frame 11, move the sphere and insert another LOC keyframe. this will create a looping animation. 5. Set the image type to PNG or JPEG (it doesn\'t matter) and render the animation. Now to combine the images into an animated GIF using Gimp. 1. Open the first image with gimp. 2. Now click File-\> open as Layer or press \"Ctrl-Alt-O\". Select the next frame and it will be added as a new layer. Repeat this for all of the images, or select all of the images by pressing \"Ctrl-A\". 3. If you press Filters-\>Animation-\>Playback it should play the animation. It will probably have a low frame rate making it \"choppy\". this will be fixed in the next step. 4. Change the frame rate to 40 ms(25 frames per second). Choose file-\>Export as-\> \"Name\".gif, then choose Save as Animation. Note: Don\'t know wheter this is an additional feature of Gimp 2.6.8 or not, but i found out following: In Gimp 2.6.8, within the export wizard, you have to choose option: -save as animation- first and next at the option: -single picture where not mentioned- the option: one single picture per layer. -Sorry i use the german version of gimp- You should end up with something like this: ![](Tut.gif "Tut.gif") Alternatively, you may try using addons to create animated Gifs directly from Blender. 2 options include Spritify and Bligify
# Blender 3D: Noob to Pro/3D Tiling Backgrounds For The Web ## Overview This tutorial will guide you through the process of making 3D tiling backgrounds for use with web pages, your desktop, or anything else for that matter. We will be using Blender and a graphic editing program such as Adobe Photoshop or GIMP. I will provide detailed explanation to cator to beginners, however more experienced Blenderists can probably get away with just following the picture diagrams provided. You may also find the diagrams useful if English is not your native language, or if you hate reading instructions. ------------------------------------------------------------------------ ## Create The Object You Wish To Tile Start up Blender and look at your lonely cube. We will use this cube as a starting point for the sake of demonstration, but feel free to use any shape you like. Press \"**Tab**\" to enter **Edit Mode**. Press the \"**E**\" key on your keyboard and the **Extrude** menu will appear. Select \"**Individual Faces**\". As you then drag your mouse cursor you will see some numbers move in the bottom left in the window and text saying \"Shrink/Fatten\". I recommend setting it to 1.0000 to keep it simple. Hold down the \"**Ctrl**\" key while dragging to do so in set increments. Next, with the six faces of the cube still selected, press the \"**S**\" key to scale those faces. I recommend scaling to 0.8000. ![](3dbg-extrude&scale.jpg "3dbg-extrude&scale.jpg") Good. Now that we have created our object we will prepare to tile it. ------------------------------------------------------------------------ ## Specify Your Tiling Area \"**Tab**\" back into **Object Mode** and press \"**NumPad 7**\" to go to the Top View, or manually click \"**View**\" at the bottom of the window and select \"**Top**\". Press \"**spacebar**\" and from the menu that appears select \"**Add**\" **\>** \"**Mesh**\" **\>** \"**Plane**\". The plane has appeared, but is obstructed by our cube object, so press \"**S**\" to scale the plane to 5.0000. ![](3dbg-planescale.jpg "3dbg-planescale.jpg") You\'ll notice that I\'ve colored my plane black. This is only to make it easier for you to see. You need not bother with this as we will be deleting the face of this plane shortly. ![](3dbg-planeblack.jpg "3dbg-planeblack.jpg") We now have an easily visible boundary representing the area which will be tiled. If at any point we decide we no longer need or want this we can move it to another layer by pressing \"**M**\" and selecting a layer to move it to. ------------------------------------------------------------------------ ## Tile Away! Now the fun part begins. If you have created 2D tiling backgrounds before, this concept will be very familiar to you. While in **Object Mode**, select your cube object. At this point you have a couple of options. One is to make duplicates of the cube object. Another is to make ***linked*** duplicates of the cube object. I recommend making linked duplicates because you can later edit the mesh of one object in order to change the mesh of all the duplicated objects. This can be especially useful if you later plan to animate your tiling background *(careful not to distract from the foreground)*. It is also useful if you want to experiment with new designs easily without having to re-place all your objects. With your cube object still selected, press \"**Alt+D**\" to make a linked duplicate. *(Non-linked duplication is done with \"Shift+D\")* Now hold down \"**Ctrl**\" to move in set increments and move the object to one of the corners of our plane. Make sure the center of the object (represented by a pink dot) is aligned with the very corner of the plane. At this point you may notice it\'s somewhat difficult to tell whether the center of the object is exactly on the corner of the plane, and that\'s why we are going to press \"**NumPad 5**\" or click \"**View**\" and select \"**Orthographic**\". For all practical purposes we can spend the rest of the time we are building the tiling pattern in Orthographic View because this view is essential for tiling. ![](3dbg-persp-ortho.jpg "3dbg-persp-ortho.jpg") Now with your duplicate object still selected, scale it (\"**S**\" key) so that is somewhat smaller than the first. Then rotate it using the \"**R**\" key. While rotating you can constrain to a particular axis by typing \"**X**\", \"**Y**\", or \"**Z**\" respectively. We will now make linked duplicates (**Alt+D**) of our rotated and scaled cube object and place one in each corner exactly on the grid (remember to hold \"**Ctrl**\" while dragging). If you place an object in one corner, you must place it in all four corners because corners touch both the X axis and the Y axis. ![](3dbg-scale&dup.jpg "3dbg-scale&dup.jpg") Now as you will notice in the following diagram, I made an object that is crossing over the edge of our plane. This is good. This is how to make natural tiling backgrounds. However! Whenever we do this we must be absolutely certain to do the same on the opposite side, or else our backgrounds will not tile properly. ![](3dbg-boundaries.jpg "3dbg-boundaries.jpg") So now we\'ve created a few objects of different sizes and orientations, however they have all been along the same spot on the **Z** axis. So let\'s give our pattern some depth - after all, that is the joy of working in 3D! Before we do this, we\'ll want to get our guide plane out of the way. So **right click** on the plane to select it, then \"**Tab**\" into **Edit Mode**. Press \"**X**\" and from the **Erase** menu choose \"**Only Faces**\". Now \"**Tab**\" back into **Object Mode**. There! We now have only the segments of the plane as our guide. ![](3dbg-deletefaces.jpg "3dbg-deletefaces.jpg") Hold down the **middle mouse button** while dragging the mouse to see what our design looks like in three dimensions. Now right click one of the cube objects, duplicate a linked copy (**Alt+D**), and press \"**Z**\" to constrain movement to the Z axis. ![](3dbg-zmove.jpg "3dbg-zmove.jpg") Navigate in this way along the **X** and **Y** axis as well and once you\'ve found a good spot, **scale** and **rotate**. Remember to make a duplicate on the opposite side whenever you cross the outline of the plane guide. You can go on like this and populate your tiling pattern with as many objects as you wish. The grid is your friend during this process, so you should always have your finger on \"**Ctrl**\" while moving the duplicate of an object that crosses a border of the guide plane. Also, any object that will \"tile\" across the border must be at the same point on the **Z** axis as its counterpart on the other side of the seam. Press \"**NumPad 7**\" periodically to see where you are from a 2D standpoint. This is the view from which we will eventually render the image, so this perspective is the one that counts. Beginners, remember that **mouse wheel** zooms in and out, and \"**Shift+middle mouse button**\" allows you to \"drag\" your way around. ![](3dbg-populated.jpg "3dbg-populated.jpg") Keep in mind that in **Orthographic View** we do not perceive the depth of objects. Those far away and those near by appear to be at the same distance. This is what allows us to make a tiled image, but it also limits the apparent depth of the scene. We can compensate for this by scaling down the objects we want to appear further away. Or, as in this example, we can just make each object a different size and place some in front of others. ------------------------------------------------------------------------ ## Camera Settings We will now position the camera directly over our cluster of objects. Press \"**NumPad 7**\", center the view on the cluster using \"**Shift+middle mouse button**\", and zoom out a couple notches with the **mouse wheel**. From the **3D View Window**\'s menu, click \"**View**\" **\>** \"**Align View**\" **\>** \"**Align Active Camera to View**\". Now you may be wondering why everything appears to be distorted. This is because when we changed to the camera\'s perspective, the view automatically reverted to **Perspective View** because by default the camera is set to that view. But just as we changed to **Orthographic View** in the 3D View Window, we can change the view of the camera as well. While in **Object Mode**, swivel the view until you see the camera. It is represented by a pyramidal wireframe with a black triangle atop the opening. **Right click** to select it. Now press \"**F9**\" or click the **Editing** button (it\'s icon is four vertices joined in a square). Now in the **Camera** panel you will see a button labelled \"**Orthographic**\". Press it. Above the button is a value labelled **Scale**. Set it to around 20. (See figure below) ![](3dbg-orthocamera.jpg "3dbg-orthocamera.jpg") ------------------------------------------------------------------------ ## Lighting & Materials Place some lights in your scene, and add some materials to your objects. **Lighting** and **materials** are subjects which demand their own tutorials, so if you don\'t know how to do these things yet, please consult the Wiki. **Note:** I advise lighting your scene pretty evenly in order to make the tiling seem contiguous. **Note:** You could also only use Sun lamp, so the light is clean all over the mesh! ------------------------------------------------------------------------ ## Rendering Now that you\'ve presumably got your lighting and materials as you want them, it\'s time to render the scene. Under **User Preferences** click \"**Render**\" **\>** \"**Render Settings**\" or just press \"**F10**\". In the **Format** tab you can choose the dimensions of your rendered image, the file format you prefer, and the quality. I\'m going with 800x600 at 100% quality. ------------------------------------------------------------------------ ## \'Shopping And it\'s time to begin post-production. Open your rendered image in your preferred image editor. I will be using Photoshop in this example. Now find and mark the four corners of your tile (on a new layer of course). Just eyeball it. ![](3dbg-tilepoints.jpg "3dbg-tilepoints.jpg") We will use guides to mark the tile boundaries. In Photoshop guides can be inserted by selecting \"**View**\" **\>** \"**New Guide\...**\". Guides can be positioned with the **Move Tool**. You can zoom in and make sure your guides are accurately positioned by holding \"**Ctrl**\" while typing \"**+**\" or \"**-**\". You can now hide or delete the layer with the markers, as that was only to help us get accurate guides. Should you decide to make an animated tiling background I recommend layering all your frames on top of one another in your image editor before editing in order to keep the position uniform. You can then animate them using Adobe ImageReady (comes with Photoshop) or find decent low-budget and occasionally free GIF animation programs online. ![](3dbg-guides.jpg "3dbg-guides.jpg") Now select an area just *outside* of the guides with the **Marquee Tool**. Make sure \"**Feather**\" is set to **0px** and that the marquee is rectangular and **Style** is set to **Normal** (meaning no Fixed Aspect Ratio or Fixed Size). Also, it will help you to have **Snap** enabled, so go to \"**View**\" and make sure it is enabled for guides. Once you have selected the area, copy (**Ctrl+C**) and paste (**Ctrl+V**). Then drag to the right using the **Move Tool** and that piece should snap to the inside of the rightmost vertical guide. ![](3dbg-copypaste.jpg "3dbg-copypaste.jpg") Select the Eraser Tool and choose a brush size. I\'m going with a diameter of 65. You\'ll want to use a soft gradient-like brush for this. Now erase the left edge of the newly pasted selection so that it blends into the picture. Don\'t erase any of the right edge. ![](3dbg-eraseseam.gif "3dbg-eraseseam.gif") Press \"**Ctrl+E**\" or alternatively, select \"**Layer**\" **\>** \"**Merge Down**\". Alright, so that procedure you just performed copying from left to right - now do it bottom to top. Once again, erase the edge. Do a **Save As**. Finally, select the square center area that will become your tile and do \"**Image**\" **\>** \"**Crop**\". Now scale your new tiling background to a web-friendly size. **Save As** a JPEG, GIF, or PNG. **You\'re done!** *Note:If your pattern still isn\'t tiling quite perfectly, load the version with the guides again and repeat the copy-paste-erase process. Remember to merge down your layers each time or the corners may not tile correctly. If still no joy, try tiling the background in a web browser, taking a screenshot, pasting that into your graphics editor, and touching up from there.* Here is the final result: ![](3dbg-finaltile.jpg "3dbg-finaltile.jpg")
# Blender 3D: Noob to Pro/Cool Things Cool things in Blender that aren\'t that obvious. Useful tips and tricks in Blender. ## Attribution Many of The Following Tips and Tricks have been contributed by members of the CGsociety.org, a Public Society for Digital Artists. The tips have been extracted from a CGsociety thread. They have been roughly edited to improve readability. ## File Browser Functions ### Delete, Move, Rename, and Make Directory When you are inside a file browser for loading or saving something and you want to create a new directory, just add the name to the path on top of the window and confirm \'Makedir\'. you can also delete(x), move(m), or rename(n) a file. you can do action on multiple files by seling with right click ### Preview images when loading them as a texture Whenever you are loading images as a texture, you can hold down **Ctrl** while clicking on the \'load\' ### Trick for Creating Quick File Revisions After you have saved a blend file or an image you can then save it in progression that is: car .blend. or car .JPG Next time do \"Save As\" then press the + (plus) key which will advance the blend file by 1 every time it\'s pressed. example: car .blend becomes car 1.blend. press again car 2.blend and so on. The - (minus) key will subtract one. I\'ve gotten into the habit of saving frequently. Yeah I know there is now the undo feature but I like this better because it gives you a history in case you need to back a few levels of a build. You get a saved version at the level you choose. Note: Blender automatically detects the number\... meaning it does not need to be in any position. For instance: If you have a file named 001starport.png or .blend or whatever, pressing the + (plus) key will automatically name it 002starport.png. If you want to name it starport1.png, it will change it to starport2.png. Two rules: The filename has to have a number. It can be 0, or 1, or 3.141569. If the file number is a negative, pressing + (plus) key will increase the \"magnitude\" of the negative number. I may have used magnitude wrong, if so, I mean pressing the + (plus) key will make -0.04 drop to -0.05. The - (minus) key will bring you only to 0, and then it will start to eat itself up. ### Open Recent Control O ## Object/Vertex Manipulation ### Constrain Movement to one Axis or to a plane when moving objects/vertices or set of objects/vertices (**\[G\]** key) if you move in the direction of the global X axis (Up/Down) and then press the **MMB**, movement will be constrained to only move in the X axis, or if you move the vertices in the direction of the Y axis and then press **MMB** it will be constrained to move only in the Y axis. The same is true of the Z axis. You can achieve the same effect by using the X, Y or Z keys while in grab mode. You simply have to press X key, Y or Z, once to lock to X Y or Z global axis,\* To Constrain the Movement to two axes (a plane): Press **Ctrl+X** to move in the Z-Y-Plane. **Ctrl+Z**=XY, **Ctrl+Y**=XZ.\* Alternatively, Select scaling mode and select the axis not to scale with the selecting button at the same time as you hit **Shift**. - in every case You can hit the X,Y or Z button again to constrain movement to a different set of axes. Normally this different set of axes is local. However you can change the identity of this set to global, local, normal, or view by pressing **Alt+Space**. which cycles through the different identites. Note: All of these shortcuts work with scaling and Rotating as well ### Shrink/fatten mesh in direction of vertex normals When you\'re mesh-editing, **Alt+S** will shrink/fatten the mesh selection in the direction of the vertex normals. ### Vertex Parenting You can parent object to a Mesh, in that case you are parenting to the center of the mesh.. BUT if the mesh is translated somehow (let\'s say by an armature**\'\[S\]** pose) the center remains in the same spot, and thus the child object doesn\'t receive any transformation at all. To solve this, you can parent the child object to a vertex (or a face) within the mesh, and any transformation that the vertex receives is passed to the child. There are only 2 options, to parent to any 3 vertex within the mesh or to parent to just one vertex. If you parent to 1 vertex then only location information is passed, with 3 vertex all transformations (rotation, location and size) are passed to the child. How to do it? Starting in object mode select the child(ren), hold **Shift** and select the parent, enter edit mode, select one or three vertex, press **Ctrl+P**. That\'s it! ### Work around to welding Verts For Edge loop (Verts) position both loops together as close as possible then hit W then 4 (not on numkey pad). You can adjust how far the effect of collapse can go in the Edit window (a button on the right labeled Limit: \*\*\*, where \* is a number). As for individual Verts, e.g. Two vertices welded to become one, select both Verts, scale until they are very close then hit W then 4. you can also do this with the snap combo select the vertex you want to weld together **Ctrl+S**, Cur -\> Sel **Ctrl+S**, Sel -\> Cur **\[W\]**, Remove Doubles Also, whenever Blender pop up a menu with different options, you can just type in a number to choose one of the options (use the numbers not on the **NumPad**) ### Make individual objects the camera and Change them back If you select certain objects and press **Ctrl+0(zero)**it will make them the camera. I use it all the time to align spotlights. Select your camera and hit **Ctrl NumPad 0** to make it the active camera again ### Ordering Meshes in Vertex Groups If you are preparing to skin your meshes and you are ready to create the vertex groups, you should pay attention to the order in which you create them, because once they are created there is no way to re-arrange them on the vertex-group list. That means that if you are a ultra-by-the-book person and you would like the vertex group alphabetically ordered on the list them you must create them in alphabetical order. .. Or, if you would like them to be ordered according to their function (shoulders, then arms, then forearms, then palms, etc. you must create them in that order. This may all sound like a stupid thing to care about, but If you have a character with 39 vertex groups you may quickly find that when one of them needs fixing it is a little difficult since they were randomly created. ### Position and scale along face normal, \-**Shift V**: Position camera along face normal, **Alt S**: scale selected vertices along face normal ### Using Fake Users pressing **Shift+F4** will turn the window into a ¨Data Select Window¨ where you can assign and unassign fake users to almost everything by selecting the name and pressing the F key Creating a fake user allows you to keep useful data blocks (materials, textures, base meshes) at hand even if they are not linked to an object. You can use it to set a default material that would have the shader you like best. ### Align a selection of vertices on a plane If you want to perfectly align a selection of vertices on a plane, you just have to follow these little steps: 1.) Before you are selecting the vertices you want to align, position your 3D cursor in the plane that you want to align to (you could select the 4 vertices of a big plane and hit **Shift+S** / Cursor-\>Selection for example, but you can position it anywhere) 2.) Now select those vertices you want to align 3.) Choose \"3D Cursor\" under \"Rotation/Scaling Pivot\" 4.) Now with the **\[S\]**-key start scaling mode, hit the key of the axis you want to move the vertices on (X,Y,Z) 5.) Holding down the **Ctrl-Key**, you can now move the vertices in one line towards the cursor, until the value for the chosen axis is 0.000. Alternatively, just enter, using the keyboard, the scale factor you want (0 in this case) . 6.) Hit LMB. The vertices are perfectly aligned along a plane through the 3D cursor. This even works very well while in perspective view mode, so you can align on the fly and don\'t have to switch to front/side/top view all the time. ### Welding Vertices You can weld vertices by selecting them in edit mode and pressing **Alt+M**. ### View wireframe of hidden Verts to view the wireframe of hidden Verts, make sure you are in WIREFRAME MODE and then turn SubSurf on and change the level to 0 If you already knew about this then ### Select a true loop shortcut is **Shift + Alt + right Button** of the mouse, serves to select true loop, in vertices as in edges like in faces. ### Selecting one object from a single mesh comprised of multiple objects If you have more than in Edit Mode, you can place your mouse cursor next to one of the Verts in the desired object, then press the \"L\" key to select all of the Verts linked to that one. \"Alt+L\" reselects in the same manner. ### Precise Zoom and Select/Deselect Selecting: If you Hold down the **Ctrl+LMB** (left mouse button) and drag the mouse, it will allow you draw a selection as opposed to using the B button which gives you a square. Deselecting:To draw an area to deselect, Hold down the **Ctrl+ Shift+ LMB**(left mouse button) and drag the mouse, Zooming:Hold down the **Ctrl+MMB**. Move your mouse vertically to can get a more controlled zoom versus scrolling the Mouse wheel. This feature may not be present in 2.37 or earlier versions. ### Mouse Gestures Left click and draw: - a straight line - moves the selected object. - a circle - rotates the selected object (note: this must be drawn fairly circle-like). - a V - scales the selected object. ### Selecting Obscured or Hidden Objects Say you are in front or side view and you want to select an object, but it is obscured or hidden behind other objects. If you press **Alt RMB** over a group of objects, a menu will be displayed in the 3D window allowing you to pick the object you wish to select. ### Select or Deselect Multiple Vertices In Edit mode, when you click the **RMB** near a vertex that vertex (face or edge)will be selected, **RMB** again will reselect. By holding the **Shift** key this will allow you to add each selected vertex (face or edge) in that highlighted group. Pressing the U key (Undo in Edit mode) will also remove the last selection you made. Alternatively, you can Press B and then draw a box with **MMB**. Anything caught in the box will be deselected. Also works with BB and the draw selection. Draw with **MMB** and you reselect. ### Selecting multiple items You can hold **Shift** and use right mouse button to select multiple items to append. ### Measuring, length, distance on an object. Hit \"F9\" (editing), you should have split (2) windows. One \"3d\" the other \"buttons\" go to the Mesh Tools 1 panel and press the Edge Length, Edge Angles and the dimensions will appear on your selections in the 3d view. ### Adding Connected Vertices In Edit Mode, if only one vertex is selected, pressing \"E\" will add a vertex, on a freely defined place, connected to the selected one. As will holding **CTR**L and left clicking the mouse where you want the new vertex to be positioned. Note: It must be an Image texture and in wireframe mode to be visible. (2.37a) ### Recalculate Normals **Ctrl + N** = Recalculate normals outside (you might have to select faces before doing so) **Shift + Ctrl + N** = Recalculate normals inside These two hotkeys are useful when you extrude some edges and see a kind of seam in between (due to normals pointing in different directions). Then, after selecting an edge, **Ctrl + NumPad(+)** selects the face associated with this edge. **Ctrl + NumPad(-)** deselect the face. ### Create a Quad from two Tris **Alt + J** when having two Tris selected makes a Quad. ### Remove Doubles To Remove Doubles use hotKey: W. You can adjust the \"limit\" option so that \"Remove Doubles\" has more or less tolerance. This option is located in editing window under the mesh tools panel, (i.e. weld vertices that are further?) ### Combine edit levels on a mesh. When in Edit mode for a mesh (TAB key) you can choose the level that you wish to edit at. At the bottom of the 3D window, there are four buttons. Vertex, edge, face & back-face cull. By default the vertex level is selected, if you hold **Shift** and press the edge button, you can use both at once. ### Change Select Mode to change select mode (vertex, edge or face) you can press **Ctrl+Tab**. But this way you can\'t use the Ctrl+Key to ADD the select modes.. Still could be useful, if you don\'t have a header for the window you\'re working in.. ### Precision Warping When using the warp tool (**Shift+W**) you may find that there are times when you have trouble perfectly closing a 360-degree loop. This is because Blender will warp based on the total width of the selection, which may not necessarily be what you want. Getting around this is simple, just select two verts to denote the new endpoints, duplicate them (**Shift+D**), scale the two verts times two, so they are just twice as far apart. Then select what you want to warp plus those two marker verts, and warp 720 degrees. When done, click a vert on your mesh and type **L** to select everything linked to it. Then type **H** to hide it. Once you\'ve hidden all of your mesh, all that remains are the two marker verts. Do a Select All (**A**) and type **X** to delete them. Now unhide your mesh using **Alt+H** and you have just the warped mesh, extra guide verts are all cleaned up. ### Precision Cutting The Knife Tool can actually be quite precise if you take advantage of the snap feature. Press **K**, choose **\"Knife(Exact)\"** and then hold the **Ctrl** key while choosing where you wish to cut and you will find that the path to be cut will now snap to nearby vertices. Keep in mind that the vertices being snapped to don\'t have to be the ones you are cutting. Say you want to cut the midsection out of a UV sphere and you want the cut to be two grid units in height. While viewing the side of the sphere, add a plane, and scale it to be two grid units tall, and wide enough so that it extends beyond the sphere. Now select the vertices of the sphere (because what we have selected is what gets cut) and when you cut it, snap to the four verts of the plane. Now hit **Enter** to apply your perfect cut. Using guide geometry such as a plane to cut other geometry \"cookie-cutter\" style can be extremely useful when accuracy is needed. Remember to align your view before cutting, since your view will determine the angle from which the geometry is cut. ## Working with Meshes ### Turning Sub-Surfed Mesh into Normal Mesh If you have a sub-surfed mesh you can turn THAT sub-surf mesh into a normal mesh. Just select the sub-surfed mesh and press **Alt+C** (Conversion). ### How to remove (numb) black spots on a Mesh If a Sub-Surfed mesh becomes (numb) black on some places, that\'s because of the normals. Select all and press **Ctrl+n** and then confirm. now it should look prettier! if the above solution does not work , save your Blend file, Quit Blender then restart. Use **Ctrl O** to open the last file and your mesh will have returned to correct shaded state. ### Select all holes in a mesh and fill them **Shift+M**\* selects all Non-manifold edges/vertices (holes) in a mesh \*\*. Then all you have to do is hit **Ctrl+F** to auto-fill those holes with \"beauty fill\". - **Shift+M**is an alternative shortcut for \'Select Non-manifold\'. You\'ll find this in the select menu when in mesh edit mode. The listed short cut there is **Ctrl+Alt+Shift+M**. **Shift M** is obviously a lot more comfortable on the fingers though! - - Although \'Non-manifold\' usually refers to holes in your mesh, it is not necessarily only holes e.g., an edge with three faces coming out of it is also a non-manifold edge! ### Fill in four or fewer vertices Select the vertices and press **\[F\]**, this will fill in the empty space around them. To clean up a filled in space, select all the vertices for the area, and press **\[F\]**. Choose OK to make FCon. For example: add a plane in wireframe mode, extrude it several times, select all vertexes, then hit **\[F\]**. ## Animation ### Animation Preview in all windows at the same time It is well known that **Alt+ a** is for previewing an animation on the 3D window. But that\'s not all of it. Divide your screen into multiple 3D Windows, each from a different point of view. Press **Alt + Shift + a** Enjoy!!! If you have an Action/Ipo Window and 3D windows open, and you issue the **Alt + Shift + a** command from the Action (or the Ipo) window, it will animate both (the action and the 3D) in sync!! Great for visualization of Ipo\'s effect on your model. ### Choose animation mode, Convert mouse movements to IPO -T in IPO window: Choose animation mode, i.e., linear, bezier, constant -**\[R\]** in IPO window: Record mouse movements, and convert to IPO ### Animate procedural textures To animate procedural textures, press \'i\' with the mouse pointer in the materials window, and select the type of Key-Frame you wish to set in the pop up menu. advance a few frames, tweak your materials, and set another key frame. ## UV Mapping, Particles and Texturing ### Blender color picker Blender has a PhotoShop-esque color picker. Simply click on the color preview next to the sliders to use it. Hit enter when you have the color you want. ### Saving your face groups selections Regarding UV mapping and Face Groups Selections there seems to be the general misconception that you can\'t save your face groups selections on Blender. Most people already know that from within the Face Select Mode (Potato Mode) you can switch into Edit Mode and whatever selection you do while in Edit Mode is passed back to Face Select Mode when you exit the Edit Mode. Well, Did you ever wonder why Material Index Groups (that are nothing more than face groups with a common material on them) have those little \'Select\' and ´Deselect\' buttons there? Sure they come handy for later modification of the material index but that is not all about them. Do this: Before starting the UV unwrapping job, cut your mesh by creating as many material indexes as you need, you can even assign each one a different color so you can be sure that there is no face orphan. Once you have the mesh all cut and sliced (so to speak) you enter in Face Select Mode, then switch into Edit Mode, select the index containing the faces you want to unwrap, press \'Select\', leave Edit Mode and Voile! You now have an entirely useful face group waiting for you to unwrap. No more manual (and imprecise) face selection is needed. If you later need to change the mapping of those faces, don\'t fear. Just make sure there isn\'t any face selected on Potato Mode, do as you did first (enter edit mode, select the index, exit edit mode) and there are your very same faces selected again with the UV mapping you already assigned to them. Note: Another benefit of have precise face selection groups is that, initially, you don\'t have to worry about UV coordinates overlapping, since you know have the way to select ONLY the faces you want to. For example, you unwrap all your faces by groups and when you are done you can start thinking about scale and position within the texture map, not like before when you have to solve those things as you go. ### Bulk Texture Change Consider a scenario in which you have a scene with a 100 mesh objects, and 50 of them have one texture and 50 of them have another. If you want to change the texture of the first 50, but don\'t want to change each individually, do the following. Add a Plane out of the view of the camera. Add your new texture (Material) to the plane. Then use the "Copy to material Buffer" button in the header of the Material buttons. Select one mesh object of the same sort that you want to change, open Material buttons and Paste from Material Buffer. All the mesh objects with the same texture will now have the new texture. Alternatively, If you have a material that you want to apply to a lot of objects at once: 1\. Select all the objects you want to apply the material to. 2. Apply a material. (this only applies to the last selected object) 3. press **Ctrl+L** \> Materials. (this links the material of the last selected object to all the other objects) ### Negative Meta-Balls Add\>Metaball as usual. Exit EDIT mode and Add\>Metaball. This time before you exit EDIT mode, hit the Negative button in the EDIT buttons window. Then leave edit mode. If you move the negative Metaball around, you can see the effect it has on the positive metaball. Be careful though, as negative metaballs are not displayed in the same manner as positive metaballs, you will only see the Pivot point not a meta-mesh. This is a little test you can try to see the amazing effects negative metaballs can produce. Make 1 Metaball, make it big. Place three spheres (UV) inside, make them emit particles, one 100, one 200, one 300 particles. Parent three negative metaballs, one to each sphere, and use dupli-vert on each sphere. Make the 100 duplicate metaball quite big, the 200 medium and the 300 small. Hit **Alt A** to run animation in 3D window. *(`<s>`{=html}Click here for this author\'s negative-metaball thread`</s>`{=html}\... **oops,** it\'s not there anymore, well, not the AVI anyway!)* *(Click here for this author\'s negative-metaball AVI.)* ### Maintain the UV layout when moving/scaling/rotating UV co-ords. When you have the UV image/editor window open and have loaded an image you want to UV map to a mesh, click on the UV tab in the header bar and turn off \'Snap UV to pixels\'. This will help to maintain the UV layout when moving/scaling/rotating UV co-ords. ## Rendering ### Tricks, related to the view ports and the render buffers First. Switching among screens So you have your screen made off the 3D window, the buttons window and the info window\... but you are doing some fine tunning to the mesh in two places simultaneously, and they both need to zoom in the 3D window. You could scroll or zoom out, translate the view and zoom in again. None of them an elegant solution. Another situation. You are working on a model and are using an image for reference. You are not tracing over the photo, just take a look at it often to make sure you don\'t deviate to much from the concept. So you open the photo in a 2D program and keep switching back and forth from Blender.. or you have the photo open in an image window and keep maximizing and minimizing the window\... another hassle Worry no more!!! Blender can handle multiple virtual screen (ala Linux) and you can come and go from them with just one key stroke. Just press **Ctrl+Left Arrow** or **Ctrl+Right Arrow** (for all of you OS X users, add a **Shift**) and you are switching screens. Go ahead! By default EVERY .blend file comes with 3 screens \... and of course you can add/delete as many as you see fit. the magic button to add or delete screens is right beside the Tools menu, up there in the info window. ### Using the render buffers Ok, so you set your scene and press RENDER, a nice window comes up and you see your hard work coming to existence (that\'s the default behavior, if your change it on the display buttons then this may not work for you). Do you realize that the window containing your render image is also a render buffer? Actually they are 2 buffers for your to play with. Whenever the render window is open (and you can re-open it by pressing F11 without having to wait again for the render) if you press the J key you can switch from Buffer A and B. (the last active one is what you save when you press F3). You can even switch buffers in the middle of a rendering (but I advice against that when rendering very complex scenes, you have been warned!) The cool thing about having two separate render buffers is that you can have instant before-and-after images for things that you change in the scene. For example you are searching the perfect position for a light source in a scene, you place it and do a render, place the light in another position, switch to the second buffer and do a new render. Now, with the render window open, just press J to see how the change on the light\'s position influence your scene and that makes your decision easier. By the way, the render window can be zoomed (by the normal ways or by pressing Z ) to do a closer inspection of the image. ### Render window Tricks To zoom into the render window, use the **ZKEY**. To find out what the (Red, Green, Blue, Alpha) values of rendered image are, left click and hold the button of your mouse.this will reveal the RGBA values of the pixel below the mouse cursor. i.e. R 127, G 255, B 13, A40. The values will appear in the bottom left corner of the render window. You can also hold the button and drag the mouse around. This will display the values of the pixels your mouse pointer passes over. With the render window open, you can press **AKEY** to view an alpha version of the image. Press **AKEY** again to go back to the normal colour view. To do a before/after comparison after making a change, hit **JKEY** to switch render buffers, then hit **F12** to render. In the render window, use **JKEY** to alternate between the previous render and the current one, so you can easily see the differences. ### Working while you Render If you use a X/X11 based window manager, you do not need to watch blender while it renders, go to a different virtual desktop. Blender doesn\'t have to keep X informed of what\'s going on and rendering speed may increase. ### Border Rendering In the rendering buttons find the buttons marked \"Border\" and \"Crop\". If you depress \"Border\", you can get a rendering of any part of what the camera sees. Just do the following : Go into a camera view using **NumPad 0**, press **Shift+B**. Then, mark the limits of the rendering as you want them using LMB. Next, render the usual way and the section you marked will be rendered first, then it will be integrated to the complete rendering. If you wish that \*only\* the chosen section would be rendered then click on the button marked \"Crop\" also. ### Creating a cluster of particles which takes little time to render Render some particles, and make the picture into an alpha mapped tga in GIMP or whatever graphics editing application you use. Load the image onto a plane. Adjust the alpha settings accordingly. Parent the plane to the emitter. Press dupli-verts. You now have a cluster of particles which takes relatively little time to render. Of course it doesn\'t have to be an alpha map of particles. That\'s entirely up to you. ### Alpha from render view When cut & pasting stuff from render window to {insert your favorite image editor here} using **Alt+ PrtScr**, cut and paste the render first, come back to render window and press \"A\". It changes the view to alpha and you get black & white mask to cut the background nicely in the {again, favorite image editor}. Nice when you do testing in low res. ### View alpha texture as wire. **Ctrl+d** in 3d very usefully for preview without rendering. Also, if you have an object (works best on a mesh plane) with an image texture, you can use **Alt+V** key outside edit mode. This will adjust the object\'s size values so that the image won\'t be stretched when projected. ## Miscellaneous ### Restoring your "lost" work. If you go to the temp folder where you have Blender save its temp .Blend files, reload the most recent one and this will save you losing the whole of your work. You don\'t even need to save a .Blend file for this to work. You can change the settings for this in the tool window at the top of the Blender screen. ### Built in Hot-Key List Since the few last versions (since 2.28 I think) blender has a built-in all inclusive hot-key list. Just open a text-editor window, and right besides the option to create a new text-buffer there is a menu option called ¨KEYLIST.intrr¨. Select that option and the full list is loaded in memory \--Edit: There may be many hot-keys missing, especially the newest ones, like M to mirror a mesh, K for the Knife tool, **Alt+Z** for textured view\... but the list is a good start at least. ### Un-compiled PlugIns Blender can load plug-ins for texturing, sequence editor, etc. . However, Blender comes with a few of such PlugIns un-compiled. In Linux they are located on the plug-ins sub-directory of the default Blender install, and all that you need is a Make command to compile them. I don\'t know how to compile them in Windows, but there they are, just waiting for you to awake them!!! ### Blender "Easter Eggs" (Weird things included in blender) All Publisher versions of Blender have been shipping with a Monkey mesh called Suzanne. Just open the main tool box (**Space Bar**) -\> Add -\> Mesh -\> and right below the other primitives you\'ll see the Monkey. Why/What it is for? Only NaN programmers know\*. It is supposed to be a private joke among the blender developing team. Since then, its considered as a sort of mascot for blender. However, it is incredibly useful as a quick complex object for testing textures, shaders, etc.. By the Way, Suzanne isn\'t the only joke included\... but I won\'t spoil the surprise. You will bump with them on your daily work, that is for sure. - NaN was the company that originally developed Blender Try this: run blender with the -Y argument (open the command prompt/terminal, go to your blender executable file folder, and type blender -Y) ### Weird Error Message Sometimes, when trying to use a boolean on a tri-based mesh, Blender gives the prompt: \"Wanna Crash?\" \>Yes Please! but clicking it doesn\'t crash. This is because Blender is a lot more stable now compared to when that \'crash\' request was coded. It also used to appear when using beauty fill after face fill. (**Ctrl+F** in edit mode) Blender 2.37 now has a \'widget\', which replicates the red/blue/green axis symbol in 3DSMax in the 3d windows. Rotation scaling and movement of objects/Verts/faces etc., can be manipulated using the widget, or in the usual manner of earlier versions of Blender. ### Turn your blender animation into a screen-saver (Windows) to turn your blender animation Windows binary file into a Windows screen saver, rename the EXE file into SCR and right click it and install ! ### Discover the FPS rate of a Window If you hit **Ctrl+Alt+T** key in a window, Blender will tell you how much time it takes to render a single frame of that window, in milliseconds. Valuable Benchmark ## ??? using construction widget press **Shift** to get precision mode for fine tuning. Release left mouse button (LMB) and holding **Shift** down press it again, then you\'ll get moving along another axis. ## Sculpt Mode Hotkeys - F: an interactive brush resize - Shift F: an interactive brush strength adjuster - Ctrl F: in interactive texture angle adjuster for your brush. - Shift B: a rectangular zoom selection for close-up work - Alt B: hides all but selected rectangle - A: toggles airbrush - S: smooth - D: draw - G: grab - L: layer - I: inflate - P: pinch - V: toggles add and subtract in draw mode - Use X, Y and Z to toggle axis mirroring.
# Blender 3D: Noob to Pro/Creating Blender Libraries |previous=Troubleshooting }} ``` You\'ve finally made that perfect object, armature or material: a gamepiece, a robot, a fully rigged vampire character, or a millimeter-accurate model of the Empire State Building. Besides using this work in your own artistic project, you have made the courageous decision to share that creation with the world. Sharing your creative work is a great way to \"give back to the community,\" even if you don\'t write Blender code and you can\'t translate the Blender documentation to Swahili. ## How to Make a Library So how do you make a library? In Blender, you don\'t need to export to a special format. In fact, you don\'t need to do anything special beyond saving your regular .blend file. Every .blend is a library file. Users can Append what they like from your .blend file, and ignore parts which they don\'t need for their own project. This scheme has some benefits and some drawbacks. The benefit of using .blend files as a library format is that it\'s super easy to include extra stuff to help the user see the objects. If the user loads the .blend file directly, it works like the pretty packaging for foods, including a quick and easy way to get a pretty \"serving suggestion\" rendering of the library contents. What you save in your .blend is what the user will see when they load it, including all your user interface settings, lighting types, and camera positions. The drawback of using .blend files as a library format is that it\'s super easy to include *unintended* things, such as extra meshes, unused material and texture channels, and other things which the user will not find helpful. Blender doesn\'t save things which are no longer referenced anywhere, but it cannot read your mind if you leave a spare mesh on layer 13 which uses some abandoned Material.034. Also, some people are not accustomed to the way that Blender saves all of the user interface settings along with the .blend file. When they load your mesh, they see your way of working. This can be instructive, but unless that\'s your intention, it\'s best to try to stick to a simple and clean user interface setup for your library files. For best results, you need to apply some discipline to publish a clean and useful library. ## Library Usefulness Checklist After having used several library .blend files from various sources, I propose that anyone making libraries follow a few suggestions: - keep to a certain object, theme or area of focus for each library file - all the test cameras and lights prefixed with a dash; e.g., **-Camera**, **-HemiLight.001**, etc. - any other components not intended for Appending prefixed with a dash; e.g., **-ground** - all the test cameras and lights on the last one or two layers (**lower right layer button**) - any composite object intended for Appending organized in a **group** to hold it together - any groups, objects, materials, textures intended for Appending given **meaningful names** - document your unit scheme; e.g., **1 blender unit == 1 imperial foot**, etc. - any other layer contains test-render-ready objects or scenes - choose rendering and world **settings which will not take an hour** to make a simple test render - make visible upon loading the layers required for a camera, a good lighting angle, and a shared object - make visible upon loading one small text file which lists layers and objects - make visible upon loading any python script, **with instructions on how to start it** in a big comment - make your licensing expectations clear: **artistic license**, **creative commons**, etc. - pack the texture files and other data before saving that final .blend for publishing - sign your work, stable email address or website url if possible The dash prefixes for test-rendering cameras, boxes, floors and lights will help the user know at a glance what to Append and what not to Append from your library. Here\'s a quick way to throw out all the stuff you really don\'t need, including extra meshes, materials and user interface complexity. - save your current .blend (and make a nice backup file too) - shut down Blender entirely - open up Blender again, which will load the default settings - delete the cube and cameras from the default settings - Append all the useful parts of your library .blend file (including the *useful* test-rendering items) - select the proper test-rendering camera for users to try out your model quickly (select, then Ctrl+KEYPAD0) - adjust the views to ensure important things are visible and ready to render - save the new library .blend, ready to publish Blender saves the default settings in a file called **.b.blend** on your disk. If your own preferred default settings are still too complicated for newcomers to understand, you can move that file away temporarily to get the \"factory\" built-in default settings which the Blender team produces as a part of each new version of the software. Move the file back again when you want to go back to your individual way of working. ## Publishing Your Library It\'s helpful to include the .txt file and/or post it separately so that people can read a summary before loading the blend file. This should include any credits, usage notes, layer explanations, and licensing information. For you Unix folks, remember to run it through **unix2dos** to enforce \\r\\n CRLF newlines, readable by people with less flexible tools such as Windows Notepad. It\'s also of immense benefit to put up small test-renders of your library objects or materials. They don\'t need to be large but they should give an honest view of the work you\'re sharing before a potential user takes the time to download library files that will not be useful to them. So, where do you publish your work of artistic genius? - <http://www.e2-productions.com/bmr> Blender 3D Model Repository \-- link has been taken over to serve malware - <http://blenderartists.org/> forums - <http://www.deviantart.com/> - <http://www.blendswap.com> - your own website If you post things on your own website, try not to rely on a free site that will over-run your bandwidth limits and disappear two months later. Search engine links will sometimes live on for years, just frustrating those who were hoping to find a millimeter-accurate model of the Empire State Building. ## Beyond Libraries If you have even more time to spare, consider writing up a tutorial on how you achieved any tricky results! ## Thank You For every artist who chooses to share their creative works with the community, there are a dozen artists, or even hundreds, who thank you immensely.
# Blender 3D: Noob to Pro/Add some depth with stereo This tutorial contains some tips for how to work with stereo images. Stereo viewing is to see the same thing from two slightly different angles. This is what humans normally do with their two eyes. There are many ways to view a stereo image. A perfect method is to use a stereo monitor. But they are quite expensive, and many are of very low quality. In the other end of the price-scale you can use crossviewing. Put the two images next to each other, and look at one with one eye, and the other with the other eye. Needs a bit of practice though. A popular solution is red/blue anaglyph glasses, but they give very bad colors. ## The stereo camera I wanted a stereo camera rig that was easy to work with. It should have three cameras (center, left, and right), have an easy way to set separation (should be 1/30 of the distance) and the center cam should be used to control position etc, the two others should just follow. ### Create it #### Manually 1. Reset the cameras position, rotation and size (you can use , and ). You may want to note these values first, so you can change them back later. I just make sure there\'s an IPO-curve for them, for example by making a keyframe (). 2. Create two new cameras. Reset their position, rotation and size too. 3. Name them *Camera.Right* and *Camera.Left* or similar. Set LocX to 1 for *Camera.Right* and -1 for *Camera.Left*. (Press to see data for selected object, in this window you can change name and values.) (Select a camera by clicking several times on the cameras, until the right one is selected.) 4. Create a new cube (remember to press to exit edit mode). Reset position, rotation and size. Name it *Distance Cube* and set these values: LocZ: -30. SizeX: 0.1. SizeY: 0.1. SizeZ: 30. 5. Switch to front view. () 6. Select *Camera.Left*. Then select *Camera* while holding down so both are selected. Press and press to register *Camera* as parent. Then press and select *Camera Data*. Repeat with right *Camera.Right* and *Distance Cube*. #### With a script ``` python import Blender from Blender import * # Prepare scene = Scene.getCurrent() camera = Object.Get("Camera") # TODO validate that it is a camera oldLocation = camera.loc oldRotation = camera.rot oldSize = camera.size # Create stuff c = Camera.New("ortho") cameraLeft = Object.New("Camera", "Camera.Left") cameraLeft.link(c) scene.link(cameraLeft) c = Camera.New("ortho") cameraRight = Object.New("Camera", "Camera.Right") cameraRight.link(c) scene.link(cameraRight) dEmpty = Object.New("Empty", "Distance") scene.link(dEmpty) # Configure camera.loc = (0,0,0) camera.rot = (0,0,0) camera.size = (1,1,1) cameraLeft.loc = (-1,0,0) cameraLeft.rot = (0,0,0) cameraLeft.size = (1,1,1) cameraRight.loc = (1,0,0) cameraRight.rot = (0,0,0) cameraRight.size = (1,1,1) dEmpty.loc = (0,0,-60) dEmpty.rot = (0,0,0) dEmpty.size = (1,1,1) scene.update(1) # Connect camera.makeParent([cameraLeft, cameraRight, dEmpty], 0, 0) # do that CTRL+LKEY thing cameraLeft.link(Camera.Get("Camera")) cameraRight.link(Camera.Get("Camera")) # Reset original values camera.loc = oldLocation camera.rot = oldRotation camera.size = oldSize # Finish Blender.Redraw() ``` ### How to use it - Never change the cube or the two side-cameras. Only change the center camera. Use that one for positioning, rotation etc. - To set the separation: As always, select the center camera. Resize it (with ) so you can see the end of the cube if needed. Point at the end of the cube with the mouse pointer, and press . Move the mouse pointer to the point of the main motive, that is closes to the camera. The end of the cube may not end exactly there, but that doesn\'t matter. - To render (or preview) with one of the side cameras, select it and press . ### What needs improvement #### The cube is visible Instead of using a cube, I\'d rather use something that doesn\'t render. It could be an \"empty\", but see below. #### The cube is hard to see It can be hard to see where the cube ends, even in a simple scene. You can select the center camera AND the cube, then it is clearly visible. But you must remember to only select the camera, before you insert a keyframe, so your changes to the cube doesn\'t get saved. #### Distance plane is at infinity The distance plane is where \"zero depth is\". When viewing a stereo image, the distance plane is where the medium is. In this rig the distance plane is at infinity, meaning *everything* is in front of it. While stuff popping out in front of the screen is cooler than stuff being \"inside\" the screen, it\'s a lot harder to make it look nice. Specially because with everything in front of the screen, it\'s easy to get stuff that is just way to close to the viewer. It can get so hard to see that the 3d-effect is completely gone. A different solution is to make the side cameras point at the end of the cube, or add a plane to the rig, and point at that. But then the cameras are no longer parallel, and that creates distortion. The compromise solution is to (conceptually) render the images too wide, and then crop the excess from the left side of the left image, and the right side of the right image. Then it will look like it points just like in the previously mentioned solution, but without the distortion. But this give a lot of problems. First, I\'d like to do this a smarter way, instead of just following the path describe above. But I don\'t think that\'s possible in Blender. (I think povray can actually do this.) So I need to render the image too wide. But if I increase width in output, it actually renders the same width of the motive, but decreases height. Then I need to do some weird math to get the right FOV, and I don\'t know half the formulas. Cropping must be done outside Blender, and the rest of \"the production line\" is hard to get back into Blender if wanted. I guess a couple of planes in the rig close to the cameras could simulate the cropping, but that is of limited value. To make an adjustable distance plane with them seems quite hard to me, it would need some scripting I guess. ## Stereo viewing with the rig This is where it gets exciting, now you are actually getting something to look at. 1. Create a new screen, you could call it *Stereo View*. 2. The screen should have one big area from side to side. 3. Set the area to *3D View* 4. Unlock it (The *Locks layers and used Camera to Scene*-lock) 5. Select *Camera.Right* and press 6. Split the area in half so there is two parts next to each other 7. In the *right* area, select *Camera.Left* and press 8. Adjust zoom in both areas so the frame that shows what is rendered is completely visible, but fill as much as possible. If you can\'t make them same size, the two areas are not same size. 9. Use cross-view method to see the 3d-effect. Look at the left area with the right eye and right area with the left eye. (It\'s a skill you need to learn and practice.) 10. Press to see your scene animated in stereo. If you cannot see these, there is a lot of help with viewing them on the web. Use a search engine to find them. ## Stereo rendering ### Anaglyph Create two render layers in the *Render Layers* tab. ![](Render_Layers_tab.png "Render_Layers_tab.png"){width="281"} Then go the *Node Editor* and click on the button with a human face. Click on *Uses nodes* and remove the created items by selecting the items and clicking on . Now, using the *Add* menu, you need to do this diagram: ![](Blender's_Node_Editor_anaglyph_diagram.png "Blender's_Node_Editor_anaglyph_diagram.png"){width="400"} Once done, return to the *Buttons window* and select the button *Do Composite* on the *Anim* tab: ![](Anim_tab.png "Anim_tab.png"){width="281"} Then click on the button *Render* on the *Render* tab: ![](Render_tab.png "Render_tab.png"){width="281"} You should see your objects as an anaglyph: ![](Suzanne_as_anaglyph_rendering_on_Blender.jpg "Suzanne_as_anaglyph_rendering_on_Blender.jpg"){width="400"}
# Blender 3D: Noob to Pro/Fluffy Material ## Spherical Blend Texture This technique maps a spherical blend texture to the outsides of an object. Create a new material and name it something intelligent. Create a new texture for this material, change the texture type to Blend, and then in the texture properties, change the blend shape to \"Sphere\". ![](BNTP_img1.png "BNTP_img1.png") Back in the material buttons, go the \"MapInput\" tab and change the texture coordinates to Blank-Blank-Z and Nor and as demonstrated in the next screenshot: ![](BNTP_img2.png "BNTP_img2.png") Finally go the \"MapTop\" tab, and depress the Emit button and set the Texture Blending Mode to \"Add\": ![](BNTP_img3.png "BNTP_img3.png") That\'s all there is to it, and here is how it looks: ![](Render_SphericalBlend.png "Render_SphericalBlend.png") ------------------------------------------------------------------------ ## Backlighting This is a technique that a rather famous blender user called \"@ndy\" uses. Very simple and effective. All you need to do is place a Hemi light BEHIND the object you want to light in respect to the active camera. Breakdown: First add a Hemi lamp to your scene: ![](BNTP_img10.png "BNTP_img10.png") Next, Select the lamp THEN press and hold down the Shift key, and select the Camera. Press Control-C to bring up the copy attributes menu, and copy location AND rotation. ![](BNTP_img11.png "BNTP_img11.png") Now select JUST your lamp, press R to rotate it, then press the X key TWICE to rotate around the local X axis. Using your numpad, key in \"180\" to rotate the object 180Degrees. All that remains to do is to press G to grab the lamp, then press Z TWICE to move along the local Z axis, and move the lamp until it is past and behind the object of interest. your resulting setup should look something like this: ![](BNTP_img13.png "BNTP_img13.png") And here is the rendered result: ![](Render_Backlight.png "Render_Backlight.png") ------------------------------------------------------------------------ ------------------------------------------------------------------------ - Color ramp with input set to normal. Pretty straighforward, but many advise against it. - Minnaert shader Available in 2.37, \"Darkness\"\<1 actually brightens edge. A cool shader, but not very useful for this purpose.
# Blender 3D: Noob to Pro/Human Body This tutorial should cover the modelling, skinning and animation of human body, plus facial expressions. There are some tools to generate human body from parameters like: - makehuman free software program (gpl). The models generated are under MIT license. The models generated can be easily imported in blender. Use lightwave(obj) export. The exported file is located at \...\\Documents\\makehuman ![](makehuman.jpg "makehuman.jpg") Delete the original cube first. The human object is smaller than the standard cube. Use the UVImage editor to see the UV mapping but it actually uses a texture stored in the image file texture.png ![](makehuman_import.jpg "makehuman_import.jpg") - facegen proprietary program. Used for The Elder Scrolls IV: Oblivion. links to anatomy sites : - fineart - Body proportions tutorials: Blender 3D: Tutorial Links List
# Blender 3D: Noob to Pro/Using Blender Libraries You can append libraries in two ways. You can make a local copy of **data blocks** (like objects, meshes, \...) of the content of a .blend file in your .blend file (**appending**) or you can use data blocks from another .blend file (**dynamic linking**). You can **Append** with the command in the 3d view File -\> Append or **SHIFT+F1**. When you give this command a file browser window opens. There are two buttons **Append** and **Link** at the bottom of the window. The default action is *appending*. But you can use *dynamic linking* selecting the link button. At this point select the .blend file to append. You can select one of the following data blocks type to append: - **Group** - **Mesh** - **Object** - **Scene** - **Text** - **World** - (not complete yet) Note that this is a complete list, when you append only block types present in the file will appear. Select the desired type. Now you can select the particular data block to append by selecting its id. ## Indirect linking When you give an append or link command almost all relations between **data blocks** in Blender get expanded. For example, when you link (or append) a specific Group, all its objects, the meshes associated with the objects, the materials and the animations will be linked (or appended) too. That is called \"indirect linking\". When you use *dynamic linking* such indirect linked data is not stored when you save a .blend file, when you load the file again blender will look for the indirect linked data blocks in the library file. ## Groups When you *append* a Group, blender will also create links in the current *Scene* to the objects that are part of the group. The Objects then become visible. However, when you decide to *dynamic link* a Group, it won\'t do that. To use the objects in your blender project you can use the group as a **duplicator** \"**SHIFT+AKEY** -\> Group menu -\> group id to duplicate\". ## See also - <http://www.blender.org/cms/Library_Linking.769.0.html> - <http://www.blender.org/cms/Blender_Architecture.336.0.html>
# Blender 3D: Noob to Pro/Beginning Modeling Final Project Now that you\'ve gotten the hang of 3D modeling, it\'s important to get some community feedback on your progress. Don\'t be an idiot and skip this part, or you\'ll regret it later. Basically this will help you track your progress and give you something that you\'ll be working on over a long term and something you\'ll be proud of. - First, you need to come up with a project idea. You can choose your own modeling project, or choose one from the list below. ```{=html} <!-- --> ``` - Second, you need to create a model of your idea. Spend a couple of hours on it, and give it some details. ```{=html} <!-- --> ``` - Third, once you believe you\'ve come far enough with the model, post it in the Works In Progress forum on BlenderArtists.org(formerly elysiun.com) (you will have to create an account if you haven\'t already). Post several screenshots of your model from within the Blender (note: creating screenshots is outside the scope of this wikibook, though see note lower down the page). You can post whatever subject and message with your posting that you would like, or you can use this suggested subject and message: : Subject: Beginning Modeling Final Project - `<project name>`{=html} ```{=html} <!-- --> ``` : : Please assist me with any feedback on my model, keeping in mind that I am an absolute beginner still. I appreciate your help. - Wait for feedback. It usually comes very quickly. If you have any questions about feedback that you are given, don\'t be afraid to ask your questions in the forum. ```{=html} <!-- --> ``` - When you and others that have viewed your work feel that you are ready, save your model in some place you can get back to easily. You will continue working on this project once you\'ve learned some new skills. ```{=html} <!-- --> ``` - Move on to the next page. (BTW. in Windows and/or maybe other OS, to take a screenshot press \'PrtScn\' (PrintScreen). It will copy the screen to clipboard for you to paste in your favourite graphics application. This may not work in other OSs but try anyway. You can also create Blender screenshot directly from Blender using menu **File\>Dump 3DView\...** or **File\>Dump Screen\...** ) (In linux under the KDE I use ksnapshot, check under the graphics tab and see if you have it. If not it should be just a google search away :) gl and happy blendering) (On Mac OS X, press Command (Apple) + Shift + 3 to do a full screen capture) - List of ideas: - A Computer and keyboard - A fishing rod - A train engine - A skyscraper - A robot - A Tank (real or made up) - An airplane - A truck or car - Household appliances - A Weapon
# Blender 3D: Noob to Pro/Platonic Solids The **Platonic solids** or **Platonic polyhedra** are the convex polyhedra where all faces are copies of the same regular polygon, and the same number of edges meet at every vertex. There are five of these shapes: the tetrahedron (like a pyramid but with a triangular base): cube, octahedron, dodecahedron and icosahedron. Recent versions of Blender include an addon called "Regular Solids", which lets you instantly generate these and a whole bunch of other similar shapes. However, the following steps do not require any addons. ### The Tetrahedron Bring up the Add Mesh menu (Shift+A), and select a Cone. Set the number of Vertices to 3, leave Radius 1 at its default value of 1.000 and Radius 2 at 0.000[^1]. Now, set the Depth to $\sqrt{2} \approx 1.414$. To make sure that you have a regular tetrahedron, you can check the lengths of the edges (in Edit Mode, press N to open the Properties panel and locate the checkbox **Length** in the section **Edge Info**). ### The Cube This happens to be a built-in shape in Blender. Just bring up the Add Mesh menu, and select Cube. Done! ### The Octahedron This shape is the *dual* of the cube---it has vertices where the cube has faces, and faces where the cube has vertices. To make it, first create a cube. Press to switch to Edit mode. All the vertices should already be selected. Press to bring up the Specials menu, and select the Bevel function (or select it directly with ). As you move the mouse, you will see each vertex of the cube turn into a triangular face; don't bother getting the shape exactly right, simply press to finish the drag. Then, look in the panel that should have appeared at the bottom of the Toolshelf on the left of the 3D view (press to toggle its visibility); you should see an editable numeric field labelled "Offset". Type the value 1.0 into this field, and that should exactly form the octahedron shape. Finally, bring up the Specials menu again, and this time select Remove Doubles[^2]. ### The Icosahedron Bring up the Add Mesh menu, and select an Icosphere. Set the Subdivision to 1. Simple! ### The Dodecahedron This shape is the dual of the icosahedron. To create it, make an icosahedron as above. Then do what you did to make an octahedron out of a cube: press to switch to Edit mode. All the vertices should already be selected. Press to bring up the Specials menu, and select the Bevel function. As with the octahedron, press to finish the drag. Then set the Offset value to 0.30310889132, which comes from the formula $\frac{a\sqrt{3}}{6}$, with $a$ being the edge length of the icosahedron (1.05 if made by the method above)[^3]. Then, bring up the Specials menu again, and this time select Remove Doubles[^4], you should see the message "Removed 40 vertices" briefly flash up. ![](BlenderPlatonicSolids.png "BlenderPlatonicSolids.png") ### Exercise What's the dual of the tetrahedron? Try applying the Bevel operation to one of those; what do you end up with? ## External Link Wikipedia article [^1]: Blender 2.8\^ in the \"Adjust last operation\" menu in the lower left corner only available after the first creation [^2]: Blender 2.8\^: Merge Vertices By Distance [^3]: To understand why this formula works: understand how the dual is formed, how offset in Blender works and what the formula computes (http://www.treenshop.com/Treenshop/ArticlesPages/FiguresOfInterest_Article/The%20Equilateral%20Triangle.htm) [^4]: Blender 2.8\^: Merge Vertices By Distance
# Blender 3D: Noob to Pro/Polygonal Modeling As the name suggest, polygonal modeling involves constructing the models out of polygons. Strictly, software packages works only with triangles. Blender could show you quads and some software packages could even let you work with polygons with more than 4 sides (n-gons) but these packages work internally only with triangles. These triangles are hidden so that you could concentrate more on modeling. While different modelers works differently, they would still follow certain workflows (some call this techniques). These are familiarly called box modeling and polygon-by-polygon modeling (poly-by-poly modeling). **Box modeling** is a top-down approach where modelers start with a primitive (usually a cube (box), hence the box in box modeling). Then from this primitive, the model\'s form is build up where details are gradually added. **Poly-by-poly modeling** is almost the opposite of box modeling. It is the bottom-up approach where modelers start with a plane or even a vertex. Using extrusion and other tools, more geometries are added. Polygon by polygon the model is gradually build. Neither of the two is better than the other but there are instances where one workflow lends much better to the situation. One typical advantage of box modeling is that at early stage, you are able to conceive first the form (the whole) of the model and is better equipped to do general corrections without bothering yet with the details. Poly-by-poly otherwise give you more control on the geometry and is much more easier to use in modeling complex forms like the human ear. Complications do arise when working with the two. In box modeling, it is typically difficult to manage the geometry when adding details. Experience is necessary so as not to create a mess. Poly-by-poly modeling otherwise has its own quirks. Since you are going detail by detail, it is easy to make a mess with the models form (i.e. wrong proportions). While the two are opposites, they compliment each other beautifully. Most modelers would combine the two workflows in a variety of proportions, combining the strength of each. For example one might model a human body using box modeling while the head and the ears are done using poly-by-poly modeling. **Blocking with primitives** is added to enrich approaches is modeling. It is basically box modeling in conjunction with divide-and-conquer approach. Different parts are modeled separately with their own primitives and later attached with the others to form the whole.
# Blender 3D: Noob to Pro/Box Modeling Easy to undertake and flexible, box modeling is a favorite of beginners and veterans alike. It is fun to work with and general results are visible in a short time. It is a powerful work flow that any modelers should know. ## Before We Start Before doing any modeling, it is vital to plan first. Gather references and make a general plan on how to tackle the modeling phase. Being ready will save you a lot of complications later. ## The Work Flow With box modeling, start with a primitive that is appropriate for your subject. Most start with a box and generally a good primitive to start. Then, from the primitive, using a variety of tools, mold the essential form of your model. Also called the roughing phase. Don\'t delve on details here, those are to be tackled later. Finally, on this form, we go to the nearly recursive process of adding details. Layer by layer, details are added until the required amount of detail is achieved. #### Start with a Primitive Select the proper primitive for your work. Most modelers start with a cube. The cube is the most flexible primitive available and is suitable to almost all form of subjects. But, in many cases, selecting other form of primitives would cut out most of the modeling required. A gun is a cinch to model using a cylinder. With a little adjustment, a torus forms a good doughnut. In an instant a ball can be made out of a sphere. So produce your primitive to work with. #### Rough It Out Take the primitive and start modifying it to capture the essential form of your subject. Tools like extrude, loop cut, scale and grab are very handy for this. Avoid worrying about details at this stage. Those are to be done later. #### Adding Details, Details and more Details Now, we approach the most difficult and unquestionably the most fun part. Using a variety of modeling tools, modify the form again to incorporate details. Add details layer by layer, from general to specific. Planning, studying and experience would help you go through. Continue until you achieve the desired level of detail. Adding details requires subdivision or addition of polygons. The knife and the loop cut tool is handy for subdividing meshes. Extrusion is great for adding details like horns and fingers. Face and edge loop must be herded to other directions at times and warrants a study by itself. Blender provides you with required tools to achieve all of this. At this stage, beginners and experienced modelers alike will find their meshes getting more and more difficult to work with as the mesh gets a more and more dense at each level of details added. Planning, an eye to the edge flows and experience alleviate this. So plan and keep practicing.
# Blender 3D: Noob to Pro/Model a Chair-Preparations |previous=Illustrative example: Model a Chair (Swan Chair) }} ``` Many people do not know what a Swan chair look like. Its time to open up the internet browser and search for images. Or if you have an actual Swan chair with you, your lucky. You can look at a real model while modeling. This would simplify decisions and remove the need for guessing certain details that you are not available with image searches alone. ## Knowing our model We need to know what we are modeling look like. You can\'t do this without references to guide you. A simple image search with Google would provide you the references you need. Gather several images that gives you different views of the chair. A front and a side view is great to use as a background image to guide as while modeling. Also, gather at least one image that shows the chair at an oblique angle so that it will provide a much more \"3d\" view. This will shows more clearly the shape of the chair, more than the front and side view alone would give you. ## Loop study Take time to study the model. For simple models like this, it would be quite quick, especially with experience. For this project, the loops are as shown bellow. The pink loop goes around the edge of the chair defining the chair\'s edges and thickness. The light green, light blue and light purple loops follows and create the form of the chair. The crossing green loops forms the bottom of the chair. The light blue and green loops contribute for the form of the \"wings\", while the purple and green loops form the back. Its a simple loop structure, its topologically (sorry for using the term) the same as this cube extruded to form a T (upside down so the loops would match more). While modeling keep these loops in mind and try to achieve the loops. For this project, the loops are achieved with simple extrusions of a cube, just like the T piece above, but in a form that looks more like the chair.
# Blender 3D: Noob to Pro/Model a Chair-The Seat |previous=Model a Chair-Preparations }} ``` After studying the subject, we are ready to tackle modeling it. Start up Blender. ## Start with a Primitive For this project we would use a cube. The cube already has several face loop we need and none of that we don\'t, so this primitive is a good starting point. Opening Blender, we are already supplied with the default cube which is handy. If you don\'t have the default cube because you change the setting or remove it, simply add a new cube. Name this primitive something sensible like \"Swan Chair\" because it would become our chair later. Move the cube or adjust the background image until the cube is centered at our image. After doing that we proceed shaping our cube to create the basic form of our chair. ## Rough it out Since we are modeling a symmetrical object, lets take advantage of it and use the mirror modifier. Cut the cube in the front exactly in half by using loop cut at center (Shift + RKey -\> middle click, or Ctrl + RKey -\> middle click on this editor\'s computer). For those with no middle buttons you could use subdivide. Select the vertical edges (go to edge select mode first, Ctrl + Tab -\> 2) then use subdivide tool (WKey -\> 1). Remove the left half by deleting the vertices. Then add a mirror modifier in the modifier stack. This is available at the edit buttons, select the modifiers tab the click the \"Add Modifier\" button and select \"Mirror\" from the selection. Activate \"do clipping\" from the mirror modifier panel that appeared to prevent accidental movement of the central vertices. (Noob Note: If you follow these instructions, you\'ll have a gap between the mesh and its mirror. I fixed this by increasing the \"Merge Limit\" option in the Mirror modifier menu to .1.) Move the vertices so that it would follow the shape of the bottom of the chair image. Note that the reference images used does not match very well. This is because of perspective and camera angle distortion. In this case use the side image sice it shows less distortion. Use the front reference image as an eyeballing guide for the front side of the chair. An oblique reference as stated earlier in planning stages is helpful to guide you in this condition. Add an edgeloop using the loop cut tool (Shift+RKey) as shown in the image bellow. Move the newly created vertices to follow the references Its is good practice that while modeling you had to view your model at various views not only the standard front, side and top views. Remember that you are modeling a 3d object. What looks good in this some views are not necessarily good in other views. This would result in complications like the familiar flat face look in face models. Moving your view around would help you prevent this. Shown bellow is the view of the model at an oblique view. Now extrude the back part of the model to form the back part of the chair. Adjust the newly formed vertices to follow your guide images as shown bellow. Its a good practice to see the model at various views while modeling here is how it look like now at an oblique view: Select the following faces. We are going to extrude it to form the sides for the chair. Extrude the faces and adjust newly formed vertices to conform with the guide images. And now the oblique view. The back still does not look good so add the following edge loop. Adjust it. Remember to rotate your view to see problem areas. Add this edge loop too. Adjust. And keeping with our good practice. Say, the form is finished. The loops are all in place and the form is easily identified as a rough model of the Swan chair. ## Adding More Details Now the basic form of the model is finished and with all important loops in place detailing this model is easy. Lets start by defining the back. Add these edge loops. Move the newly created vertices to fit the references. Be sure that the model looks right at various angles. The references images collected earlier will help. Adjust vertices if necessary. The sides need to be taken care of too so add these edge loops. Then adjust the vertices. This is how the model now looks like. Continue by adding these loops. And adjust as usual. Check that it looks good at other views too. Move vertices as necessary. Keep repeating this procedure. Add loops then adjust. Here is the loops that was added to the model. Tweaked after adding each. The outline of the chair needs rounding up. Add these loops and tweak so it looks like the one shown. This is now how the mode looks like. Its rather tedious to add more loops at this time so lets do a cheat. Select all vertices (press AKey a few times) and then subdivide (WKey -\> 1Key) to add more vertices. The model looks blocky so lets smooth it out. While the whole chair is still selected smooth the vertices by clicking Smooth a few times (Edit buttons -\>Mesh tools -\> Smooth; also available at WKey-\>Smooth). It would smooth out the model. Admire the work (and tweak if necessary). This is optional. Add this loop and scale along normal (Alt + Skey) to scale it in. Adjust vertices if necessary.
# Blender 3D: Noob to Pro/Model a Chair-The Feet |previous=Model a Chair-The Seat }} ``` Now the seat is finished, time for the legs for it to stand on. ## Starting Primitive The leg is mainly made up of cylinders so a cylinder is a very good primitive to start. In object mode add a cylinder with 16 vertices.Center the cylinder on the upper part of the telescope. Tip: to make the cylinder centered relative to the seats center, while in object mode select the seat then hit Shift+Skey (Snap options) then select Cursor-\>Selection. The 3d cursor would be moved to the center of our seat. Now when you add the cylinder, the cylinders center would be located at the cursor which is also at the seats center. Now all you have to do is to move the cylinder along the y and z axis because it would be properly located relative to the x axis. Hide or move the Seat to another layer so that it would not intrude while modeling the leg. ## The Upper Telescope Go to edit mode and scale the cylinder until its radius match the radius of the upper telescopic element of the chair\'s leg. Then move the top and bottom vertices to match the reference. Extrude the bottom part and place it a little lower. Extrude again and right click so that the newly created vertices would remain in their position. Scale the vertices a little. Extrude again and move the extruded region up the cylinder. Remove the top and bottom vertices that cap the ends. We will be using subsurf modifier to make this part smother. Add this loop to constrain the smoothing on this area. ## The Lower Telescope Now lets start with the lower part. Add a cylinder in object mode and adjust the newly created vertices to match the reference. The legs would be extruded from this cylinder. Add this loop to prepare. Select the faces between the newly added loop and the bottom loop. Extrude this faces but right click after extrusion so the extruded faces remain in their position. Now scale them constrained along the xy-plane (Skey-\>Shift+Zkey) a little. This is how it should now look. In top view select the two topmost faces and extrude to form the back leg. Shape the tip according based on the reference. Here is the steps taken to shape the tip. First after extruding, Constrained scale the tip along the x-axis (SKey-\>XKey) to make the tip thinner. Then move the tip lower. Deselect all, then select the top vertices of the tip and lower this vertices further. Shape the base as shown bellow. This is done by selecting the vertices where the leg connects to the base then constrained scaling it along the y-axis to zero (Skey-\>YKey-\>0key). Then move the scaled vertices further back. Then add an edge loop as shown bellow. constrained scale the newly created edgeloop along the x-axis to make it thinner. We will be using the subsurf modifier to smooth our model so lets add the following edge loops so that the model will smooth properly. Add an edgeloop at the tip. And this loops on the side. Also remove the vertex that cap the top because we will not be needing it and it would cause smoothing artifact when subsurfed. Now how about the other legs? We will be using Spin duplicate tool to make those. In top view select the central vertex then snap our 3d cursor to it. Now remove the other part of the cylinder as shown. We would be left with a quarter part of the whole leg assembly. Select all the vertices that are left. Change the parameters of the spin tool to this: degrees to 360, steps to 4. Click on the \"Spin Dup\". If you have multiple 3d views, your mouse cursor would turn into a question mark. Move your cursor to the top view and then click. The other legs would appear as shown bellow. This legs are made of separate mesh and the original leg have a duplicate at exactly the same position creating double vertices. Connect the mesh and remove the doubles by selecting the whole mesh then remove the doubles (Wkey-\>Remove Doubles). ## The Stops Now lets create the Black Stops on every tip of the leg. We would be creating this joined to the legs as one object then separate it later. Its just that it seems more easy that way. Without leaving edit mode, add a cube. scale an move it to one of the tip. Move the cube so that it would be lower that usual to separate it from the other mesh making it easier to edit it without disturbing the others. Shape the cube to match the tip. This should be easy by now. The whole step is left out. Subsurf would be used to this too so add extra loops to control how the mesh would be smooth. Now make copies of the stops using the Spin Duplicate tool. Don\'t forget to remove the doubles. Select all the tips then move them together up until they intersect with the tips of the legs. Now lets separate separate meshes to individual objects. Press Pkey and select \"all loose part\" option. Notice that the other part of the mesh would suddenly change in appearance. Don\'t worry. It just means that those meshes are now separate objects by themselves. If you go to object view you would now be able to select the leg and the tips as separate objects. There are some issues though when you use the subsurf modifier on the leg base as shown. Select the leg and go to edit mode. Add the following edge loop. Scale the base loop too as shown. The issue should now be solved. This is how the whole leg assembly should look. All have subsurf modifier on. There is still an issue though. This is not important in most part but will be taken care of for this time. When one of the leg stops is selected in object mode, it would show that its center is not at the center of the mesh. The center is where the gizzmo (the red, blue and green arrow) would be located. To correct this select the offending object. Click the Mesh menu (located at the header) and navigate to \"Transform\" and select \"Center New\" from the options. Blender would automatically calculate the new center based on the objects mesh. Now when the object is selected, the center would be located at a mush more appropriate location. Do the same to the other stoppers. Now if you haven\'t named each individual part yet, You can do it now. Name each part sensible names like uppertelescope, lowertelescope, etc. ## The Whole Chair Unhide or Show the layer where your chair seat is so that it would unite with the legs. Now this is how the whole model should look like.
# Blender 3D: Noob to Pro/Modeling a Human Character - Preparations Actually, this model is made without any background reference images but enough knowledge of human figure makes this possible. Modeling the human body or any model in that case requires knowledge of it beforehand. Even with the background image references, there are still some details (like the armpit) that is not easily visible or are difficult to comprehend with just simple orthogonal projections. It is advised to make some study on basic human figure and proportions first. For those who likes to have a background reference image to use while modeling, use this orthogonal views of the model. You could still try and test your knowledge on the human figure later by trying to model one without image references.
# Blender 3D: Noob to Pro/Modeling a Human Character - Modeling # Blocking the Figure As with many models done in box modeling, let\'s start with a cube. The model is symmetrical so let\'s make use of it. Add a loop running vertically at the middle and delete the vertices on the left, leaving you with only half of the cube. Now add a mirror modifier. Now add a loop running horizontally and fashion out the torso. Add a vertical loop on the torso so that we will have more geometry to work on. Extrude the head and the legs. Add loops around the head and the bottom of the legs and extrude out the head and feet. Now add a loop around the torso and extrude out the arms. This is all for blocking # Detailing and Finishing Add a loop that goes through the torso and the arms and another at the sides. This geometry will enable us to round and shape the figure. Extrude out to form a rough hand. Add an extra loop around the hand and extrude out the thumb. Add more loops around the arm, thumb and hand. Work out this additional geometry to shape the parts. Add this loop to add more geometry on the legs and to the torso. And then shape. Add more loops on the leg and shape out the form. Now time to shape the foot add more geometry and shape out the foot. Now take a look at your model. Adjust the form until satisfied. Work finished.
# Blender 3D: Noob to Pro/Polygon by Polygon modeling Although quite demanding, many modelers savor the control poly-by-poly modeling allows. However, its demanding nature makes many modelers, beginners and experts alike, try to avoid it. Still, poly-by-poly modeling, if properly used, is a powerful tool. ## Before we start For this work flow, being ready is of great importance. Have several references of your subject, especially a front and side view. Also, have minutes of study on the subject and try to make out an approach in modeling it. Being ready is crucial for this. ## The Workflow Poly-by-poly modeling provides the most free modeling workflow ever. This freedom, however, causes confusion on how to approach modeling the subject. Searching the internet for tutorials on modeling the face using this method, you will find hundreds and each will be different from each other. Some start with the eyes, others with the mouth, others the ridge of the nose. And then each will proceed differently from that. No wonder its confusing. Even though poly-by-poly modeling is such a free form method and constitutes a very vogue way to start and continue, a general guideline is provided in the hope that it will help modelers in using this approach. ### To Start Poly-by-poly modeling rather sets you free on choosing how and where to start. The only requirement is that you have a geometry, a vertex or a plane to start with. Many beginners are stumped by this. Somehow such liberty leaves them undecided. A very good approach is to start by creating the important loops first. For example, in modeling the face, you could start by creating the eye, mouth and face loops. With the loops in place, it is easy to build other geometries around them. Another good approach is to start with the most important part of the subject. For the face, this is the eyes and the mouth. You could model these parts first and then proceed adding geometry from there. As said, poly-by-poly modeling lets you free, so if you would like to start on other parts first, say the nose, then you could do so. ### To Continue Continuing from your beginnings is not as easy as connecting-the-dots as it first appears to be. Rather than proceeding in a connect the dots fashion, proceed by thinking of edge and face loops of your model first then creating and adjusting geometry to fit them. Such view would ease decision on placing your geometry. ### To Finish When you find that you don\'t need to add more geometry, you can call it quits. But still, its a good practice to take another look of your model and make trial renders of it. There might be an awry edge loop, geometries that mess the model, or triangles that you wanted out. Do some fixing and adjusting and when you finally have the model good, give yourself a pat on the back.
# Blender 3D: Noob to Pro/Customization |previous=Animation Notes and FAQ }} ``` ## Changing the Theme Like many other programs with a graphical user interface, Blender allows you to customize or modify many aspects of its appearance. A collection of such customizations is called a **theme**. Theme controls are found in the User Preferences window. Click **LMB** on the \"Themes\" button to activate a drop-down menu which can be used to select different themes. Below this is an \"Add\" button that can be used to create new themes. If any themes have been added, a \"Delete\" button will appear, along with other controls to adjust the current theme. This book presents screen shots using the default theme. If you are new to Blender, you should continue using the default theme as you progress through the book, to avoid confusion.
# Blender 3D: Noob to Pro/Mist - Make Objects Opaque |previous=Customization }} ``` ## How Blender\'s Mist works If you render Objects within Blender\'s Mist, they mix up with the Background-Color,\ because Blender decreases their Alpha-Value by increasing Mist-Intensity and distance from the Camera. ## The Problem This does a well job if your scene has a constantly-colored Background, but\ in case of a real Background or World-Texture it looks not convincing.\ All objects are looking like ghosts. ## The Solution explained briefly This page will show you two ways to get rid of that Problem.\ The major thought is to mix Objects with an opaque color, instead of making them transparent.\ The more Transparency, the more of the opaque color will be added.\ Because Blender delivers a (dynamic) Alpha-Value with Mist enabled,\ we can use this value as a factor for increase or decrease of mixing the objects\ with a certain color (or even to enhance or lower the contrast of materials, etc.)\ !Here\'s a render result with mist and the \"Mixing-Technique\". You see, that you don\'t see shining the Background through. The first solution goes with the help of an external compositing program\ and won\'t be explained in depth as we want to focus on how to solve\ this issue within blender since it is open source. ## Solution 1: Make use of an external composite software. Just render your Background and your Objects separately with Alpha-Channels.\ Then you import these files into a composite program on two layers.\ (One for the Objects and one for the Background).\ Between these layers you set a new \"Color-Layer\" with a solid greyish-blue color\ (because this fits the color of the atmosphere) and create a clipping mask.\ A \"clipping mask\" means that the \"Color-Layer\" is only visible where the objects of the top layer are.\ And where there\'s no object you can see the Background.\ As the object is partially transparent (because of Blender\'s Mist),\ you will see the greyish-blue color shining through.\ The more the object is away, the more transparent it is,\ and the more the color-Layer will shine through the Objects.\ ## Solution 2: Make use of Blender\'s Composite-Nodes. Since Solution 1 seems not to be a big deal as we cannot afford expensive packages, we are also able\ to achieve this \"Mix-Technique\" by Blender\'s built-in Composite-Nodes.\ To continue reading it would be good, if you know a little about Blender\'s Compositing-Nodes.\ Now, here\'s the interesting part of the tutorial, the Graph of the Nodes in the Node-Editor: ![](CompositeNode-Settings_withText_BlenderMistTutorial.jpg "CompositeNode-Settings_withText_BlenderMistTutorial.jpg") Description: ##### Step 1 Render Layer1 In the Render Settings Tab you assign the Objects which you don\'t want to be transparent to Render Layer1.\ See <http://wiki.blender.org/index.php/Doc:Manual/Render/Layers> for how to deal with RenderLayers. ![](RenderLayer1-Settings_BlenderMistTutorial.jpg "RenderLayer1-Settings_BlenderMistTutorial.jpg") It is important that you turn off \"Sky\" and that you turn on \"IndexPass\". (The Option \"Mist\" delivers the same Value as the Alpha-Output in the Node RenderLayer1)\ \"IndexPass\" will be explained in Step 5. ##### Step 2 Render Layer2 This Layer renders only the Background, the Sky. In my case I had to enable other elements also, because otherwise the groundplane won\'t render.\ I don\' t know why, but this doesn\'t matter in our case. ##### Step 3 Separating RGB+Alpha The \"Image output\" of the Node RenderLayer1 delivers RGB+A, that\'s a little distracting,\ because you can see an Alpha-Output also. Select \"Add\" -\> \"Color\" -\> \"Separate RGBA\" in the Node-Editor Window. ##### Step 4 Combining RGBA Now the Separated RGB gets combined again to RGB, but this time with a new Alpha of Step 5. ##### Step 5 Making the transparent Objects opaque The good thing is, that Blender\'s Object-ID Alpha Value does ignore mist.\ So we can add an ID-Mask Node to get the Alpha of the Object into the new Image.\ Here you must set the ID of the Object to the same number as in the ID-Mask Node.\ Select the Object and set its ID Pass-Index!\ Beside is a screenshot where you set the Object ID.\ !In the red marked section of the buttons window, you can set the ID of the object ##### Step 6 Mixing the Object with a Color Here you add a Mix-Node to mix the Object with a \"Horizon-Color\".\ The Color should be set to a bright greyish-blue as this is the color of the air inner the atmosphere.\ Any color is possible, you may think of a dark red in a fire-hollow or of black if somewhere out in space. ##### Step 7 Setting the Factor of how much of the color should be added Blender delivers an Alpha-Value to the Objects due to the Mist.\ If an object is far away or if the Mist-Intensity is very high,\ the Alpha-Value of the Object decreases, which means the Alpha-Value becomes more black.\ And if the Object is close, it has accordingly high Alpha, which means getting white.\ Black means a Value of R-G-B 0-0-0 and White a Value of R-G-B 1-1-1. Since we want to use these values as a factor of how much to blend the Object\ with our \"Horizon-Color\", we need to invert this Value.\ (Close Objects = High Alpha = Factor almost 1 - but we need Blend Factor close to 0, because we want low mist as the Object is close) So let\'s add an \"Invert-Color-Node\".\ Get the Settings of the Node-Graph for this Node.\ This Node inverts Black to white, dark-grey to bright grey, etc.\ We now use this inverted alpha-value (or Mist-value)\ as a factor for mixing the Horizon-Color with the Object. ##### Step 8 Layering the colored Objects over the Sky-Background Now you add an Alpha-Over-Node which will layer our Objects over the Sky-Background.\ Be aware to use the settings shown in the screenshot and that the order of the two Image-Inputs\ of the Alpha-Over-Node is very important.\ The second Input always gets over the first Input. ##### Step 9 Add an Output-Node Finally you need an Output-Node and to enable \"Do Composite\" in the RenderSettings. ##### Step 10 Example Here an Example, of how it worked out in my project: <File:Bird_149_mist_distance-1_0400.jpg%7CClose> Distance - Almost no Mist <File:Bird_149_mist_distance-2_0400.jpg%7CFar> Distance - Low Mist or atmospheric opacity <File:Bird_149_mist_distance-3_0400.jpg%7CFurther> Distance - (!)The Object is even scaled <File:Bird_149_mist_distance-4_0400.jpg%7CFarthermost> Distance - In original size the Object would be so small that it isn\'t visible -only to make the Logic clear ## Summary Be sure, you got every step right - then all will work out properly.\ What is almost of more importance, that you understood the logic behind this,\ so that you learn about Blender\'s Compositing-Nodes and the 01-Logic ;) Since \"Mist\" means something like \"Bullsh\*\*\" in German I did not believe that it really\ is like that in Blender - and it isn\'t! Blender is a quite nice and powerful tool.\ And I hope that it\'ll ever be Open-Source.
# Chinese (Mandarin)/Traditional ```{=html} <div class="center"> ``` *This book teaches Standard Mandarin Chinese. For other uses, see Subject:Chinese language.* ```{=html} </div> ``` !The Forbidden City in Beijing 北京故宮(紫禁城){width="300"} Welcome to the **Mandarin** Wikibook, a free Chinese textbook on the Standard Mandarin dialect. This page links to lessons using Traditional Han characters 繁體中文 (used in Taiwan, Macau and Hong Kong). There is also a Simplified Han Character Version 简体中文 available (used in mainland China). +---------------------------------------------------------+ | 我們需要您的幫助,如果您熟悉中文,請協助編撰本教科書。\ | | 我们需要您的帮助!如果您熟悉中文,请协助编撰本教科书。 | +---------------------------------------------------------+ ## Lessons / 課程 +------------------------+----+------------------------+ | **Introduction / | | **Lesson Texts / | | 介紹** | | 課文** | | | | | | - [About Mandarin\ | | - [Lesson 1: Hello!\ | | | | 第一課:你好!] | | 中文是什麽?](../Abo | | (/Lesson_1 "wikilink") | | ut_Chinese "wikilink") | | | | 4, 2005}}`{=mediawiki} | | - [Lesson 2: Are you | | - [How to use this | | busy today?\ | | textbook\ | | | | 如何使用本教科 | | 第二課:今天你忙不忙?] | | 書](../How_To_Use_Thi | | (/Lesson_2 "wikilink") | | s_Textbook "wikilink") | | `{ | | | | 4, 2005}}`{=mediawiki} | | - [Lesson 3: An | | - [How to study | | introduction to | | Mandarin\ | | particles\ | | 如何學 | | 第三課:助詞] | | 中文?](../How_To_Stu | | (/Lesson_3 "wikilink") | | dy_Chinese "wikilink") | | `{ | | | | 4, 2005}}`{=mediawiki} | | - [Lesson 4: Word | | | | order and Verbs\ | | **Pronunciation / | | | | 發音** | | 第四課:詞序和動詞] | | | | (/Lesson_4 "wikilink") | | - Pinyin | | `{ | | Pronunciation | | {stage short|00%|Jan 2 | | Basics\ | | 4, 2005}}`{=mediawiki} | | 基礎拼音發 | | - [Lesson 5: Measure | | 音入門 | | 第五課:量詞] | | | | {stage short|50%|Jan 2 | | - Pronunciation of | | 4, 2005}}`{=mediawiki} | | Initia | | - [Lesson 6: More on | | ls | | 第六課:疑問助詞] | | | | {stage short|00%|Jan 2 | | - Pronunciation of | | 4, 2005}}`{=mediawiki} | | Fi | | - [Lesson 7: What\'s | | nals | | | | | | | | 課:我的名字叫王明。] | | - [More About Hanyu | | (/Lesson_8 "wikilink") | | Pinyin] | | | | {{stage short|25%|Oct | | - Lesson 9: Where | | 2, 2014}}`{=mediawiki} | | is the railway | | | | station?\ | | **Vocabulary | | 第九 | | 生字/字彙** | | 課:火車站在哪裡? | | - Part 1: Family\ | | ` | | 第一部分:家庭 | | {{stage short|00%|Oct | | | | 5, 2008}}`{=mediawiki} | | - Part 2: | | - Lesson 10: A | | Commodity\ | | telephone | | | | conversation\ | | 第二部分:日用品 | | /Lesson_10 "wikilink") | | - Part 3: | | ` | | Transport\ | | {{stage short|00%|Dec | | 第三部分:交通 | | - Lesson 11: | | - [Part 4: Food\ | | Taiwan\ | | 第四部分:食 | | 第十一課:臺灣 | | /Lesson_11 "wikilink") | | - Part 5: Animals\ | | ` | | 第五部分:動物 | | {{stage short|00%|Dec | | | | 30,2009}}`{=mediawiki} | | | | - Lesson 12: | | | | Mandarin is so | | | | interesting!\ | | | | | | | | 第十二課:漢語真有趣 | | | | ` | | | | {{stage short|00%|Dec | | | | 30,2009}}`{=mediawiki} | | | | - Lesson 13: I\'m | | | | sick\ | | | | | | | | 第十三課:我生病了 | | | | ` | | | | {{stage short|00%|Dec | | | | 30,2009}}`{=mediawiki} | | | | - Lesson 14: | | | | Drinking tea\ | | | | 第十四課:喝茶 | | | | ` | | | | {{stage short|00%|Dec | | | | 30,2009}}`{=mediawiki} | | | | - Lesson 15: China\ | | | | 第十五課:中國 | | | | `{ | | | | {stage short|00%|Sep 1 | | | | 2,2010}}`{=mediawiki} | | | | - Lesson 16: Basic | | | | Chinese History\ | | | | 第 | | | | 十六課:基本中國歷史 | | | | `{ | | | | {stage short|00%|Jan 1 | | | | 2,2012}}`{=mediawiki} | +------------------------+----+------------------------+ ## Appendices / 附錄 +------------------------+----+------------------------+ | - Mandarin-English | | - [Nations of the | | Dictionary\ | | World\ | | 漢英字典 | | 世 | | | | _the_World "wikilink") | | - English-Mandarin | | `{ | | Dictionary\ | | {stage short|50%|Jan 2 | | 英漢字典 | | 4, 2005}}`{=mediawiki} | | | | 部首 | | 問候語 | | {stage short|00%|Jan 2 | | | | stage short|100%|Jan 2 | | - Slang\ | | 4, 2005}}`{=mediawiki} | | 俚語 | | - [Possible | | | | Initial-Final | | - Web Resources\ | | | | | | Combinations | | mbinations "wikilink") | | | | 8, 2006}}`{=mediawiki} | | | | - Numbers\ | | | | 數字 | | | | `{ | | | | {stage short|75%|Jan 2 | | | | 4, 2005}}`{=mediawiki} | | | +------------------------+----+------------------------+ ### Related Books 相關書籍 - Written Chinese - Guide to Writing East Asian Languages\ 漢字書寫 - Cantonese (Yue)\ 廣東話(粵語) - Chinese Phrasebook (on WikiVoyage) - Taiwanese (Southern Min / Min Nan)\ 臺語(閩南語) - Cookbook:Cuisine of China ## Contributors - Contributor\'s Guide - Textbook Planning\ 課文安排 - Development History - Contributors\ 撰文者 de:Chinesisch fr:Enseignement du chinois it:Corso di cinese pl:Chiński
# Chinese (Mandarin)/Lesson 5 ```{=html} <div class="noprint"> ``` ```{=html} </div> ``` # Lesson 5: Measure words ## Text Simplified Characters Traditional Characters --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ **山村咏怀**`</br>`{=html} `<small>`{=html}【宋】邵雍`</small>`{=html}`</br>`{=html} 一去二三里`</br>`{=html} 烟村四五家`</br>`{=html} 亭台六七座`</br>`{=html} 八九十枝花`</br>`{=html} **山村詠懷**`</br>`{=html} `<small>`{=html}【宋】邵雍`</small>`{=html}`</br>`{=html} 一去二三里`</br>`{=html} 煙村四五家`</br>`{=html} 亭臺六七座`</br>`{=html} 八九十枝花`</br>`{=html} Pīnyīn English **Shāncun Yǒnghuái**`</br>`{=html} `<small>`{=html}【Sòng】Shàoyōng`</small>`{=html}`</br>`{=html} Yí qù èrsān lǐ`</br>`{=html} Yāncūn sìwǔjiā`</br>`{=html} Tíngtái liùqīzuò`</br>`{=html} Bājiǔshízhī huā`</br>`{=html} **The sigh for a village**`</br>`{=html} `<small>`{=html}【Song】Shao Yong`</small>`{=html}`</br>`{=html} The distance is two or three miles,`</br>`{=html} and I can see four or five houses`</br>`{=html} with smoking chimneys.`</br>`{=html} There are six or seven pavilions,`</br>`{=html} and eight, nine or ten flowers.`</br>`{=html} ## Vocabulary Simplified (traditional in parentheses) Pīnyīn Part of speech English \‍[m.‍\] notes ------ ------------------------------------------- ------------------------------------- ---------------------------------------------------- ---------------------------------------------------------- ------------------------------------------------------------------------------ 1\. `<big>`{=html}一`</big>`{=html} yī (adj) one 2\. `<big>`{=html}二`</big>`{=html} èr (adj) two 3\. `<big>`{=html}三`</big>`{=html} sān (adj) three 4\. `<big>`{=html}四`</big>`{=html} sì (adj) four 5\. `<big>`{=html}五`</big>`{=html} wǔ (adj) five 6\. `<big>`{=html}六`</big>`{=html} liù (adj) six 7\. `<big>`{=html}七`</big>`{=html} qī (adj) seven 8\. `<big>`{=html}八`</big>`{=html} bā (adj) eight 9\. `<big>`{=html}九`</big>`{=html} jiǔ (adj) nine 10\. `<big>`{=html}十`</big>`{=html} shí (adj) ten 11\. `<big>`{=html}山村`</big>`{=html} shāncūn \(n\) mountain village 12\. `<big>`{=html}宋`</big>`{=html} sòng \(n\) song It\'s short for 宋朝(song dynasty,960--1279). 13\. `<big>`{=html}邵雍`</big>`{=html} shàoyōng \(n\) A poetic name. 14\. `<big>`{=html}去`</big>`{=html} qù \(v\) be apart (away) from;`</br>`{=html}be at a distance from This usage is only used classical Chinese. 15\. `<big>`{=html}里`</big>`{=html} lǐ () mile Mile and 里 are not identical.In song dynasty,1里≈415.8m.Now China,1里=500m. 16\. `<big>`{=html}烟村(煙村)`</big>`{=html} yāncūn \(n\) The village with smoking chimneys This usage is only literary works. 17\. `<big>`{=html}家`</big>`{=html} jiā (ms) the measure Words of family 18\. `<big>`{=html}亭`</big>`{=html} tíng \(n\) pavilions 19\. `<big>`{=html}台(臺)`</big>`{=html} tái \(n\) platform 20\. `<big>`{=html}座`</big>`{=html} zuò (ms) the measure Words of building 21\. `<big>`{=html}枝`</big>`{=html} zhī (ms) the measure Words of flower 22\. `<big>`{=html}花`</big>`{=html} huā \(n\) flower ## Measure Words/量词(liàngcí) ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- In Chinese, most specified or numbered nouns must be preceded by measure words, also known as classifiers, according to the type of object. Consider the English phrase, \"two pairs of pants.\" Like the word \"pair,\" Chinese measure words are placed between the noun and the preceding number. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 1\. 这本书里没有一个汉字。 : Zhè bĕn shū lǐ méi yŏu yí gè Hànzì. : *This book doesn't contain one Chinese character.* 2\. 那间宿舍有六十个学生。 : Nà jiān sùshè yŏu liùshí ge xuésheng. : *That dorm has sixty students.* The phrase 一朵花 (yī duǒ huā) means \"one flower,\" but how would you say \"a pile of flowers?\" It\'s simple: just change the classifier. The phrase 一堆花 (yī duī huā) means \"a pile of flowers.\" You could also say 一把花 (yī bǎ huā; a handful of flowers), 一桶花 (yī tǒng huā; a bucket of flowers), or 一种花 (yī zhǒng huā; a kind of flower). You can see that measure words act as adjectives. In Chinese, like in English, you can omit the noun if it\'s already known, leaving only the classifier. 你看到那种(花)吗? (Nǐ kàn dào nà zhǒng (huā) ma?) means \"Did you see that kind (of flower)?\" You can see that measure words also act as nouns. Measure words are also used with demonstrative pronouns (this, that). For example, 这朵花 means \"this flower,\" and 那朵花 means \"that flower.\" You might also encounter something like this: 书架上有书本。 (Shūjià shàng yǒu shūběn.) which means \"The bookshelf has books on it.\" Note that the classifier is after the noun. This signifies multiple books where the exact number is not important, here translated \"books.\" The sentence 书架上有书。, means the same as above, but is without the classifier. ### Some Common Measure Words Column key: Trad. is Traditional, Simp. shows changes made for the simplified variant (if any). Trad. Simp. Pinyin Main uses Example ------- ------- -------- -------------------------------------------------------------------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------- 個 个 ge individual things, people --- usage of this classifier in conjunction with any noun is generally accepted if the person does not know the proper classifier. 一个书包 yí ge shūbāo, a schoolbag 把 bǎ \"handful\", \"fistful\" --- objects that can be held or grabbed (knives, scissors, keys; also chairs) 一把刀 yì bă dāo. One knife. 一把盐 yì bă yán. A handful of salt. 包 bāo \"package\", \"bundle\" 一包纸巾 yì bāo zhǐ jīn. A package of paper towels. 杯 bēi \"cup\" --- drinks 一杯水 yì bēi shuǐ. A cup of water. 本 běn \"volume\" --- any bound print or written matter (books, etc.) 一本书 yì běn shū. A book. 册 cè slimmer volumes of books 次 cì \"time\" --- opportunities, accidents 两次 liǎng cì. Twice. 三次 sān cì. Three times. 滴 dī \"droplet\" --- water, blood, and other such fluids 一滴水 yì dī shuǐ. A drop of water. 點 点 diǎn ideas, suggestions, can also mean \"a bit\" 你睡一点。 Nǐ shuì yīdiǎn. Sleep a bit. 堆 duī \"pile\" --- anything in a pile 一堆书 yī duī shū. A pile of books. 朵 duǒ flowers, clouds 一朵花 yì duŏ huā. One flower. 份 fèn newspapers, jobs 一份报 yì fèn bào. A newspaper 根 gēn thin, slender objects, lit. \"a root of a\...\" (needles, pillars, grass, vegetable roots etc.) 一根针 yì gēn zhēn. A needle 家 jiā gathering of people (families, companies, etc.) 一家人 yī jiā rén. A family of people. 架 jià objects with a \"frame\" or structure; generally used for machines or mechanical objects (esp. cars, planes, etc.) 一架飞机 yī jià fēijī. One plane. 件 jiàn matters, clothing, etc. 一件衣服 yí jiàn yī fù. An article of clothing. 節 节 jié \"a section\" --- of bamboo, tutorials and classes, etc. 輛 辆 liàng automobiles, bicycles, vehicles, etc. 一辆车 yí liàng chē. One car. 面 miàn any flat and smooth objects, lit. \"a surface of a\...\" (mirrors, flags, walls, etc.) 一面镜子 yí miàn jìng zi. One mirror 匹 pǐ horses and other mounts, or rolls/bolts of cloth 一匹马 yì pǐ mă. One horse. 片 piàn \"slice\" --- any flat object, like cards, slices of bread, tree leaves, etc. 一片叶子 yì piàn yè zi. One leaf. 瓶 píng \"bottle\" --- drinks 扇 shàn objects that open and close (doors, windows) 一扇门 yì shàn mén. One door 艘 sōu ships 一艘船 yì sōu chuán. One ship. 所 suǒ any buildings, apartment 台 tái heavy objects (TVs, computers, etc.) and performances (esp. in theatre, etc.) 一台电脑 yī tái diànnǎo. One computer. 條 条 tiáo long, narrow, flexible objects (fish, trousers, etc.) 一条鱼 yì tiáo yú. One fish. 頭 头 tóu \"head\" --- herd animals (pigs, cows, sheep etc., *never* for fowls or birds), hair 一头牛 yì tóu niú. One head of cattle (Literally translated into English, \"头\" means head). 位 wèi polite classifier for people (e.g. gentlemen, professors, customers) 几位?Jǐ wèi? How many (people)? 些 xiē \"some\" --- anything that\'s plural 一些书 yī xiē shū. Some books. *Never* 两些书 張 张 zhāng \"sheet\" --- squarish or rectangular flat objects (paper, tables, etc.), faces, bows, paintings, tickets, constellations 一张纸 yì zhāng zhǐ. One piece of paper. 支 zhī stick-like objects (pens, chopsticks, etc.) 一支笔 yì zhī bǐ. One pen. 隻 只 zhī one of a pair (e.g. hands, limbs), animals (birds, cats, etc.) 一只狗 yì zhī gŏu. One dog. 種 种 zhǒng types or kinds of objects, ideas, etc. 一种书 yì zhǒng shū. One type of book. 棟 栋 dǒng building object 一栋房子 yí dòng fáng zí. One house See Chinese measure words on Wikipedia for a more complete reference. ------------------------------------------------------------------------
# Chinese (Mandarin)/Lesson 8 # Lesson 8 # 她是谁? ## Dialogues *You can check out the translation here* ### Dialogue 1 +----------------------------------+----------------------------------+ | Simplified Characters | Traditional Characters | +==================================+==================================+ | 杨勋:你今天好吗?\ | 楊勳:你今天好嗎?\ | | 何铭:我很好。\ | 何銘:我很好。\ | | 杨勋:你吃饭了吗?\ | 楊勳:你吃飯了嗎?\ | | 何铭:还没。\ | 何銘:還沒。\ | | 杨勋:要不要一起去吃饭?\ | 楊勳:要不要一起去吃飯?\ | | 何铭:好啊。我昨天看到 | 何銘:好啊。我昨天看到 | | 你跟一个女生去图书馆,她是谁?\ | 你跟一個女生去圖書館,她是誰?\ | | 杨 | 楊 | | 勋:她是我的女朋友,她叫陈洁。\ | 勳:她是我的女朋友,她叫陳潔。\ | | 何铭 | 何銘 | | :原来你有女朋友,这么厉害啊!\ | :原來你有女朋友,這麼厲害啊!\ | | 杨勋:哪 | 楊勳:哪 | | 里,不敢当。我们要去哪里吃饭?\ | 裡,不敢當。我們要去哪裡吃飯?\ | | 何铭:都可以。 | 何銘:都可以。 | +----------------------------------+----------------------------------+ | Pīnyīn | | +----------------------------------+----------------------------------+ | Yáng Xūn: Nǐ jīntiān hǎo ma?\ | | | Hé Míng: Wǒ hěn hǎo.\ | | | Yáng Xūn: Nǐ chīfàn le ma?\ | | | Hé Míng: Hái méi.\ | | | Yáng Xūn: Yào bú yào yīqǐ qù | | | chīfàn?\ | | | Hé Míng: Hǎo ā. Wǒ zuótiān | | | kàndào nǐ gēn yīge nǚshēng qù | | | túshūguǎn, tā shì sheí?\ | | | Yáng Xūn: Tā shì wǒ de | | | nǚpéngyǒu, tā jiào Chén Jié.\ | | | Hé Míng: Yuánlái nǐ yǒu | | | nǚpéngyǒu, zhème lìhài a!\ | | | Yáng Xūn: Nǎli, bùgǎndāng. Wǒmen | | | yào qù nǎli chīfàn?\ | | | Hé Míng: Dōu kěyǐ.\ | | +----------------------------------+----------------------------------+ ### Dialogue 2 +----------------------+----------------------+----------------------+ | Simplified | Traditional | Pinyin | | Characters | Characters | | +======================+======================+======================+ | 王明:我叫王 | 王明:我叫王 | Wáng míng: Wǒ jiào | | 明。你叫什么名字?\ | 明。你叫什麼名字?\ | wáng míng. Nǐ jiào | | 李红:我叫李红。\ | 李紅:我叫李紅。\ | shén me míng zì?\ | | 王明 | 王明 | Li hóng: Wǒ jiào li | | :她的名字是什么?\ | :她的名字是什麼?\ | hóng.\ | | 李红: | 李紅: | Wáng míng: Tā de | | 她的名字是周朱丽。\ | 她的名字是周朱麗。\ | míng zì shì shén | | 王明:周朱丽 | 王明:周朱麗 | me?\ | | 是一个很好的名字。\ | 是一個很好的名字。\ | Li hóng: Tā de míng | | 李红:是,但是我 | 李紅:是,但是我 | zì shì zhōu zhū lì.\ | | 比较喜欢你的名字。\ | 比較喜歡你的名字。\ | Wáng míng: Zhōu zhū | | 王明:为什么 | 王明:為什麼 | lì shì yī gè hěn hǎo | | 比较喜欢我的名字?\ | 比較喜歡我的名字?\ | de míng zì.\ | | 李红:因为你的 | 李紅:因為你的 | Li hóng: Shì, dàn | | 名字听起来很聪明。\ | 名字聽起來很聰明。\ | shì wǒ bǐ jiào xǐ | | 王明 | 王明 | huan nǐ de míng zì.\ | | :哪里,我不敢当。\ | :哪裡,我不敢當。\ | Wáng míng: Wèi shé | | | | me bǐ jiào xǐ huan | | | | wǒ de míng zì?\ | | | | Li hóng: Yīn wèi nǐ | | | | de míng zì tīng qǐ | | | | lái hěn cōng míng.\ | | | | Wáng míng: Nǎ lǐ, wǒ | | | | bù gǎn dāng.\ | +----------------------+----------------------+----------------------+ | | | | +----------------------+----------------------+----------------------+ ## Vocabulary Simplified Traditional (if diff.) Pīnyīn Part of speech English \‍[m.‍\] ------ ------------------------------------- ------------------------------------- ------------ ---------------------------------------------------- ----------------------------------------------------------------- 1\. `<big>`{=html}周朱丽`</big>`{=html} `<big>`{=html}周朱麗`</big>`{=html} Zhōu Zhūlì (proper noun) Person\'s Name 2\. `<big>`{=html}但是`</big>`{=html} dànshì (conjunction) but, however 3\. `<big>`{=html}比较`</big>`{=html} `<big>`{=html}比較`</big>`{=html} bǐjiào by comparison 4\. `<big>`{=html}喜欢`</big>`{=html} `<big>`{=html}喜歡`</big>`{=html} xǐhuan (verb) to like 5\. `<big>`{=html}为什么`</big>`{=html} `<big>`{=html}為什麼`</big>`{=html} wèishénme (adverb) Why (lit. \"because of what?\"). 6\. `<big>`{=html}因为`</big>`{=html} `<big>`{=html}因為`</big>`{=html} yīnwèi (conjunction) because 7\. `<big>`{=html}听起来`</big>`{=html} `<big>`{=html}聽起來`</big>`{=html} tīng qǐlai (phrase) Sounds like 8\. `<big>`{=html}聪明`</big>`{=html} `<big>`{=html}聰明`</big>`{=html} cōngmíng (adjective) intelligent 9\. `<big>`{=html}哪里`</big>`{=html} `<big>`{=html}哪裡`</big>`{=html} nǎli (noun) lit. Nowhere, can be used as a polite response to a complement. 10\. `<big>`{=html}不敢当`</big>`{=html} `<big>`{=html}不敢當`</big>`{=html} bùgǎndāng (phrase) I don\'t accept (not at all) / polite response to a compliment 11\. `<big>`{=html}还没`</big>`{=html} `<big>`{=html}還沒`</big>`{=html} háiméi (conjunction) not yet 12\. `<big>`{=html}图书馆`</big>`{=html} `<big>`{=html}圖書館`</big>`{=html} túshūguǎn (noun) library 13\. `<big>`{=html}名字`</big>`{=html} míngzi (noun) name 14\. `<big>`{=html}女朋友`</big>`{=html} nǚpéngyǒu (noun) girlfriend 15\. `<big>`{=html}昨天`</big>`{=html} zuótiān (noun) yesterday ## Grammar ## Translation of the text +----------------------+---------------------+----------------------+ | Chinese characters | Sentences breakdown | English translation | +----------------------+---------------------+----------------------+ | **Text 1** | **Text 1** | **Text 1** Yang Xun: | | 楊勳:你今天好嗎?\ | | How are you today?\ | | 何銘:我很好。\ | | He Ming: I\'m very | | 楊勳:你吃飯了嗎?\ | | good.\ | | 何銘:還沒。\ | | Yang Xun: Have you | | 楊勳 | | eaten yet?\ | | :要不要一起去吃飯?\ | | He Ming: Not yet.\ | | 何銘:好啊。 | | Yang Xun: Would you | | 我昨天看到你跟一個女 | | like to go eat | | 生去圖書館,她是誰?\ | | together?\ | | 楊勳: | | He Ming: Sure. | | 她是我 | | Yesterday, I saw you | | 的女朋友,她叫陳潔。\ | | going to the library | | 何銘: | | with a girl, who is | | 原來你有 | | she?\ | | 女朋友,這麼厲害啊!\ | | Yang Xun: She is my | | 楊勳: 哪裡, | | girlfriend, her name | | 不敢當 | | is Chen Jie.\ | | 。我們要去哪裡吃飯?\ | | He Ming: All along | | 何銘: 都可以。\ | | you have had a | | | | girlfriend, it\'s so | | | | good!\ | | | | Yang Xun: Thanks, | | | | that\'s flattering. | | | | Where do you want to | | | | go to eat?\ | | | | He Ming: Anywhere is | | | | fine.\ | +----------------------+---------------------+----------------------+ | | | | +----------------------+---------------------+----------------------+ ------------------------------------------------------------------------ ------------------------------------------------------------------------ +----------------------+----------------------+----------------------+ | Chinese characters | Sentences breakdown | English translation | +----------------------+----------------------+----------------------+ | **Text 2** | **Text 2** Wang | **Text 2** Wang | | 王明:我叫王 | Ming: I called Wang | Ming: My name is | | 明。你叫什麼名字?\ | Ming. You called | Wang Ming. What is | | 李紅:我叫李紅。\ | what name?\ | your name?\ | | 王明 | Li Hong: I called Li | Li Hong: My name is | | :她的名字是什麼?\ | Hong.\ | Li Hong.\ | | 李紅: | Wang Ming: Her name | Wang Ming: What is | | 她的名字是周朱麗。\ | is what?\ | her name?\ | | 王明:周朱麗 | Li Hong: Her name is | Li Hong: Her name is | | 是一個很好的名字。\ | Zhou Zhuli.\ | Zhou Zhuli.\ | | 李紅:是, | Wang Ming: Zhou | Wang Ming: Zhou | | 但是我 | Zhuli is very good | Zhuli is a very good | | 比較喜歡你的名字。\ | name.\ | name.\ | | 王明: | Li Hong: Yes, but I | Li Hong: Yes, but I | | 為什 | relatively (implied: | like your name | | 麼比較喜歡我的名字?\ | more) like your | better.\ | | 李紅: | name.\ | Wang Ming: Why do | | 因為你的 | Wang Ming: Why (lit: | you like my name | | 名字聽起來很聰明。\ | for what) relatively | better?\ | | 王明: 哪裡, | like my name?\ | Li Hong: Because | | 我不敢當。\ | Li Hong: Because | your name sounds | | | your name sounds | very intelligent.\ | | | (lit: hear-startup, | Wang Ming: Oh no, I | | | hear-start-come) | wouldn\'t say that.\ | | | intelligent.\ | | | | Wang Ming: Where, I | | | | don\'t dare to be | | | | so.\ | | +----------------------+----------------------+----------------------+ | | | | +----------------------+----------------------+----------------------+
# Chinese (Mandarin)/Slang Mandarin, like any language, has its own slang words and informal meanings for some common words. For example, 同志 (*tóngzhì* - comrade, a commonly used under Communism) now has a second meaning of \"gay person\" (because it literally means \"same aspirations\"---in this case sexual proclivities rather than political interests), and the female equivalent 小姐 (*xiǎojiě*, often used with service personnel such as waitresses) can also refer to a prostitute. Below is a partial list of common slang terms. The letters \"xx\" stand for someone or something, lit. gives a literal translation, and equiv. refers to an equivalent English expression. ## Slang List 简体 繁體 Pinyin Meaning(s), Literal and Figurative ----------------- ----------------- -------------------- ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 酷 酷 kù cool (好酷喔 hǎo kù ō; that\'s cool!); lit., equiv. cool 帅 帥 shuài good looking, handsome (of a guy) 帅呆(了) 帥呆(了) shuàidāi(le) very good looking, a hunk (of a guy); very good, awesome (of a situation) 爽 爽 shuǎng satisfying, enjoyable, (as in 我昨天去按摩超爽(的)。 \"The massage yesterday was very satisfying.\" 过瘾 過癮 guòyǐn entertaining; very pleasing; addictive 不行了 不行了 bùxíngle dying, at the point of death; lit. not OK anymore 超 超 chāo very, extremely, super, ultra- (as in 超冷 \"very cold\", 超酷 \"very cool\") 惹 惹 rě to annoy, provoke, offend, or get on someone\'s nerves(as in 你幹嘛老是惹我? \"Why do you always get on my nerves?\") 碍眼 礙眼 àiyǎn annoying, get-in-the-way (as in 你在這裡很礙眼, 趕快去做一些有用的事情吧! \"You are being a nuisance, go see whether you can make yourself useful somewhere else!); lit. \'hinder the eye\' 胡闹 胡鬧 húnào make trouble, be a nuisance (as in 你現在馬上給我安靜睡覺,不要再胡鬧! \"you are going to sleep right now, no more nonsense!\"); lit 'nonsense quarrel' 感冒 感冒 gǎnmào (catch) a cold; to develop an aversion against someone (as in 我說了那句話之後,她就對我感冒了 \"after I said that she got upset with me\") 机车 機車 jīchē (noun) motorcycle; adj: used to describe someone displaying annoying behavior (as in 她很機車 \"she\'s annoying\") 离谱 離譜 lípǔ preposterous, outrageous; lit. leaving the manual or musical score (as in 你這樣作實在是太離譜。 \"You are really out of line doing things like that.\") 扯 扯 chě farfetched, unimaginable, defying all logic (as in 很扯! \"Unbelievable!\", 太扯了吧! \"That is ridiculous!\", 你扯到哪裡去? \"What are you talking about?\"); lit. drag, pull; chat 扯xx(的)后腿 扯xx(的)後腿 chě xx (de) hòutuǐ to be a drag on xx, be a hindrance; lit. to pull xx\'s hind legs 正 正 zhèng classy, good quality, high class (as in 正妹 \"a classy chick\", 他的女朋友很正。 \"He has a knock out girlfriend.\") 耍 耍 shuǎ cheat, deceive (as in 你想耍我嗎? \"You must be kidding.\") 耍嘴皮 耍嘴皮 shuǎzuǐpí to talk slickly, to pay lip service 耍赖 耍賴 shuǎlài to act shamelessly; to act indifferent 赖皮 賴皮 làipí to act shameless, brazen, like a rascal; rascal, villain 混 混 hùn to muddle along, to partake in a given activity in a lazy and unserious manner(as in 我這裡已經快混不下去了。 \"I\'m about to get kicked out of here.\" (school or company etc), 你還想混多久? \"How much longer are you planning to go on like this?\") 摸鱼 摸魚 móyú to be lazy on the job; lit. to rub fish 鱿鱼 魷魚 yóuyú marching orders; lit. squid 炒鱿鱼 炒魷魚 chǎoyóuyú to be fired, sacked; lit. to fry squid, equiv. \"getting a pink slip\" 烂 爛 làn rotten, crappy 烂掉 爛掉 làndiào to rot, to go bad 烂摊子 爛攤子 làntānzi bad situation, mess (as in 我可以收他的爛攤子。 \"I can take care of the mess he created.\") 烂醉 爛醉 lànzuì piss drunk, blind drunk, dead drunk 烂好人 爛好人 lànhǎorén spineless, weak person; lit. rotten good person 透 透 tòu extremely, completely, used as a suffix (as in 爛透了 \'extremely crappy\'); lit. through 吓死 嚇死 xiàsǐ terrified; lit., equiv. scared to death 难搞 難搞 nángǎo hard to deal with, downright 休想 休想 xiūxiǎng never (interjection), lit., equiv. in your dreams 吹牛 吹牛 chuīniú to brag, boast 吹 吹 chuī to brag, boast 自大 自大 zìdà arrogant, overbearing 臭屁 臭屁 chòupì arrogant, overbearing; equiv. cocky, lit. stinking fart 摆架子 擺架子 bǎijiàzi to put on an airs, to act like the master of, to be arrogant; lit. to swing a rack, shelf 假君子 假君子 jiǎjūnzǐ equiv. a wolf in sheep\'s clothes, lit. a fake gentleman 上流社会 上流社會 shàngliú shèhuì lit. high society, the rich and famous; equiv. upper crust 黑社会 黑社會 hēishèhuì triad, triad society; lit. the underworld, equiv. gangland 流氓 流氓 liúmáng rogue, gangster, hoodlum; lit. flowing vagrant 老大 老大 lǎodà the big boss, older, elder 小弟 小弟 xiǎodì younger members of a gang; lit. little brother 吵架 吵架 chǎojià to quarrel, to argue 斗嘴 鬥嘴 dòuzuǐ bicker, squabble (lit. to fight with the mouth) 打架 打架 dǎjià to fight, scuffle (physically) 把风 把風 bǎfēng to keep watch, be on the look out (esp. during a heist) 坏胚子 壞胚子 huài pēizi a bad personal characteristic 好兄弟 好兄弟 hǎo xiōngdì a ghost; a good friend; lit. good brother 不干净 不乾淨 bù gānjìng not clean; haunted (by ghosts) 夜总会 夜總會 yèzǒnghuì nightclub; graveyard 菜鸟 菜鳥 càiniǎo rookie, beginner, novice, inexperienced person; lit. \'vegetable bird\' 天真 天真 tiānzhēn naive (said mostly of young girls); lit \'heaven real\' 猪头 豬頭 zhūtóu idiot; lit. pig\'s head 笨蛋 笨蛋 bèndàn idiot; lit. stupid egg 坏蛋 壞蛋 huàidàn crook, scoundrel; lit. rotten egg 王八蛋 王八蛋 wángbādàn son of a bitch; lit. turtle egg 货 货 huò goods, merchandise, stuff; drugs 白痴 白痴 báichī idiot; stupidity; lit. white fool 蠢货 蠢貨 chǔnhuò idiot, blockhead, dunce, moron (used infrequently) 傻瓜 傻瓜 shǎguā fool, simpleton (sometimes used lovingly); lit. stupid melon 小子 小子 xiǎozi guy, kid; prick, brat 疯子 瘋子 fēngzi madman, lunatic 发疯 發瘋 fāfēng to become insane, to go mad 娘娘腔 娘娘腔 niángniangqiāng sissy, girly, effeminate (esp. of a male) 傢伙 傢伙 jiāhuo guy, chap (negative); weapon, gun 毒蟲 毒蟲 dúchóng junky, someone on drugs; lit. poisonous insect 吸毒 吸毒 xīdú to drug, to take drugs (esp. narcotics); lit. to absorb poison 上瘾 上癮 shàngyǐn to become addicted; addictive; Used colloquially: \'get hooked to something\' (as in 這種啤酒太好喝了,我快要上癮了 \"This kind of beer is too tasty, I\'m about to get hooked\" 崩溃 崩潰 bēngkuì debacle; to fall apart, to collapse, esp. mental collapse 欠xx 欠xx qiàn-xx to owe xx (as in, 欠錢 \"owe money\", 欠情 \"owe a favor\"); to ask/beg for xx (as in, 欠念 \"asking for a verbal dress down\", 欠揍 \"asking for a beating\") 放xx(的)鸽子 放xx(的)鴿子 fàng xx gēzi to (intentionally) not not come for xx; to miss xx\'s appointment, equiv. to stand xx up, to be a no-show (as in, 不要放我鴿子喔! \"Don\'t stand me up!\"); lit. release xx pigeons 吃xx(的)豆腐 吃xx(的)豆腐 chī xx (de) dòufu to commit borderline sexual harassment with a woman (as in, 不要吃我的豆腐。 \"Don\'t touch me.\", 你想吃我的豆腐嗎? \"Would you like to touch me?\"); lit. to eat xx\'s tofu 没水准 沒水準 méi shuǐzhǔn equiv. to have no class; lit. to have no standards 没家教 沒家教 méi jiājiào unmannered, not well behaved, impolite; lit. without home teaching, without a good upbringing 下流 下流 xiàliú nasty; obscene; indecent; a low life; lit. downstream 土 土 tǔ with no class, like a buffoon (as in, 你的衣服好土喔! \'your clothes are so low class!\'); lit. earth, soil 飙车 飆車 biāochē drag racing; motorcycle racing; to drive in speedily, a crazed fashion; lit. whirlwind car xx族 xx族 xx-zú people that do xx (as in, 上班族 \"people that work\", 飆車族 \"people that drive too fast\"); lit. xx tribe/clan/family 种草莓 種草莓 zhǒngcǎoméi to kiss someone passionately, leaving a reddish mark (equiv. to give someone a hickey); lit. to plant strawberries 丢脸 丟臉 diūliǎn to embarrass, to disgrace, to humiliate (as in 你在朋友的面前這樣說我真丟臉。 \"The way you spoke about me in front of our friends really made me lose face.\"); equiv., lit. to lose face 没面子 沒面子 méi miànzi to lose face (as in 你害我沒面子。 \"You made me lose face.\") 厚脸皮 厚臉皮 hòu liǎnpí cheeky, brazen; thick skinned; willing to make daring demands (negative) 嚣张 囂張 xiāozhāng brazen, shameless, arrogant 酒吧 酒吧 jiǔbā a bar 酒店 酒店 jiǔdiàn a hotel; restaurant; hostess bar (Taiwan only); wine shop 夜店 夜店 yèdiàn a nightclub 夜猫子 夜貓子 yèmāozi someone who sleeps late (equiv. a night owl); someone with a rich nightlife 黄包车 黃包車 huángbāochē rickshaw / denigrating slang: a Chinese woman abroad (being promiscuous as opposed to conservative at home) 恐龙妹 恐龍妹 kǒnglóngmèi ugly girl (lit. \'dinosaur girl\') 辣妹 辣妹 làmèi a hot girl (lit. \'spicy girl\'); the Spice Girls 正妹 正妹 zhèngmēi a beautiful girl, pretty girl 帅哥 帥哥 shuàigē good looking dude, a hunk 放电 放電 fàngdiàn to create an atmosphere of feminine attraction (of a woman); lit. \'to discharge electricity\' 欲火焚身 慾火焚身 yùhuǒfénshēn to be very horny; lit. \'lust fire incinerate body\' 泡妞 泡妞 pàoniū (try to) hook up with girls, on the prowl for women; lit 'steep/soak girls' 把妹 把妹 bǎmèi to hunt for girls 把马子 把馬子 bǎmǎzi to hunt for girls 把凯子 把凱子 bǎkǎizi to hunt for rich hunks (of a woman) 搭讪 搭訕 dāshan (trying to hook up by) starting a conversation (with a stranger) 乱讲 亂講 luànjiǎng to speak nonsense 胡烂 胡爛 húlàn give someone a load of nonsense; (as in 男生最利害的就是胡爛 \"(said by a woman) Selling crap is what men do best\"); lit 'nonsense crap' 放屁 放屁 fàngpì to speak nonsense; lit. \'to fart\' 废话 廢話 fèihuà to speak nonsense, to trashtalk; lit. \'to waste words\' 啰嗦 囉嗦 luōsuo to talk too much (as in 你很囉嗦。 \"You talk too much.\", 不要囉嗦了! \"Stop rambling!\") 哈啦 哈啦 hāla to argue, to incessantly try to convince someone (as in 你不用哈啦這麼多, 就直接認錯吧! \"Stop arguing and just admit you\'re wrong!\", 哇,你很會哈啦喔! \"Wow, you really know how to argue!\") 闭嘴 閉嘴 bìzuǐ shut up (interjection, often said by parents) 插嘴 插嘴 chāzuǐ to interrupt someone talking (as in 你不要老是插嘴。 \"Stop interrupting me.\"); lit. to insert a mouth 顶嘴 頂嘴 dǐngzuǐ to talk back, to be a wiseguy; to answer defiantly (as in 如果你再頂嘴我就修理你! \"I am going to take care of you if you talk back to me again.\") xx个屁 / xx个头 xx個屁 / xx個頭 xx-gèpì / xx-gètóu xx my ass (interjection, as in A: 這電影好浪漫喔。 B: 浪漫個屁阿! A: This movie is so romantic. B: Romantic my ass!) 小弟弟 小弟弟 xiǎodìdì penis; lit. little brother (小)鸡鸡 (小)雞雞 (xiǎo)jījī penis; lit. chicken 小鸟 小鳥 xiǎoniǎo penis; lit. small bird 那话儿 那話兒 nàhuàr penis; lit. \"that talk\" 蛋 蛋 dàn testicles, equiv. balls (as in 打架的時候要好好保護你的蛋(蛋)。 \"When fighting you have protect your balls.\"); lit. egg 奶子 奶子 nǎizi breast(s) 巨乳 巨乳 jùrǔ huge breast(s) 波霸 波霸 bōbà (woman with) huge breast(s) 高潮 高潮 gāocháo orgasm; lit. high tide, climax 做爱 做愛 zuò\'ài to have sex; lit., equiv. to make love 炒饭 炒飯 chǎofàn to make love; lit. to fry rice 上床 上床 shàngchuáng to go to bed; to make love 色狼 色狼 sèláng a man with strong sexual desires, a satyr, a sex addict; lit. appearance wolf 变态 變態 biàntài a sexual pervert; lit. metamorphosis, abnormal (有)外遇 (有)外遇 (yǒu) wàiyù to have an affair 劈腿 劈腿 pītuǐ to have an affair, to cheat on someone; lit. to split the legs 一夜情 一夜情 yīyèqíng a one-night stand; lit. love for one night 分手 分手 fēnshǒu to break up in a relationship; to bid farewell; lit. divide hands 兵变 兵變 bīngbiàn a mutiny; a relationship that breaks up during military service; lit. military change 追 追 zhuī to try to get a relationship with someone (as in 他還在追那個美妹嗎? \"Is he still after that pretty girl?\"); to pursue 狐狸精 狐狸精 húlíjīng a woman that steals another woman\'s man; lit. a fox spirit 母老虎 母老虎 mǔlǎohǔ a dominant wife; lit. mother tiger 哇靠 哇靠 wākào exclamation: WOW! (also the title of a song by 周杰倫 Jay Zhou, a famous Taiwanese singer) 干 幹 gàn to make love \[vulgar\]; used as a vulgar exclamation, equiv. \"F\*\*k!\"; to do something, as in 幹活 \"work\" 干掉 幹掉 gàndiào to get rid of; to kill someone; lit. to do away 干你娘 幹你娘 gàn nǐ niáng to have sex with your mother, *very* vulgar (*never* used in public unless speaker wants to appear boorish) 干嘛 幹嘛 gànmá exclamation, \"What is it now?\" or \"What do you want now?\", indicating irritation; why (impolite) (as in \'你幹嘛花這麼多錢買這麼爛的東西? \"Why would you spend so much money buying something as crappy as that?\") (他)妈的 (他)媽的 (tā)made exclamation, \"Fuck!\", \"Shit!\", \"To hell with it!\", \"Damn it!\"; used to increase vulgarity (as in 你也他媽的夠了吧! \"You are really out of line!\"); lit. his mom\'s 操 操 cào to fuck \[vulgar\] (from 肏 which has the same pronunciation); to exercise, drill (when pronounced cāo) 操你妈的屄 操你媽的屄 cāo nǐ mā de bī to fuck your mother\'s cunt \[very vulgar\] (never use in public, or for that matter, at home) 屌 屌 diǎo male reproductive organ; expression (mostly among guys) showing admiration or approval (as in 你很屌! \"you\'re awesome!\" or 超屌的! \"far out!\") 老外 老外 lǎowài foreigner (neutral connotation) 洋妞 洋妞 yángniū foreign babe, foreign chick 阿都仔 阿都仔 ādōuzǐ foreigner (Taiwan only) 同志 同志 tóngzhì gay or lesbian (normally \"comrade\" in a Communist context) 小姐 小姐 xiǎojiě girl working in a hostess bar; exclamation, used alone, \"Waitress!\"; prostitute; young woman 槟榔西施 檳榔西施 bīnláng Xīshī a young, attractive girl, usually scantily clad, hired to sell betelnuts in street stalls (西施 is a classic beauty from Chinese history/myth); lit. betelnut beauty 杀价 殺價 shājià to haggle, to bargain (foreigners will always be forced to pay more, though) 动手 動手 dòngshǒu to begin doing something (e.g. 他开始动手了吗?); to touch, to handle; to hit someone with hands 动手脚 動手腳 dòngshǒujiǎo to sabotage something; to cheat by modifying something; to tinker with; lit. to move hands and feet 灌醉 灌醉 guànzuì to fuddle, to confuse with alcohol; to get someone drunk 海量 海量 hǎiliàng to be capable of holding liquor (a highly valued asset in competitive drinking, a Chinese sport) 灌水 灌水 guànshuǐ to sell inferior goods that have been tampered with (business), for example, adding water to milk; to lose a game on purpose (sports) 黑货 黑貨 hēihuò goods that have been tampered with, potentially hazardous to health; smuggled goods; lit. black stuff, majorly used in China but Taiwan 拍马屁 拍馬屁 páimǎpì to flatter; lit. to align horse farts 拍拍屁股走 拍拍屁股走 pāipāi pìgu zǒu to run away, to take off without caring for the consequences (while engaged in a relationship or project); lit. to line up the ass and go 条子 條子 tiáozi a police officer; a strip (esp. of paper), a note 内鬼 內鬼 nèiguǐ to steal; lit. within ghosts 饭桶 飯桶 fàntǒng a scallywag, a do-nothing; a guy who lives off his girlfriend; lit. a rice container 吃软饭 吃軟飯 chīruǎnfàn to live off one\'s girlfriend; lit. to eat soft rice 毛毛的 毛毛的 máomáode creepy, suspicious, causing goosebumps (as in 他那樣瞪我, 我都覺得毛毛的。 \"The way he stared at me made me feel spooked.\") 人情味 人情味 rénqíngwèi affection, humane, used to describe a friendly, caring atmosphere (as in 中國很有人情味。); lit. the smell of human feelings 累死了 累死了 lèisǐle exhausted, worn out; lit. tired to the death (老)油条 (老)油條 (lǎo)yóutiáo a deceitful, \"slick\" person (油條, fried wheat cruller, is a long stick of deep fried batter, a staple in China) 狗仔(队) 狗仔(隊) gǒuzǎi(duì) paparazzi; lit. dog puppy team 小强 小強 xiǎoqiáng cockroach; lit. little strong one 过头 過頭 guòtóu in excess (as in 睡过头, to oversleep) 赖床 賴床 làichuáng to stay in bed (esp. too long), to not get up 昏昏欲睡 昏昏欲睡 hūnhūnyùshuì drowsy, sleepy 拖拖拉拉 拖拖拉拉 tuōtuōlālā to be slow (esp. from reluctance); to procrastinate 湿达达(的) 溼答答(的) shīdádá(de) soaking wet A A A to steal (as in A錢, to steal money) K書 K書 K-shū study (as in pounding something into one\'s head) SPP SPP SPP having no class (Taiwan only, based on Hoklo dialect) A片 A片 A-piàn a porn movie 咱们 咱們 zánmen we, us (sometimes just 咱). ## External links - Chinese Chat Codes - This page contains numeric codes used in chatting or pager messages similar to English acronyms like LOL (_L_aughing _O_ut _L_oud) or BRB (_B_e _R_ight _B_ack). - Chinese Slang Dictionary - A dictionary of Chinese slang, colloquialisms, curses, vulgarities, dialects, and street talk that Chinese characters, pinyin romanization, and an English version.
# Chinese (Mandarin)/Pinyin !\"Double Happiness\" Ink and color on silk by the Chinese artist Cui Bo, active during the reign of Shenzong.{width="420" height="420"} The reading materials of this book are written in bite size for learning easier, can be used for learning Pinyin Chinese\* as well as English. (\*For learning Hanzi Chinese, please click ***here***.) - You can search related topics of this book from the following box, or browse the ***resources***. # The formulation of Pinyin ## Historic background **Pinyin** was officially declared by the government of the People\'s Republic of China in 1958. # The explanation of Pinyin ## What is Pinyin? **Pinyin** (also called Hanyu Pinyin, Romanized Chinese or Pinyin Chinese) is a type of transliteration for Putonghua - the Standard Chinese language (a tonal language) where tone marks are used to show tones. It is the official form of the Latin alphabet transliteration used for the People\'s Republic of China and most of the world. And it is the standard form of Chinese Romanization for the United Nations. ## Pronunciation ## Orthography We should divide Pinyin text by words and write syllables connectedly, such as \"I am a foreigner\" should be written as \"Wǒ shì wàiguórén\" in Pinyin. ## Syllable-dividing mark Syllable-dividing mark is the mark for dividing syllables, used before the syllables starting with vowels \"a\", \"o\", or \"e\", such as \"pí\'ǎo\". # The application of Pinyin ## To spell Chinese language ### Phonetic notation of Hanzi ### For spelling Putonghua Chinese is normally written by ideographics. But for non-Chinese-speaking people, it is hard to recognize them. Pinyin can help Chinese learners recognize them more easily. This is a useful way to learn Chinese. Pinyin can also be used in place of Hanzi when Hanzi is not convenient. ## Application technology ### Indexing #### Indexing problems There is no particular order to Hanzi as it does not use the Roman alphabet (also called the Latin alphabet, i.e. ABC), so ordering by alphabetical order is inconvenient. There are currently many indexing methods to Hanzi, including character stroke, character radical, Four-Corner System, Zhuyin, Pinyin and etc. The structural problems of Hanzi cause indexing difficulty. ##### Solutions to indexing problems Related governments together stipulate a unified Hanzi strokes and radicals standard. There have been suggestions to use Pinyin as the indexing method. Pinyin adopts internationally used Roman alphabet, makes convenient file order. Pinyin uses phonetic values, avoiding the problem created by the lack of unity between traditional and simplified character strokes. ### Technical terms translation #### Technical terms translation problems Majority of written language uses Roman alphabet (also called Latin alphabet). Hanzi (also called Chinese character) is not an alphabetic written language and is not convenient for translation, causing a lot of confusion. Technological terms such as Internet can be translated as 互联网 (Hùliánwǎng), 国际互联网 (Guójì Hùliánwǎng), 因特网 (Yīntèwǎng); laser translated as 雷射 (léishè), 镭射 (léishè), 莱塞 (láisài), 激光 (jīguāng). Brand names such as National, Panasonic, Technics are translated as 乐声牌 (Lèshēng-pái), 松下 (Sōng-xià); Sharp is translated as 声宝 (Shēngbǎo), 夏普 (Xiàpǔ); Sony is translated as 新力 (Xīnlì), 索尼 (Suǒní). Place names such as 北京 (Běijīng) is translated as Peking, Beijing; 广州 (Guǎngzhōu) is translated as Canton, Kwangchow, Guangzhou. People names such as the surname 罗 (Luó) is translated as Luo, Lo, Law; 李 (Lǐ) is translated as Lee, Li; Nixon is translated as 尼克逊 (Níkèxùn), 尼克松 (Níkèsōng). The same person can be translated into different names. ##### Technical terms translation problem solutions When translating foreign languages, directly transliterating foreign languages can solve problems. For example, Internet directly translates to the Internet; laser directly translates to the laser; National, Panasonic and Technics directly translate to National, Panasonic and Technics, or as kanji of Japan: 松下 (Sōng-xià). Names of Chinese people, places and technical terms all use Pinyin to transliterate to foreign languages. For example, 北京 (Běijīng) 邓小平 (Dèng Xiǎopíng) and 普通话 (Pǔtōnghuà) use Pinyin to transliterate to Beijing, Deng Xiaoping and Putonghua. ### Standardization of person and place names ### Romanization of technical terms and code names #### Romanization ## Learn Chinese Pinyin is a tool for learning Mandarin, and is used to explain both the grammar and spoken Mandarin. Books containing both Hanzi and Pinyin are used by learners of Chinese; Pinyin\'s role in teaching pronunciation is similar to Furigana-based books (with Hiragana letters written above or next to Kanji, directly analogous to Zhuyin) in Japanese or fully vocalised texts in Arabic (\"vocalized Arabic\"). ### Pinyin reading materials **Pinyin reading materials** are commonly used for learning Chinese. ## Hanzi input ### Pinyin input method Pinyin input method is a popularly used phonetic input method. To key in Putonghua\'s pinyin which will automatically convert into Hanzi. For example: \"BABA\" is for inputting \"爸爸\". # Resources - :Category:Book:Pinyin - See also # Appendix ## The Problems of Hanzi Application in IT ## Pinyin Orthography - Basic Rules of Pinyin Orthography (Summary) ## Dictionaries - Pinyin vocabulary - Wenlin Pinyin dictionary ## Pinyin reading matters The reading materials of this book can be used for learning Chinese as well as English. - **Please see for Pinyin reading matters** ```{=html} <!-- --> ``` - **Pinyin reading matters from Wikimedia** ## Pinyin tone marking ā á ǎ à a = a1 a2 a3 a4 a5 = a ar aa ah \'a \* āi ái ǎi ài = ai air aai aih ān án ǎn àn = an arn aan ahn āng áng ǎng àng = ang arng aang ahng ē é ě è = e er ee eh \- ér ěr èr = - err eer erh nǖ nǘ nǚ nǜ = nv nvr nvv nvh lǖ lǘ lǚ lǜ = lv lvr lvv lvh ------------------------------------------------------------------------ **de** = **d**, **dy**, or **de**, can be written distinguishably as follows: **d** indicating subordination; suffix indicating an adjective **dy** -ly, suffix indicating an adverb **de** indicating a verb followed by an adverb or adverb clause; infix indicating be able to ------------------------------------------------------------------------ **le** indicating a past tense; indicating a new situation **bu** not, no; non-, un-; be unable to **\'g** non-specific measure word **\'r** non-syllabic diminutive suffix; retroflex final - \* Syllable-dividing mark can be replaced by grave mark (\`) when apostrophe (\') is used for indicating neutral tone. ```{=html} <!-- --> ``` - Alternative methods can be used when diacritics are not convenient.
# Chinese (Mandarin)/Planning **Welcome to the main Planning page for the Chinese Wikibook.** Unless your comment only pertains to a particular lesson, discuss your ideas here so that the overall planning discussion is not spread across many lesson pages. Initial planning and continued coordination of effort is extremely important to help reduce the need for reworking later. New issues are entered here, with the most recent at the bottom of the page. Please review the *Table of Contents* to see if your issue has already been raised; also check the archives (see below) in case it was discussed some time ago. ![](Haldeman_and_Ehrlichman_discuss_policy,_1973.png "Haldeman_and_Ehrlichman_discuss_policy,_1973.png"){width="150"} **Please observe the following guidelines:** 1. Place your question **at the bottom** of the list; 2. **Title** the question (by placing the title between equals signs like this: == *title* ==); 3. **Sign** your name and date (by adding four tildes: \~\~\~\~). ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ !Wikimedia Commons logo{width="20"} **\[ Post a new comment\]** ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ## Chinese Wikibook Purpose and Audience This book is intended to be a complete learning resource center for students of Mandarin Chinese. Dialects, such as Cantonese, will be covered by their own Wikibooks and be linked to in the See Also section of the Table of Contents (TOC). It should teach listening comprehension and speaking as well as reading and writing using whatever technologies are most appropriate (includes audio for text and animations for stroke orders). The audience is the serious studier of Chinese, either at the high school or college level. Casual learners looking for a few choice phrases or unwilling to spend the time learning characters can be served adequately by the Chinese Phrasebook on Wikivoyage. Younger audiences can have age-appropriate material created for them in WikiJunior. Intermediate- or Advanced-Level modules may be added, but because of the cumulative nature of a language text (explained below), it would probably be best to focus efforts on the Introductory Level first and make continuations of the series later. ## The Need for Planning Language Wikibooks faces some unique challenges from a planning perspective. It\'s harder to produce a quality, integrated work in language instruction than in other subjects, like Biology or Physics. Those you can break into discrete units and still read about it---topics within the subject can be rearranged or meaningfully read even in isolation from the rest of the text. Not so with an elementary language text. All the grammar and vocabulary that you learn is cumulative, so everything can only stack one way. Flipping ahead (or falling behind) more than a few chapters and you\'re lost. Order matters, so we use the a sequential naming scheme (Lesson 1, Lesson 2,\...), not a topic-based one (Asking Questions, Giving Directions,\...). To avoid late-stage reorganizations that would necessarily be painful with lots of work going to waste, we should agree on a \'Lesson Roadmap\' beforehand and then flesh it out. I think a Wiki can really work for this, but that the project still needs a common format and approach. A standard outline for lessons would help a lot with that, so, may I suggest that the lessons of this text each include the components outlined below. ## *Lesson Roadmap* 1. **Lesson 1: Hello! (你好!)** - Basic Sentences and Questions - Simple Sentences - SVO sentence structure - The equational verb shi \[是\] and its negation with bu \[不\] - Verb 叫 - Intro to Questions - Ma \[吗\] and ne \[呢\] particles - Question words (for now, only shei \[谁\] and na/nei \[哪\]) 2. **Lesson 2: Are you busy today? (今天你忙不忙?)** - Measure Words, Possession and Affirmative-Negative Questions - Measure Words (the most commonly used, like 个、本、张) - The possessive verb you \[有\] and its negation with mei \[没\] - More Questions! Affirmative-Negative - 是不是 Questions - 有没有 Questions 3. **Unit 3: 今天星期三** - Numbers, Days, Aux. Verbs, de \[的\] - Numbers (to 100) - year, month, day, week etc. - Auxiliary Verbs, the de \[的\] particle 4. **Lesson TBA: Unordered List of Grammar Explanations** - Even w/o example sentences grammar can be explained nonetheless - Comparisons Using bǐ \[比\] - The le \[了\] particle - indicating a completed action - indicating a past event - expressing change of state or situation - adding emphasis - Time - when - time of day, hour and minutes, morning/night - how long - duration of time - Directions/Placement Words (NESW, L/R, li3, li2, zai4, bian1) - Pronunciation of yi1 (b/c of tone changes) - Complement of degree de - ordinal numbers di - Complement of direction qu/lai - Compliment of result - ba - the suggestion particle - as preposition - guo denoting experience of something - (some) members of family - reduplication - emphasis using shi\...de - How to use a Radical Index (for C-E Glossary) - Basic rules for writing Chinese characters ## Subjects Areas to Cover **Greetings** **Getting around (a city)** - Where is the post office? - How far is it to the school? - Public transport - Conversation in a taxi **Chapter Three: Buying Things** - How much is that shirt? - Haggling **Eating** - Eating Out - At the supermarket - The grocer - A meal at home - Traditional Chinese cooking **Sports** - What do you play? - Talking about a match - Skiing - Mountaineering - Yachting - Surfing **Your House** - Description of house - Traditional Chinese furniture - Living in a community **Immediate family and relatives** **Education** - This is my school - Afterschool activities - School subjects **Going to the Zoo / Wo men qu dong wu yuan** ## Decided Conventions 1. **The Title Page leads to the main TOC**, not the Cover Page. The Cover Page can be linked from the TOC and used in Print versions. 2. **Hanyu Pinyin is used** as the only Romanization format, though equivalency charts to other systems provided 1. Tone marks are used instead of tone numbers. 3. **Traditional or Simplified** characters appear only in the Lesson Text and in parentheses in the Vocabulary sections---not in titles, example sentences, or exercises. 4. **Traditional pages are linked as parallel subpages** of every Simplified page. On every Traditional page, a parentdirectory link links back to the Simplified version, always providing a toggle button between versions. ## Unresolved Issues
# Chinese (Mandarin)/Development History This history of the Chinese Wikibook highlights milestones along the book\'s development. ## 2006 - **March 17** A PDF Version_v0.2.pdf "wikilink") is created and the first audio samples are added to vocabulary - **March 13** Print version created ## 2005 - **October** Chinese is elected October\'s Book of the Month, the first language text to do so - **June 12** First stroke order images linked from vocabulary - **March** First nomination for Book of the Month. One vote (or 37 minutes) shy of High school extensions\' 5 votes. Chinese would also be the runner-up in August and September. - Translated versions of the Chinese Wikibook appear in Spanish (March 13), Italian (July 19) and Polish (August 20). ## 2004 - **December 29** First Table of Contents - **December 22** Planning page added - **December 19** Major rewrite of Lesson 1 ## 2003 - **December 13** First edit by Yacht
# Communication Systems/Communications Introduction ## Introduction People are prone to take for granted the fact that modern technology allows us to transmit data at nearly the speed of light to locations that are very far away. 200 years ago, it would be deemed preposterous to think that we could transmit webpages from China to Mexico in less than a second. It would seem equally preposterous to think that people with cellphones could be talking to each other, clear as day, from miles away. Today, these things are so common, that we accept them without even asking how these miracles are possible. ### What is Communications? Communications is the field of study concerned with the transmission of information through various means. It can also be defined as technology employed in transmitting messages. It can also be defined as the inter-transmitting the content of data (speech, signals, pulses etc.) from one node to another. ## To Whom is This Book For? This book is for people who have read the Signals and Systems wikibook, or an equivalent source of the information. Topics considered in this book will rely heavily on knowledge of Fourier Domain representation and the Fourier Transform. This book can be used to accompany a number of different classes spanning the 3rd and fourth years in a study of electrical engineering. Knowledge of integral and differential calculus is assumed. The reader may benefit from knowledge of such topics as semiconductors, electromagnetic wave propagation, etc., although these topics are not necessary to read and understand the information in this book. ## What will this Book Cover This book is going to take a look at nearly all facets of electrical communications, from the shape of the electrical signals, to the issues behind massive networks. It makes little sense to be discussing these subjects outside the realm of current examples. We have the Internet, so in discussing issues concerning digital networks, it makes good sense to reference these issues to the Internet. Likewise, this book will attempt to touch on, at least briefly, every major electrical communications network that people deal with on a daily basis. From AM radio to the Internet, from DSL to cable TV, this book will attempt to show how the concepts discussed apply to the real world. This book also acknowledges a simple point: It is easier to discuss the signals *and* the networks simultaneously. For this kind of task to be undertaken in a paper book would require hundreds, if not thousands of printed pages, but through the miracle of Wikimedia, all this information can be brought together in a single, convenient location. This book would like to actively solicit help from anybody who has experience with any of these concepts: Computer Engineers, Communications Engineers, Computer Programmers, Network Administrators, IT Professionals. Also, this book may cover all these topics, but the reader doesn\'t need to have prior knowledge of all these disciplines to advance. Information will be developed as completely as possible in the text, and links to other information sources will be provided as needed. ## Where to Go From Here Since this book is designed for a junior and senior year of study, there aren\'t necessarily many topics that will logically follow this book. After reading and understanding this material, the next logical step for the interested engineer is either industry or graduate school. Once in graduate school, there are a number of different areas to concentrate study in. In industry, the number is even higher. ## Division of Material Admittedly, this is a very large topic, one that can span not only multiple printed books, but also multiple bookshelves. It could then be asked \"Why don\'t we split this book into 2 or more smaller books?\" This seems like a good idea on the surface, but you have to consider exactly where the division would take place. Some would say that we could easily divide the information between \"Analog and Digital\" lines, or we could divide up into \"Signals and Systems\" books, or we could even split up into \"Transmissions and Networks\" Books. But in all these possible divisions, we are settling for having related information in more than 1 place. ### Analog and Digital It seems most logical that we divide this material along the lines of analog information and digital information. After all, this is a \"digital world\", and aspiring communications engineers should be able to weed out the old information quickly and easily. However, what many people don\'t realize is that digital methods are simply a subset of analog methods with more stringent requirements. Digital transmissions are done using techniques perfected in analog radio and TV broadcasts. Digital computer modems are sending information over the old analog phone networks. Digital transmissions are analyzed using analog mathematical concepts such as modulation, SNR (signal to noise ratio), Bandwidth, Frequency Domain, etc\... For these reasons, we can simplify both discussions by keeping them in the same book. ### Signals and Systems Perhaps we should divide the book in terms of the signals that are being sent, and the systems that are physically doing the sending. This makes some sense, except that it is impossible to design an appropriate signal without understanding the restrictions of the underlying network that it will be sent on. Also, once we develop a signal, we need to develop transmitters and receivers to send them, and those are physical systems as well. ### *Systems* Approach It is a bit confusing to be writing a book about *Communication System*s and also considering the **pedagogical** *Systems Approach*. Although using the same word, they are not quite the same thing. This approach is almost identical to the description above (Signals & Systems) except that it is not limited to the consideration of signals (common in many university texts), but can include other technological drivers (codecs, lasers, and other components). In this case we give a brief overview of different communication systems (voice, data, cellular, satellite etc.) so that students will have a context in which to place the more detailed (and often generic) information. Then we can then zoom in on the mathematical and technological details to see how these systems do their magic. This lends itself quite well to technical subjects since the basic systems (or mathematics) change relatively slowly, but the underlying technology can often change rapidly and take unexpected terns. I would like to suggest that the table of contents in this book be rearranged to reflect this pedagogical approach: Systems examples first, followed by the details. ### Why would anyone want to study (tele)communications? Telecommunications is an alluring industry with a provocative history filled with eccentric personalities: Bell, Heavyside, Kelvin, Brunel and many others. It is fraught with adventure and danger: adventure spanning space and time; danger ranging from the remote depths of the ocean floor to deep space, from the boardrooms of AT&T to the Hong Kong stock exchange. Telecommunications has been heralded as a modern Messiah and cursed as a pathetic sham. It has created and destroyed empires and institutions. It has proclaimed the global village while sponsoring destructive nationalism. It has come to ordinary people, but has remained largely in the control of the 'media' and even \'big brother\'. Experts will soon have us all traveling down a techno-information highway, destination --- unknown. Telecommunications has become the lifeblood of modern civilization. Besides all that, there's big bucks in it ## About This Book There are a few points about this book that are worth mentioning: - The programming parts of this book will not use any particular language, although we may consider particular languages in dedicated chapters.
# Communication Systems/Communications History This page will attempt to show some of the basic history of electrical communication systems. ## Chronology 1831 Samuel Morse invents the first repeater and the telegraph is born 1837 Charles Wheatstone patents \"electric telegraph\" 1849 England to France telegraph cable goes into service---and fails after 8 days. 1850 Morse patents \"clicking\" telegraph. 1851 England-France commercial telegraph service begins. This one uses gutta-percha, and survives. 1858 August 18 - First transatlantic telegraph messages sent by the Atlantic Telegraph Co. The cable deteriorated quickly, and failed after 3 weeks. 1861 The first transcontinental telegraph line is completed 1865 The first trans-Atlantic cable goes in service 1868 First commercially successful transatlantic telegraph cable completed between UK and Canada, with land extension to USA. The message rate is 2 words per minute. 1870 The trans-Atlantic message rate is increased to 20 words per minute. 1874 Baudot invents a practical Time Division Multiplexing scheme for telegraph. Uses 5-bit codes & 6 time slots---90 bps max. rate. Both Western Union and Murray would use this as the basis of multiplex telegraph systems. 1875 Typewriter invented. 1876 Alexander Graham Bell and Elisa Grey independently invent the telephone (although it may have been invented by Antonio Meucci as early as 1857) 1877 Bell attempts to use telephone over the Atlantic telegraph cable. The attempt fails. 1880 Oliver Heaviside\'s analysis shows that a uniform addition of inductance into a cable would produce distortionless transmission. 1883 Test calls placed over five miles of under-water cable. 1884 - San Francisco-Oakland gutta-percha cable begins telephone service. 1885 Alexander Graham Bell incorporated AT&T 1885 James Clerk Maxwell predicts the existence of radio waves 1887 Heinrich Hertz verifies the existence of radio waves 1889 Almon Brown Strowger invents the first automated telephone switch 1895 Gugliemo Marconi invents the first radio transmitter/receiver 1901 Gugliemo Marconi transmits the first radio signal across the Atlantic 1901 Donald Murray links typewriter to high-speed multiplex system, later used by Western Union 1905 The first audio broadcast is made 1910 Cheasapeake Bay cable is first to use loading coils underwater 1911 The first broadcast license is issued in the US 1912 Hundreds on the Titanic were saved due to wireless 1915 USA transcontinental telephone service begins (NY-San Francisco). 1924 The first video signal is broadcast 1927 First commercial transatlantic radiotelephone service begins 1929 The CRT display tube is invented 1935 Edwin Armstrong invents FM 1939 The Blitzkrieg and WW II are made possible by wireless 1946 The first mobile radio system goes into service in St. Louis 1948 The transistor is invented 1950 Repeatered submarine cable used on Key West-Havana route. 1956 The first trans-Atlantic telephone cable, TAT-1, goes into operation. It uses 1608 vacuum tubes. 1957 The first artificial satellite, Sputnik goes into orbit 1968 The Carterphone decision allows private devices to be attached to the telephone 1984 The MFJ (Modification of Final Judgement) takes effect and the Bell system is broken up 1986 The first transAtlantic fiber optic cable goes into service ## Claude Shannon ## Harry Nyquist
# Communication Systems/Telephone System From the western perspective, the telephone is ubiquitous. However, the reality is that 80% of the world's population have limited access to one. To the average person, the telephone system is simply a 'black box'. Relatively few people need to know how the PSTN works. The main consideration is that it works, and is relatively inexpensive. The PSTN has a designed reliability of 99.999% (called 5 nines reliability). ### A Telephone Call To make a telephone call, one simply picks up the handset, enters a number, and waits for the system to perform its magic: ::\*Lifting the handset from its cradle releases a hook switch and causes a dc current to flow (20 - 120 ma). The central office monitors this loop current and interprets it as a request for service. ::\*The office acknowledges the request for service by sending dial tone. This normally occurs in less time than it takes to pickup the handset and place it to the ear. Once dial tone has been received, the subscriber starts to dial. ::\*In the past, when dialing, a rotary dial switch opened and closed the loop in a predetermined manner. If one was very coordinated, it was possible to perform the same task by flashing the hook switch. To assure the customer that the system is responding, dial tone is removed once dialing starts. In most systems today DTMF (**Dual Tone Multi Frequency**) signaling is used How Telephones Work ::\*Depending upon the office type and digits received, a number of things might happen. In most cases, end-users are attached to what is called a class 5 or end-office. These are the most common types of telephone exchanges. Each class 5 office has one or more, three digit exchange numbers. These are the first three digits in an ordinary 7-digit telephone number. ::\*If the central office includes the customer dialed exchange number, it will know that the call is local and the other party is connected to the same office. The office will therefor control the entire call setup and takedown. ::\*If the first three digits do not correspond to an exchange handled by the end-office, it will have to find a trunk line to an office that can handle the call. This means that each office must know the exchange numbers of all the offices within its calling area, and how to get to them. The call setup and takedown will therefor be shared between the two exchanges. They must monitor the call in progress and inform each other of any change in call status. ::\*If the first digit dialed is a one, the office will recognize this as a long distance call, and will start looking for a spare toll trunk. A toll office has a greater knowledge base as to where distant exchanges are located and how to get to them. ::\*The telephone system must be intelligent enough to recognize that in a local call, only seven digits are usually required. Some very small exchanges however, allow local calls by omitting the exchange number and using only the last 4 digits or extension number. In large urban areas, it may be necessary to prefix local calls with a 3-digit area code. An international call may require up to 16 digits. ::\*Once the entire number has been received, the office at each end of the connection must alert both parties as to what is happening. At the originating end, a ringing tone is sent to the speaker in the handset. At the terminating end, the office is generating a much larger ringing voltage to activate a bell. ::\*The far-end-office monitors the line to determine if someone answers the ringing phone. This is done by examining the DC current drawn when the far-end customer lifts the handset, inducing loop current through the hook switch. The far-end-office must then disconnect the ringing before the handset reaches the ear, and signals back to the originating office that someone has picked up the phone. The origination office must then disconnect the ring back tone and complete the voice connection. ::\*Both end-offices monitor their respective loop currents during the entire call to determine if one party hangs up. Once this happens, one end-office signals the other, and dial tone is placed on the loop. This alerts the remaining party that the connection has been terminated. ::\*If the line is in use, the central office will not set up the connection and return a busy tone to the originator. By doing this switching, call processing, and transmission resources are not being tied up unnecessarily. However, there are a number of options such as call forwarding and call waiting which modify this process. ::\*With call forwarding, a call to a busy number is routed to an answering service. With call waiting, the calling party hears a ringing tone, and the called party hears a beep, which they can either ignore or signal back to the office that the new call should be given priority over the existing call. If however, the call cannot be completed because the system itself is too busy, it returns a fast busy tone to the originator. ::\*In a touch-tone environment, the same procedure is followed, except that tones are used to convey numbers to the local office instead of interrupting loop current. Some calling features, generally known as CLASS (Custom Local Area Signaling Services) , are available in areas with touch-tone service. In summary, the steps in completing a local telephone call are as follows: - Initially calling party goes in off hook condition. - Once the DC current flows into the loop,the switching machine sends a dial tone to the calling party in order to make sure that it access to the switching machine. - Now the caller starts dialing the destination telephone number either by rotary dialer or touch tone keypad. - The switching machine will locate the corresponding local loop for the destination number. - After locating,the switching machine will check for on hook or off hook condition of the destination subscriber soas to make dc current to flow.Simultaneously the switching machine provide a signal path through it for the two local loops. - The switching machine sends a busy dial tone to the called subscriber when the destination party is off hook. - If the destination part is off hook when the destination party answers to the call and completes the loop. - When the destination party answers the called party,DC current flows through the loop.The flow of DC current through the loop indicates the switching machine that destination party answered the call.As a result,the switching machine remove the ringing and ring back signals. - If both stations are on hook,switching machine recognizes on open circuit on that loop and drops the connection through the switching machine. #### But where do the telephone wires go? The telephone line goes to a terminal block in a service area interface. These are often located on a pole or small enclosure on the street. The service area interface bundles the subscriber drop cables into a single larger cable. These are in turn gathered together to form larger feeder cables. The entire wiring system somewhat resembles a huge tree. Cables coming out of a central office may have hundreds or even thousands of pairs bundled together however by the time the cable gets to the end user, it is generally down to about 50 pairs. An individual subscriber consists of many cable sections spliced together. Bellcore claims that the average U.S. subscriber line has twenty-two splices. Feeder cables enter the central office in a large underground room called a cable vault. Each feeder may contain hundreds of pairs of wires, and be pressurized in order to prevent moisture or ground water from entering and affecting the transmission characteristics of the wire. A typical vault may contain tens of thousands of wire pairs. The cables pass through the vault and are terminated on the vertical side of the MDF (main distribution frame) . To protect the central office equipment from high voltage transients, such as lightning strikes, which may travel down the wire, the lines are surge protected by carbon blocks or gas tubes. The horizontal side of the MDF, connects the incoming telephone lines to the peripheral equipment. All that is required to connect a line appearance to a specific interface is to place a jumper between the vertical and horizontal sides of the MDF. Signals coming from an end-user are generally analog in nature. Consequently, the peripheral equipment converts the signals to digital form before passing them on to the rest of the network. Incoming trunks from other central offices are comprised of specialized carrier systems. They may be either analog or digital, but all new systems are strictly digital. Most end-user voice & data interfaces are multiplexed on to high-speed paths, which pass through the internal switching, network before being routed to outgoing lines or trunks. Incoming digital carrier systems may be accepted directly into the switching network through a cross-connect or may be demultiplexed prior to switching. ## PSTN Hierarchy : ![](Local_network.gif "fig:Local_network.gif") Historically the telephone network was composed of a hierarchical structure consisting of 5 different office types. The most common of these is the class 5 end-office. An end-office connects directly to subscriber telephone sets and performs switching functions over a relatively small area. Telephone exchanges connect to subscribers by means of local loops or lines, generally one per customer. Telephone offices connect to each other by means of trunks. A class 5 or end-office interconnects telephones throughout a small service area. Each end-office may contain several three-digit exchange numbers and is aware of other local exchange numbers held by other offices. Calls between offices are routed over interoffice or tandem trunks. Long distance calls are routed to toll offices via toll trunks. The average class 5 office serves approximately 41,000 subscribers, and covers 30 square km in an urban environment. Some nodes may have no customers at all, and may be connected only to other nodes. These inter-node or trunk connections are usually made by FDM or TDM transmission links. ### Exchange Area Network : ![](Trunk_connection.gif "fig:Trunk_connection.gif") An exchange network consists of local and tandem exchanges connected by trunks. A tandem office interconnects class 5 offices by means of twisted pair, coax, microwave, or fiber optic carriers. Alternate routing paths between local exchanges are provided if the direct trunks are occupied. An exchange area includes all of the offices, which are aware of each other, but do not involve long distance charges. In very large urban areas, there is an overlap between exchange areas, which may also cross over area code boundaries. ### Long Haul Network : ![](Long_haul_network.gif "fig:Long_haul_network.gif") A long haul network consists of exchanges interconnected by toll offices. Toll offices keep track of long distance charges and are typically confined to national boundaries. These trunks consist of high capacity coax, microwave, or glass fiber. Messages used to control the call setup and takedown can be sent by two basic methods. Traditionally, inter-office messages are sent over the same channel that will carry the voice path, but in newer systems, common channel signaling is being employed. In this method, the offices have dedicated facilities, which are used to send inter-office messages. There are some advantages to this, perhaps the notable being the added degree of difficulty encountered if one wants to defraud the system. When in-band signaling was used, it was possible for people to dial long distance calls without being charged, if they created the tones used to disable the toll circuit. ### Interoffice Signaling Trunks are used to interconnect the various levels of telephone exchanges. It is necessary for these links to exchange on a wide range of information including: : : • Call related signaling messages : • Billing information : • Routing and flow control signals : • Maintenance test signals There are two ways for telephone offices to communicate with each other and pass on routing information. Information can be conveyed in the same channel that will be used to convey the voice signal, or it may be completely disassociated with it. #### CAS The CAS (Channel Associated Signaling) approach uses the voice channel to send information through a trunk. For example, a 2600 Hz tone is used in interoffice trunks to signal on-hook. A major disadvantage of this system is that subscribers can bypass toll centers by injecting the appropriate tones. One way to avoid this problem is by using out-of- band signals on toll trunks. Since the customer's signal must pass through an audio anti-aliasing filter, it is not possible to inject the out-of-band signaling tone. A principle advantage of in-channel signaling is that the integrity of the voice path is checked each time a connection is established. Out-of-band signaling allows for continuous supervision of the connection throughout the call. #### CCIS The CCIS (Common Channel Interoffice Signaling) approach has the signaling information conveyed on a facility completely separated from the customer's voice path. This allows for a faster, more efficient control, however the reliability of the CCS network must be considerably greater than that of the individual voice paths. The signaling channel may follow the same route as the final connection path, or it may be completely disassociated with it. STPs (Switch Transfer Point) are need in the network if the signaling path is disassociated, thus effectively creating two networks: a speech network and a signaling network overlay. #### SS7 Virtually all calls requiring tandem or toll office routing are established and controlled by the SS7 signaling network. The SS7 signaling network is a packet switching facility comprised primarily of STPs (Signaling Transfer Point) and SCPs (Service Control Point) connected to the PSTN SSP (Signal Switching Point). STPs are deployed in pairs and are the brains of the system. They determine which trunks and offices should be used in establishing inter-office connections. The SCP is a database that keeps track of such things as: credit card authorization, virtual network subscriber listings, 800 number conversion tables, billing, and other special services. ## Class 5 Office A telephone central office is often referred to as a switch because it switches or routes calls. Regardless of who makes them, all class 5 offices have the same objectives, and therefor have similar structures. The three major components found in any modern switching systems are; the central control, network, and peripherals. ### A Generic Communication Switch : ![](Generic_switch.gif "fig:Generic_switch.gif") The internal architecture of a telecommunications switch is somewhat like the organization of the entire system. The internal structure is often illustrated by the traditional pyramid or hierarchical arrangement. The control or brains of the operation are shown at the top, and the peripheral units that connect to the outside world are placed at the bottom. Physically, the switch is simply a series of boxes, full of electronics: : ![](Nortel_DMS100_public_voice_exchange.jpg "fig:Nortel_DMS100_public_voice_exchange.jpg") The MTBF (mean time between failure) for any PSTN switch must be very long, since business would soon grind to a halt if telephone traffic was interrupted for a prolonged period, but more importantly, emergency services would be severely curtailed. For these reasons, large public switches have a great deal of redundancy built in. Redundancy is provided in two basic ways; hot standby and load sharing. In the hot standby arrangement, two or more processors are fed with the identical information and are making decisions, however, only one of these processors is in charge and is executing decisions. In the event of a failure, the healthy unit assumes the full load. There is no degradation in performance, and no calls in progress should be lost. In a load-sharing configuration, all processors are actively working but not to their full capacity. In the event of a failure, the defective processor is isolated from the system, and the others pick up the slack. There may be degradation in performance, and calls in progress on the defective processor may be lost. #### Peripheral Layer The periphery is the outermost layer in any system. It contains the interface to all outgoing lines and trunks. #### Network Layer The network switch does the actual routing of signals from one customer or port to another. Switching can be done in either the space or time domain. Initially, all switching was done by mechanical contacts in the space domain. Today most switches are digital in nature and operate mainly in the time domain. However, some degree of space switching is always required since signals must ultimately be routed from one line to another. Networks always provide some form of concentration. That is to say, not all customers can be handled simultaneously. Statistical analysis shows that in the majority of cases, the switch needs only to handle about 20% of all the subscribers at one time. This is similar to highway systems where the roads are designed to handle not all vehicles simultaneously, but only a certain peak load. #### Central Control This contains the system intelligence and customer database. It knows who the customers are, what they want, and how to provide the service they require. In a step x step \[step by step\] switch, the intelligence is fully distributed and there is no central control, whereas in a crossbar facility, all of the intelligence is resident in a central controller or computer. In all modern systems the intelligence is somewhat distributed, with various functional blocks contributing to the decision making process. At onetime there was a sharp distinction between computers and telecom switches, but today this division is less clear, and central controllers may be regarded as a specialized computer. ## Specialized Components There are some components associated with telephone systems that deserve special consideration. ### Line Cards : ![](LineCard2.jpg "fig:LineCard2.jpg") Line cards are the single most common component in a telephone office. It is a very complex device that contains a wide range of technologies. The (telephone) line interface is often referred to as a BORSCHT circuit. This acronym describes the functional requirements of a standard telephone line interface. The tip and ring leads of the telephone set are wired through some protection devices to the line interface located in the peripheral module. This interface must perform the following functions: : : B Battery feed : O Over voltage protection : R Ringing : S Supervision & Signaling : C Coding : H Hybrid : T Test ```{=html} <!-- --> ``` : ![](Telephone_line.gif "fig:Telephone_line.gif") Many of these functions can be integrated into a single IC, often called a SLIC chip (subscriber line interface chip). SLICs have been available for the PBX market for over a decade. Recently however, they have also become available for the central office environment as well. : **B - Battery Feed** Most domestic appliances are powered from an electric utility grid. The notable exception to this is the telephone. This is because the telephone should still operate in the event of a power failure. Indeed, the telephone is vital in case of disaster or emergency. The telephone office provides a nominal -48 volt dc feed to power the phone. This magnitude is considered the maximum safe dc operating potential. It would not be in the telephone company's best interest to provide a dc voltage, which could electrocute its customers, or it's own employees. A negative potential was chosen to reduce corrosive action on buried cables. Multi-function telephones cannot always be powered from the telephone exchange and often require an alternate power source. For this reason, sophisticated line interfaces such as ISDN SAA interfaces have a 'fail to POTS' mode. If the electric power fails, the complex phone cannot function to full capacity. The telephone exchange can sense the local power outage through the telephone loop and switches to POTS only service. The POTS loop requires a nominal -48 v at 20 -- 100 ma dc to maintain a voice and signaling path. The earpiece in the handset does not require biasing, but the carbon microphone does. Subscriber signaling is performed by temporarily placing a short circuit on the loop thus changing the loop current, which is then sensed at the central office. : ![](Voltage_feed.gif "fig:Voltage_feed.gif") There are several ways to provide loop current, the simplest being a resistor in series with a battery. : ![](Current_feed.gif "fig:Current_feed.gif") Another way to provide loop current is by an electronic current source. Although this method is quite complex, it has become quite popular with the advent of high voltage bipolar technology. One of the more difficult requirements to meet is the 60-dB longitudinal line balance requirement. To achieve this, the impedance to ground on each side of the loop, must match within 0.1%. This is easy to do with laser trimmed thick film resistors, but a bit tricky with current sources. : ![](AWG_loop_length.gif "fig:AWG_loop_length.gif") A standard telephone requires a minimum of about 20 ma. This means that the maximum possible loop resistance is about 2000 $\Omega$. In actual practice, the loop is generally limited to 1250 W. The maximum loop length is determined by the wire gauge. : **O - Over-voltage Protection** The two major types of over-voltage that can occur are lightning strikes and power line contact. In both cases, the circuit must either recover or fail-safe. Under no circumstances can a surge be allowed to propagate further into the system, or create a fire. Initial surge protection is provided at the MDF by gas tubes and/or carbon blocks, which arc if the applied voltage exceeds a few hundred volts. Since these devices take a finite time to respond, high-speed diodes are also used at the line circuit inputs. : **R - Ringing** Ringing is often provided by means of a dedicated ringing generator that is connected onto the loop by means of a relay. It is possible to generate ringing voltages at the line interface if the current generators have a high enough voltage source available to them. Or alternately, a switching converter with step up capability can be place on the interface. In Canada, the ringing voltage is a nominal 86 Vrms at 20 Hz, with a 2 second on and 4 second off cycle. On rural party lines, ringing codes of long and short rings are sometimes used. In the U.S. there are a number of fully selective and semi-selective ringing methods used on party lines. One employs different frequencies ranging from about 16 -- 66 Hz. In such cases, each telephone ringer is tuned to its own frequency. Other methods use positive and negative battery voltages or apply ringing on either the tip or ring side of the line with respect to ground. : **S - Supervision & Signaling** The central office must supervise the loop in order to identify customer requests for service. A request for service is initiated by going off-hook. This simply draws loop current from the CO. Loop current at the far-end is monitored during ringing to enable the CO to disconnect the ringing generator when the phone is answered. The office continues to monitor the loop current at both ends of the connection throughout the call, to determine when the call is terminated by hanging up. Signaling is a way to inform the CO what the customer wants. The two basic signaling methods used in customer loops are dial pulse and touch-tone. It is interesting to note that preferred customer loop signaling method in analog exchanges is digital, while the preferred method in digital exchanges is analog! : : **MF Signaling Tones** ```{=html} <!-- --> ``` : ![](DTMF_keypad.gif "fig:DTMF_keypad.gif") Two tones are used to perform the signaling function to eliminate the possibility that speech be interpreted as a signal. At one time DTMF decoders were costly and bulky devices located in a common equipment bay, but today with the advent of LSI technology, this function can be performed on a chip. An example is the Mitel MT8865 DTMF filter, and MT8860 DTMF decoder. Positions 11 to 14 are not presently being used. : **C - Coding** : ![](Companding_curves.gif "fig:Companding_curves.gif") Telecommunications signals are seldom linearly encoded, but rather are companded (a combination of compression & expansion). This allows for a more uniform S/N ratio over the entire range of signal sizes. Without companding, a 12 bit linear encoding scheme would be needed to obtain the same S/N ratio at low volume levels. It also reduces the noise and crosstalk levels at the receiver. There are two principal international standards used to implement coding algorithms today: A-law, which is used in Europe, and µ-law, which is used in North America. These both involve 8 kHz sampling, and 8 bit A/D & D/A conversion, thus resulting in 64 kbps digital bit streams. Although the actual compression algorithms are continuous functions, the codec approximates them by linear segments. A-law has 13 linear segments, and µ-law has 15 linear segments or cords. : ![](Codec-segments.gif "fig:Codec-segments.gif") Another important difference between the European and North American codecs, can be seen by the position of the decision threshold and its digital value. : ![](Codec_steps.gif "fig:Codec_steps.gif") When a telephone call is placed between Europe and North America, it is essential that all of these differences be accounted for. It is possible to regenerate the analog voice by passing it through the same type of codec that originally processed it, and then re-code with the other. An alternate approach is to use lookup tables that translate the binary values of one system to the other. : ![](Simplified_codec.gif "fig:Simplified_codec.gif") Since the highest frequency passed is about 3.4 kHz, a great deal of ingenuity is required to pass data at 4.8, 9.6 kbps or even higher. Note that these are well above the Nyquist rate but considerably below the Shannon-Hartley limit. All modern telephone systems today employ codecs in the BORSCHT interface to digitize the incoming analog signals. It is ironic that although the telephone system has been updated to digital technology, the telephone set and loop has remained analog. By international agreement, all voice codecs use an 8 kHz sampling rate. Since each transmitted sample is 8 bits long, the analog voice signal is encoded into a 64 kbps binary steam. This rate determines the basic channel data rate of most other digital communications systems. By bypassing the codec, it is possible to send 64 kbps customer data through the telephone system. However, because of old style signaling schemes still in use, digital data rates are often limited to 56 kbps. : **H - Hybrid** ```{=html} <!-- --> ``` : ![](2-4_wire_hybrid.gif "fig:2-4_wire_hybrid.gif") A diplexer performs a bi-directional 2-wire to 4-wire conversion. It allows two unidirectional electrical paths to be combined into a single bi-directional one, and vice versa. It is advantageous to separate transmit and receive portions of the signal since it is easier to make unidirectional amplifiers, filters, and logic devices. One of the simplest ways to create an audio band hybrid is to use a transformer hybrid. : : **Single Core Transformer Hybrid** ```{=html} <!-- --> ``` : ![](Single_core_hybrid.gif "fig:Single_core_hybrid.gif") There are several ways to split transmit and receive paths, the simplest method uses a single core hybrid transformer. The basic defining transformer equations are: $$\frac{{V_1 }} {{n_1 }} = \frac{{V_2 }} {{n_2 }} = \frac{{V_3 }} {{n_3 }} = \cdots \quad \quad \quad and\quad \quad \quad I_1 n_1 + I_2 n_2 + I_3 n_3 + \cdots = 0$$ For a single core hybrid with a center-tapped secondary, the impedance relationships for proper operation (conjugate matching) are: $$for\quad \quad \quad n_2 = n_3 \quad \quad \quad Z_2 = Z_3 = 2Z_4 \quad \quad \quad and\quad \quad \quad Z_1 = \left( {\frac{{n_2 }} {{n_1 }}} \right)^2 Z_4$$ : ![](Hybrid_operation.gif "Hybrid_operation.gif") Note what happens if the transformer is driven from one of the secondary windings: $$let\quad \quad \quad n_1 = n_2 = n_3 \quad \quad \quad \therefore I_3 = - I_1 - I_2$$ : : But *I~1~* and *I~2~* flow in the opposite directions, therefor: $$I_3 = - \left( { - I} \right)_1 - I_2 \quad \quad \quad and\;if\quad \quad \quad \left| {I_1 } \right| = \left| {I_2 } \right|\quad \quad \quad then\quad \quad \quad I_3 = 0$$ This last requirement can be satisfied by adjusting the impedances Z~1~ - Z~4~ to make the currents equal. From this we observe that signals injected into any port emerge only at adjacent ports but not at the opposite one. : ![](THL.gif "fig:THL.gif") In a properly balanced single core hybrid the typical throughput or insertion loss is about 3.5 dB and the THL (trans hybrid loss) is about 25 dB. : : **Double Core Hybrid** ```{=html} <!-- --> ``` : ![](Double_core_hybrid.gif "fig:Double_core_hybrid.gif") When properly balanced, a 2-core network can achieve a THL of 50 dB while the insertion loss remains at about 3.5 dB. It has better performance than the single core device, but is bulkier and more expensive. : : **Balancing Networks** All telecom equipment is tested and characterized against standard impedance terminations. These impedances are based on line surveys and are approximate equivalent circuit representations of the outside cabling plant. For this reason, these networks vary from country to country. In North America, IRL (input return loss) is measured against: : **T - Testing** In order to maintain a high degree of service (99.999%), the equipment must be capable of detecting and repairing faults before the customer is even aware that there may be a problem. As a result, a separate test buss and access relay is provided on a line interface. Tests may be performed in a bridged mode or with the loop and line card disconnected from each other. Testing can be done in three basic directions: : : • From the line interface looking out towards the subscriber loop : • From the loop connection looking into the line card : • From the central office side of the line card These tests are generally automated and are conducted late at night when there is little chance that the customer will request service, thus interrupting the test. Some of the scheduled tests may include: : : • Transmit and receive levels : • Transmit and receive frequency response : • Insertion loss : • Trans-hybrid loss : • Quantization distortion : • Aliasing distortion Some other tests that may be performed when commissioning a line or when a complaint is lodged, include: : : • Impulse noise test : • C-message noise : • Longitudinal balance ```{=html} <!-- --> ``` : **Repeaters** ```{=html} <!-- --> ``` : ![](2_wire_repeater.gif "fig:2_wire_repeater.gif") By placing two hybrids back to back, it is possible to create a bidirectional amplifier or repeater. The total gain in the 4-wire path within the repeater must not exceed the combined transhybrid loss of the transformers. If this happens, the circuit will oscillate or sing. The total gain in the 4-wire path within the repeater must not exceed the combined transhybrid loss of the transformers. If this happens, the circuit will oscillate or sing. ### Space Division Switching The physical path between any two customers on a space switch is not shared with anyone else. Crosspoints made from electromechanical relays have been used to perform the interconnection, but newer systems use semiconductors. In a crossbar matrix, the number of inputs and outputs do not have to be equal thus facilitating either concentration or expansion. In any case, a total of NxM crosspoints are required. Although only one contact is shown, many systems require two contacts if they keep the integrity of the tip and ring leads throughout the system. : ![](Space_division_switch.gif "fig:Space_division_switch.gif") The folded matrix treats inputs and outputs identically and requires only *N(N-1)/2* crosspoints. The major disadvantage of this type of switch is the rapid increase of crosspoints as the system size increases. The number of crosspoints increases as *N^2^* and yet only a maximum of *N* crosspoints can be active at any given time. Failure of a single crosspoint prevents communication between the two devices sharing that crosspoint. **Multiple Stage Space Switch** One way to avoid the cost penalties associated with full matrices, is to organize the contacts into smaller groups. This impacts the call processing since the switch controller must manage several contacts per connection. Furthermore, the connection between any two subscribers may take any one of a number of paths, thus further complicating the decision making process. The following sketch shows a simple three-stage space switch. It should be remembered that since a full duplex connection is required, a second switch supplying the return path must be provided. : ![](3_stage_space_switch.gif "fig:3_stage_space_switch.gif") The total number of crosspoints in the above illustration is: PLACE EQUATIONS HERE The number of crosspoints required is dramatically reduced in this multiple stage switch in comparison to a square matrix. The central stage allows several ways to make a connection between two subscribers therefor, single crosspoint failures can be bypassed. This results in a more flexible and reliable system, but demands a more complex control structure. **Blocking** A non-blocking network is capable of finding a path between any idle input to any idle output. This does not mean that the system be able to handle simultaneously all customer requests for service. In such a case, the system may overload but the customer is not able to distinguish the difference between blocking and overload. The following illustration shows how blocking can occur. The solid lines represent connections in service. PLACE ILLUSTRATION HERE The connections in service are not necessarily the optimum routing and may have been forced by the prior connections. Note that in this case, it is not possible for the last customer on switch 1:1 to contact the last customer on switch 1:3 because there is not a free center switching stage common to both. To overcome this, an additional center stage can be added. To prevent blocking, 2n-1 center arrays are necessary. The total number of crosspoints (NoC) in a non-blocking network is therefore: PLACE EQUATIONS HERE As the total number of lines in increase, the total number of crosspoints can be approximated by: A non-blocking network of this type is known as a Clos switch, after its inventor. Its basic characteristics include: : : • Expansion in the first switching stage : • An odd number of center stages : • Concentration in the last stage ### Time Division Switching Time domain switching is simply an application of time domain multiplexing and may be performed on analog or digital signals. Any number of inputs may be sequentially routed to a single output. : ![](TDM1.gif "fig:TDM1.gif") This technique increases the transmission link utilization and can be modified to support circuit switching. If a multiplexer is placed at the input, a demultiplexer is placed at the output. This system can be used to multiplex either analog or digital signals. : ![](TDM2.gif "fig:TDM2.gif") Each customer is assigned a unique switch, but all customers share the same internal signal path. For N customers there are 2N switches. TDM bus switching occurs when the input sequence is not the same as the output sequence. Each customer is given access to the common structure for a brief moment. If higher data rates are needed, multiple inputs can be assigned, thus giving the customer more time to transmit a signal. **Time Slot Interchange \[TSI\]** If information can be arranged into a sequence, it can also be rearranged, much like shuffling a deck of cards. This is the task of the time slot interchange unit. Full duplex operation is achieved by interchanging time slots in both directions. : ![](TSI.gif "fig:TSI.gif") The incoming TDM channels are mapped sequentially into RAM while the outgoing channels are read out non-sequentially. This output address generator is simply a memory-mapped pointer governed by a central controller. The required memory access time can be approximated as the inverse of the channel rate. The RAM width is determined by the number of bits in a channel, and the length by the number of channels in a frame. **Time Multiplexed Switching** Combining TDM and TSI allows a channel from one digital bit stream to be switched to any channel on another digital bit stream. A multistage time switch can consist of cascaded switching modules. To prevent blocking, 3 or more stages are required. : ![](TMS_switch.gif "fig:TMS_switch.gif") Although it appears that only time domain switching is used in this example, it is also known as a Time-Space-Time switch or simply *TST*. This is because the center stage is actually switching different input lines in space to a common output line. Since there is an ambiguity in the terminology, some manufacturers of telecommunications equipment may refer to this as a *TTT* switch if all of the signals are digital. For small-scale switches, space switching is most efficient. However, as switch size increases, time domain switching tends to gain the advantage. It is sometimes difficult to make direct comparisons between various telecommunications switches because the internal architectures may be quite different. However, it is possible to compare BHCA (busy hour call attempts) capacity or performance such as traffic intensity, under a specified set of circumstances. Traffic Intensity is the product of average holding time and the calling rate and is expressed in CCS (hundred call seconds) or Erlangs. CCS is defined as: (number of calls per hour)x(call holding time in seconds)/100seconds Therefore, 36 CCS = 1 Erlang An erlang is a measure of the traffic intensity and is equal to the average number of simultaneous calls at any given moment. It represents the total circuit usage during any time interval, divided by that interval. It also corresponds to the minimum number of channels necessary to carry the traffic, if it could be scheduled. **Example** : : Imagine for a moment that there are 8 customers in a small telephone system making random calls: ```{=html} <!-- --> ``` : ![](Erlang_example_a.gif "fig:Erlang_example_a.gif") ```{=html} <!-- --> ``` : : These calls could conceivably be arranged as: ![](Erlang_example_b.gif "Erlang_example_b.gif") Three, 1 hour channels could carry this traffic and still have 25 minutes left over to spare. The traffic intensity is therefor less than 3 Erlangs: ## Questions for Research 1\. What is the purpose of dial tone? 2\. What are the advantages of CAS and CCIS interoffice signaling? 3\. What is the difference between a line and a trunk? 4. How does the line circuit monitor the state of the telephone? 4\. Why does the standard telephone exchange need to provide BORSCHT? 5\. List the differences between North American and European codecs. 6\. Under what circumstances can poor THL be tolerated? 7\. What is the difference between an echo suppresser and an echo canceler? 8\. Where do the telephony terms tip and ring originate? Tip and Ring come from switchboard days. The plug on operators cords had a center \'tip\' for one conductor, and the outer \'ring\' for the other conductor. 9. Define blocking. 10\. Why are multiple stage space (or time) switches more practical than a single stage switch?
# Communication Systems/Cellular Systems ## Cellular Voice Networks Mobile radio service was introduced in St. Louis in 1946. This radio dispatching system had an operator who patched the caller to the PSTN. Later, IMTS allowed customers to dial their calls without an operator. From this humble beginning came the present cellular phone system. The cellular network is viewed by the PSTN as just another end-office where calls originate and terminate. : : ![](PSTN_MSC_cloud.gif "fig:PSTN_MSC_cloud.gif") The STP (signal transfer point) handles the network routing by establishing the route to the HLR (home location register) for a specific mobile user. This simplifies network management, because only the routing tables in the STP need to be updated as the system grows. Each MSC (mobile switching center) does not have to maintain full routing tables to all other MSCs. **Cellular Voice Reference Model** : ![](Cellular_voice_reference_model.gif "fig:Cellular_voice_reference_model.gif") ```{=html} <!-- --> ``` : : AC --- Authentication Center. This manages the authentication of the end user or equipment on behalf of the MS. It may serve many HLRs or in fact be an HLR itself. : BS --- Base Station. The base station manages one or more cell sites and consists of a controller and one or more radio transceivers. : EIR --- Equipment Identity Register. This is not presently well defined, but is used to identify end user equipment and reduce the incidents of fraud. : HLR --- Home Location Register. This identifies the particular user and their service profile. It also records their current location and authorization period. The HLR may be distributed over more than one entity. : MS --- Mobile Station. This is the actual radio based terminal that provides customer access to the network. : MSC --- Mobile Switching Center. The telecommunications switch which routes calls between mobile users and the PSTN. : VLR --- Visitor Location Register. This allows visitors to roam on other systems. This reference model distinguishes between various tasks and does not necessarily reflect the actual physical equipment. Unfortunately, there is a wide range of incompatible technologies being used at the Um air interface. Consequently, although it is possible to communicate with people all over the world, it is not possible to take your phone with you everywhere. This makes it difficult to adapt the present system to support global PCS. The cellular infrastructure market is dominated by four major corporations: Lucent Technologies, Nortel, Ericsson, and Motorola. The current cellular system is experiencing unprecedented growth in subscribers, services, and technological innovation. Some of the offered services include: : : • Paging, vehicle location : • Text, data, facsimile transmission : • Traffic, weather information : • Emergency aid dialing : • Electronic funds transfer for fare payment There are however, some areas of concern: : : • Computerized call hand-offs between cell sites : • Caller identification : • Remote diagnostics : • Reliability : • Technology mix \[digital, analog, UHF, audio, computer\] : • Billing : • Long distance paging Each subscriber is assigned transmit and receive frequencies for the duration of a call. The frequency pair is sometimes referred to as the forward and reverse channels, or the up and down link. Under control from the cell site, the cellular phone must be able to tune to any of the hundreds of frequency channels in the system. Some of the adjacent cells will monitor the signal strength from the portable unit in order to help the central exchange to determine which cell site should handle the call. If at some time, this signal becomes weaker because the customer has moved into another cell service area, a call hand--off will be necessary. This requires that the cellular phone switch to another set of frequencies, and the calling path be rerouted. All of this must appear transparent to the user. ### AMPS AMPS is an analog system based on FDMA and used extensively in North America. It has been slightly modified since its inception and some of its characteristics are: : : • Channel width: 30 KHz : • Duplex spacing: 45 MHz : • Data transmission: BFSK ±8 KHz deviation : • Output power: 0.6 to 4 watts The present system divides the 832 channels into two blocks of 416 channels. Within each block, 21 channels are reserved for signaling. Some of the weaknesses associated with this system include: : : • Call blocking during busy hours in urban areas : • Misconnects and disconnects due to rapidly fading signals : • Lack of privacy and security : • Limited data transmission \[1200 bps\] One technique, which has been put forward to resolve some of the congestion problem now found in the major urban areas, is to narrow the channel broadcast bandwidth. NAMPS(narrow AMPS) increases system capacity by splitting each 30 kHz AMPS channel into three 10 kHz channels. This is seen as an interim solution until a better scheme is agreed upon. **Cell Channel Allocation** : : ![](Amps_cell_group.svg "fig:Amps_cell_group.svg") It is not possible to assign all channels to each cell since adjacent cells using the same frequencies would interfere with each other. The channel distribution in the 832-channel system is as follows: : : • A cell group of 7 adjacent cells share 416 full duplex channels : • No cell contains any adjacent frequency channels : • 4 cells are assigned 56 channels : • 3 cells are assigned 57 channels : • 21 channels are reserved for control Frequency utilization can be improved by cell splitting and sectoring. These approaches effectively reduce the size of the customer service area and allow frequencies reuse. This increases the number of hand-offs and other demands on the MTX. : : ![](Cell_spliting.gif "fig:Cell_spliting.gif") Cell splitting involves the creation of a new smaller cell from two larger ones, while sectoring is the breakup of a single cell into smaller ones. Typically, cell sites are split 3 or 4 to 1. To minimize spill over into nearby cells, the cell antennas are given a slight downward tilt, and the output power is limited to 100 Werp. Another way to increase utilization is by channel borrowing. A few channels are allowed to violate the normal frequency assignments and move between cells. This allows the system to dynamically vary the number of customers that can be served in a given cell. Careful consideration must be given to potential co-channel interference This principle can be further extended to provide dynamic channel assignment, where the assigned cell frequencies are continually changing to meet the shifting demand patterns. ### GSM GSM is a third generation wireless telephone technology that allows roaming in 17 European countries. It started off as a pan-European standard but quickly gained world wide acceptance for its comprehensive and thoughtful implementation. GSM uses a TDMA access format and has a call hand-off capability, thus increasing customer mobility and allowing inbound calls. Base stations can handle 124 frequency bands. Channel 0 is performs a dual role of providing a signaling channel and monitoring signal strength. All other channels can be assigned to subscribers. : : • Up Link Frequency 890 - 915 MHz : • Down Link Frequency 935 - 960 MHz : • Carrier Spacing 200 KHz : • Can support 1000 speech or data channels : • Uses GMSK† modulation UMTS ## Cellular Data Networks ## Cellular Satellite Networks
# Communication Systems/Packet Data Systems ## Carrier Grade Packet Networks In most data applications, user data is decomposed into a string of packets. This requires that additional information be added to the user\'s data to ensure its safe arrival at the correct destination. If the packets are rather long or of variable length, the system may be referred to as frame relay. If the packets are small and of fixed length, the system may be referred to as cell relay. The user data may be organized into fixed or variable length packets depending on the type of system. In any case, additional information is appended to the customers data in the form of a header. Some of the header contents may include: : • Source address : • Destination address : • Time stamp or packet sequence number : • Maximum allowable delay (priority) : • ACK/NACK : • Network control/billing : • Error checking etc. However, simplex connections with transmission delays are not suitable for voice connections, but are not a concern in data transmission. Each input data packet is stored in an input buffer or queue and sent to the appropriate output queue when resources become available. If the packets and queues are sufficiently short, a virtual full duplex link may be established, and interactive transactions may be possible. In order to understand the operation of these systems, it is often necessary to resort to a standard reference model. The OSI model outlines the various functions and attributes, which are inherent in any communications system. A further necessity is the standardization of the implementation of the OSI model. This work has largely been done by the IEEE and ITU (formerly CCITT). The OSI model was started in 1978 and has evolved to provide a framework for interoperability. Standardization is required in order that various types of equipment or systems can be joined in some useful way. Some of the activities, which are regulated, include: • Interprocess communications • Data representation • Data storage • Resource and process management • Security • Program support +---------------------------------------------------+ | OSI Model | +===================================================+ | | +---------------------------------------------------+ | Host\ | | layers | +---------------------------------------------------+ | 6\. Presentation | +---------------------------------------------------+ | 5\. Session | +---------------------------------------------------+ | Segment | +---------------------------------------------------+ | Media\ | | layers | +---------------------------------------------------+ | Frame | +---------------------------------------------------+ | Bit | +---------------------------------------------------+ The majority of the OSI model is implemented in microprocessor based hardware. This means that new applications, network architectures, and protocols can generally be accommodated by making software changes. It also means that the traditional gap between the telecommunications and computer industry is being reduced. Significant advances have been made in the physical layer interfaces, as networks migrate from twisted pair cabling to fiber optics. These developments have introduced new applications, architectures and protocols. Some applications for public data packet networks include: : • Electronic funds transfer: Banks, Automated tellers, Clearinghouses, Stock exchanges : • Point-of-sale terminals : • Credit card verification : • Electronic mail : • Electronic purchasing : • Inventory management : • Database interworking ## The Internet ## LANs LANs are used to connect a group of terminals or workstations together. These may be found in a relatively confined space such as within a building or campus setting. The attachments may be dumb or intelligent terminals, file servers, routers, and repeaters. The majority of LANs are privately owned. They can be connected to the PSTN or some other carrier to form MANs or WANs. LANs can be categorized in a number of ways. One method examines how information is placed on the interconnecting transmission medium. Baseband LANs directly inject logic levels of on the medium and share access by some form of TDM. Broadband LANs however, use high frequency carriers and share access by FDM. Some authors prefer to segregate a special category, the PBX: : LAN - local area network (baseband) : HSLN - high-speed local network (may be baseband or broadband) : PBX - private branch exchange (baseband) The most widely used LANs today are ethernet, token ring, token bus, and Appletalk. They can be interconnected by gateways, routers, bridges, or repeaters to form MANs, which can in turn be used to create WANs. **Topology** ![](LAN_topology.gif "LAN_topology.gif") LANs can be configured in three basic ways, namely: as a ring, star, or bus. Another arrangement known as a tree topology is really a variation of the bus. Cable TV is an example of a tree network employing frequency division multiplexing. : **Star** The end office of the PSTN is configured as a star where all lines radiate from a single location. This type of wiring is also used in all modern office buildings. This center of the star or hub may contain a network manager of some other piece of hardware that exercises control over the LAN. This type of arrangement is used in a PBX, and the most common connection media is a twisted pair of wires. Some networks may be configured as a physical star, but may have a different logical topology, such as a ring. : **Ring** A ring consists of a closed loop, where each station is connected by an active or passive tap. An active tap is one has electronic components inserted into the loop to both extract and inject signals, thus all stations are effectively connected in series. A passive tap simply comes in contact with the loop., thus all stations are effectively connected in parallel. A station wanting to transmit waits its turn to inject a packet onto the ring. This implies some sort of distributed protocol. This is most often implemented by means of a token. : **Bus** A distributed protocol arrangement or token is needed to resolve bus contention problems. Each terminal monitors the common bus for any data with their address appended, at which point it simply makes a copy. This arrangement is often found in computer systems where a number of peripheral devices may be connected on a high-speed bus. Two important issues in this type of arrangement are access and signal level. In a baseband or digital environment, there is often a polling mechanism imposed to create order. Also, the signals degenerate as they propagate down the line, this means that some sort of compensation must be made. RS-422 is a simple protocol that is implemented on a twisted wire bus. The system allows a couple of dozen devices to be networked as far as 1 km, with a data rate of up to 1 Mbit/s. Ethernet is an example of a baseband system implemented on a bus. ## Further reading - Serial Programming/Forming Data Packets
# Communication Systems/Satellite Systems ## Satellite Applications Satellites support a number of applications including: : : • Communications systems : • Broadcasting systems : • Remote sensing : • Global positioning and navigation : • Search and rescue : • Weather and pollution monitoring : • Surveillance **Some suggested topics** .TV Broadcasting ## Satellite Frequency Bands ## Satellite Link Budgets ## DBS (Direct Broadcast Satellite) ## VSAT (Very Small Aperture Terminals) ## GPS (Global Positioning System) It refers to a system of satellites that constantly transmit a signal, and a GPS terminal that picks up those signals and calculates its position on Earth by measuring the distance between itself and two or more GPS satellites (by measuring the time it takes to receive the signals). ## Satellite Orbits ### Geostationary Orbit A satellite which orbits around the Earth at the same rate that the Earth turns is known as a synchronous orbit. Synchronous orbits can be of any inclination. If they are polar orbiting, the satellite will appear to be over the same spot at the same time every day. Remote sensing satellites can be place in orbits that are synchronous with the Earth's rotation over a longer period than a day, and thus will be able to view the entire ground surface over a number of orbits. If a geosynchronous orbit is placed over the equator, something very interesting happens. The satellite will appear to stop moving in the sky. This is referred to as a geostationary orbit. The gravitational acceleration of an object as a function of altitude is: $$a_{c}=\left( \frac{r_{e}}{r_{s}} \right)^{2}g$$ : : where: $$r_{e}=$$ equatorial radius of the Earth (6378.388 km) $$r_{s}=$$ radius at the satellite position $$g=$$ Earth\'s gravitational constant (9.80665 m/sec^2^) The centrifugal acceleration on a satellite is given by: $$a_{c}=r_{s}\omega ^{2}=r_{s}\left( \frac{2\pi }{T_{s}} \right)^{2}$$ : : where: $$\omega =$$ angular velocity in radians/sec $$T_{s}=$$ time for 1 orbit (86400 seconds \[24 hrs\] for geostationary orbit) For a stable orbit, the two forces associated with these accelerations must be equal $$\left( \frac{r_{e}}{r_{s}} \right)^{2}g=r_{s}\left( \frac{2\pi }{T_{s}} \right)^{2}$$ ![](Geostationary_plot.gif "Geostationary_plot.gif") Solving for *r~s~* we obtain: $$r_{s}=\sqrt[3]{\left( \frac{r_{e}T_{s}}{2\pi } \right)^{2}g}=\sqrt[{}]{\left( \frac{6378\ km\times 86400\ \sec }{2\pi } \right)^{2}9.8065\ m/\sec ^{2}}=42,254.22\ km$$ Therefor the height above the Earth is 42,254 km - 6378 km = 35,876 km or 22,292 miles. The velocity of a satellite in a circular orbit is given by: This works out to 3.073 km/Sec for a satellite in a geostationary orbit. #### Path Length The transmission path length can be found by applying Pythagorean Theorem: In actual practice, the angle of elevation must be at least 5 degrees above the horizon. Therefore the actual geometry is closer to: By applying the law of sines, a better approximation of the maximum path length can be determined, as well as the minimum distance from the pole required to see the satellite. Using the polar radius to calculate the total arc length of the Earth, with the polar curvature, we obtain an effective polar circumference of: Which means that the minimum distance d from the pole, at which the satellite can be seen is: It is evident from the sketch, that the further north one goes, the greater the signal path length through the atmosphere. ### Molniya Orbit The former USSR is not able to make great use of geostationary satellites, because of the northern latitude of the country. Consequently, communications satellites have required a slightly different approach. The term molniya means "flash of lightning". ### Sun Synchronous Orbit Many satellites which require sunlight for imaging use sun-synchronous orbits. The sun-synchronous orbit provides a constant node-to-sun angle, and the satellite passage over a certain area occurs at the same time of the day.
# Communication Systems/Microwave Systems Microwaves are high frequency radio waves (\> 1 GHz) and they propagate much like any other electromagnetic phenomenon in free space. Because they are electromagnetic waves and not electrons, they do not propagate well down copper cables. instead, the waves are guided down hollow conductors. ## Waveguides Two boundary conditions must be met in a waveguide for a wave to travel down the guide: : • The electric field must terminate normally on the conductor (the tangential component of the electric field must be zero). : • The magnetic field must lie entirely tangent along the wall surface. (the normal component of the magnetic field must be zero). Consequently, TEM waves cannot be conducted in a waveguide. (Recall that in a TEM wave, the electric and magnetic fields are at right angles to each other and the direction of propagation.) The most common wave used in waveguides is the TE~10~, meaning transverse electric. The subscript TE~ab~ denotes the number of half cycles which appear in the *a* and *b* dimensions of the waveguide. : ![](Waveguide.gif "fig:Waveguide.gif") There are many other waveguide modes. A TE~10~ wave may be formed when two TEM wave intersect: : ![](TE10a.gif "fig:TE10a.gif") ```{=html} <!-- --> ``` : ![](TE10b.gif "fig:TE10b.gif") ```{=html} <!-- --> ``` : : The velocity of a TEM wave in air is: $c=\lambda f$ ```{=html} <!-- --> ``` : : The phase velocity (the apparent wave velocity along the guide wall) of a TE wave: $v_{p}=\lambda _{g}f$ ```{=html} <!-- --> ``` : : Therefor the phase or guide velocity is: $v_{p}=\frac{\lambda _{g}}{\lambda }c$ ```{=html} <!-- --> ``` : : From the right angle triangle BCD, we obtain: $\cos \alpha =\frac{\lambda }{2a}$ ```{=html} <!-- --> ``` : : From the right angle triangle ABD we obtain: $\sin \alpha =\frac{\lambda }{\lambda _{g}}$ Since $$\text{sin}^{2}\alpha \text{ + cos}^{2}\alpha \text{ = 1}$$ : : We obtain: $$\left( \frac{\lambda }{\lambda _{g}} \right)^{2}+\left( \frac{\lambda }{2a} \right)^{2}=1$$ ```{=html} <!-- --> ``` : : or $$\frac{1}{\lambda _{g}^{2}}=\frac{1}{\lambda ^{2}}-\frac{1}{\left( 2a \right)^{2}}$$ ```{=html} <!-- --> ``` : : where $$\lambda _{g}=$$ guide wavelength for the TE~10~ mode $$\lambda =$$ free space wavelength of the TEM wave $$a=$$ broad dimension of the waveguide When $\lambda =2a$, the guide wavelength becomes infinite. This corresponds to a TEM wave bouncing from side to side in the guide with no velocity component along the guide. This is cutoff wavelength $\left( \lambda _{c} \right)$and represents the lowest frequency that can be propagated. **Phase & Group Velocity** : ![](TE10c.gif "fig:TE10c.gif") The equations above can be manipulated to obtain: $$\lambda _{g}=\frac{\lambda }{\sqrt{1-\left( \frac{\lambda }{\lambda _{c}} \right)^{2}}}$$ This means that the phase velocity is always greater than the speed of light. The TEM components zigzag through the guide at the speed of light, but they convey power at the group velocity. The group velocity is always less than the speed of light. **Analogy** Nothing physical can exceed the speed of light, but it is possible for some aspect of a wave to exceed light speed. For example, the splash that occurs when a wave washes up on the beach can travel faster than the wave, if it strikes at some angle other than 90^0^. : ![](Microwave_Systems_splash.gif "fig:Microwave_Systems_splash.gif") ```{=html} <!-- --> ``` : **Example** : A rectangular waveguide measuring 0.9 by 0.45 inches is fed with a 10 GHz carrier. Determine if a TE~10~ wave will propagate, and if so, determine its guide wavelength, group velocity and phase velocity. $$a=0.9\ \text{in}\text{.}\ =2.28\ cm$$ $$\lambda _{c}=2\times 2.28=4.58\ cm$$ $$\lambda =\frac{3\times 10^{8}}{10^{10}}=3\ cm$$ : Since $\lambda <\lambda _{c}$, a TE~10~ wave will propagate. $$\lambda _{g}=\frac{\lambda }{\sqrt{1-\left( \frac{\lambda }{\lambda _{c}} \right)^{2}}}=\frac{3}{\sqrt{1-\left( \frac{3}{4.58} \right)^{2}}}=3.97\ cm$$ $$v_{p}=c\frac{\lambda _{g}}{\lambda }=3\times 10^{8}\frac{3.97}{3}=4.4\times 10^{8}\ m/\sec$$ $$v_{g}=c\frac{\lambda }{\lambda _{g}}=3\times 10^{8}\frac{3}{3.97}=2.27\times 10^{8}\ m/\sec$$ ### Wave Impedance The ratio of the transverse electric and magnetic fields constitutes an impedance. This should not be considered the same as a resistance, because it does not dissipate power. The TE~10~ wave consists of two equal TEM waves where the electric field is transverse along the *b* dimension but the magnetic field is along the a dimension is described by: $H_{a}=H\sin \alpha$. Consequently, the wave impedance is: $$Z_{w}=\frac{E_{b}}{H_{a}}=\frac{E}{H\sin \alpha }$$ : For a TEM wave: $\frac{E}{H}=120\pi$ Therefore: $$Z_{w}=\frac{120\pi }{\sin \alpha }=120\pi \frac{\lambda _{g}}{\lambda }\quad \Omega$$ : or $$\frac{120\pi }{\sqrt{1-\left( \frac{\lambda }{\lambda _{c}} \right)^{2}}}$$ for TE waves. $$120\pi \sqrt{1-\left( \frac{\lambda }{\lambda _{c}} \right)^{2}}$$ for TM waves. A TE wave has a characteristic impedance $\Omega >120\pi$. As the cutoff frequency is approached, the impedance approaches infinity. These modes are generated by means of a vertical probe antenna. A TM wave has a characteristic impedance $\Omega <120\pi$. As the cutoff frequency is approached, the impedance approaches zero. These modes are generated by means of a horizontal probe antenna. A waveguide with a dielectric other than air will have its cutoff wavelength increased by the square root of the dielectric constant. Waveguide attenuation characteristics are quite complex and are generally derived empirically. Attenuation varies with interior wall coating, guide dimensions, and operating frequency Attenuation can occur because the induced wall currents are electrons interacting with the guide. There is a limit to the amount of power which can be conveyed in a guide. If this limit is exceeded, electrical arcing will occur and severe attenuation results. The maximum power handling capability of an air filled rectangular waveguide operating in the TE mode is: $$P_{\max }=6.63\times 10^{-4}E_{\max }^{2}ab\frac{\lambda }{\lambda _{g}}$$ : where *E~max~* = maximum voltage gradient in v/cm ### Standing Waves Standing waves act much like the plucked string on a guitar. The signal magnitude changes but its location does not. One of the most useful places to create a standing wave is at a radiating antenna, but it may also be useful to create one in a guide. : : ![](Standing_waves.gif "fig:Standing_waves.gif") **Wall Currents** Traveling waves are time invariant. The pattern appears to keep its shape as it moves down the guide. However, as they propagate down the line, they induce currents in the guide walls, at right angles to the magnetic field. : : ![](Wall_currents.gif "fig:Wall_currents.gif") Slots that do not noticeably interrupt wall current, do not radiate. ### Microwave Components **Coupling Energy into a Waveguide** Probe or capacitive coupling acts like a 1/4$\lambda$ Marconi antenna. The probe, which might be the center conductor of a coaxial cable, is positioned 1/4 $\lambda$ from the end of the guide. Since a total inversion occurs when the wave reflects, it adds in phase with the coupled signal. : : ![](Microwave_probe.gif "fig:Microwave_probe.gif") The probe can be tapered to handle wideband signals. TE modes are generated if the probe is placed in the wide dimension of the guide, while TM modes are produced when the probe is placed in the narrow sidewall. Loop or magnetic coupling creates magnetic fields that are launched from the antenna. The loop may be placed anywhere the magnetic field exists. : : ![](Loop_coupling.gif "fig:Loop_coupling.gif") Aperture or slot coupling occurs when a slot is cut in the maximum of the electric or magnetic field area **Bends & Twists** : : ![](Bends_twists.gif "fig:Bends_twists.gif") The twist section is used to change between horizontal and vertical polarization. **Tees** : : ![](Tees.gif "fig:Tees.gif") Shunt tee - The signal at port C is the vector sum of ports A and B if they are used as inputs. If port C is used as the input, the power is evenly split between A and B. Series Tee - Using the top port as the input, the power will b evenly split between A and B however, they will be anti phase. Hybrid Tee - If A and B are used as the inputs, port C will be the vector sum and port D will be the vector difference. If C is the input, the energy will be evenly split between A and B. This device is often used to connect a transmitter and receiver to the same antenna. The antenna is at port B, the transmitter at C, the receiver at D, and a matched load at A. **Tuners** : : ![](Tuners.gif "fig:Tuners.gif") If the reactive stub is \< 1/4$\lambda$ in the waveguide, it acts like a capacitor. If it is \> 1/4$\lambda$ in the waveguide, it acts like an inductor. If it is 1/4$\lambda$ in the waveguide, it acts like an LC resonant circuit where the Q is proportional to the post diameter. Tuning is sometimes done to minimize the amount of signal reflected from a waveguide component. This has a significant effect on the reflection coefficient and VSWR (voltage standing wave ratio). The effect of these things can be plotted and observed on a Smith Chart. **Terminators** All of the energy travelling down a waveguide must be absorbed in order to prevent reflections. This is accomplished by placing a resistor in the center of the guide where the electric field intensity is the greatest. : : ![](Resistive_terminator.gif "fig:Resistive_terminator.gif") A short circuit is used if reflections are required. A variable attenuator can be constructed by repositioning the absorbing material in the electric field. **Directional Couplers** : : ![](Directional_coupler.gif "fig:Directional_coupler.gif") ### Microwave Cavities The dimensions of a microwave cavity must be some multiple of 1/2 l, and the Q may be as high as 100,000. $$Q=\frac{\text{cavity}\ \text{volume}}{\text{interior}\ \text{area}}$$ Energy is coupled into the cavity by means of a probe, loop, slot, or electron beam. Conventional tubes have constant velocity beams and vary the number of electrons emitted to modulate the beam intensity. Microwave tubes emit a constant stream of electrons and vary their velocity to modulate the beam intensity. **Two Cavity Klystron** An electron beam is created at the cathode and passed by the buncher cavity. The RF energy coupled into the cavity causes the beam velocity to vary, thus causing the electrons to bunch. Energy is coupled to the catcher cavity when the beam passes its port. The net result is that the RF energy may be amplified by a factor of 1000. : : ![](Two_cavity_klystron.gif "fig:Two_cavity_klystron.gif") The klystron acts as a high Q narrowband amplifier. It may have more bunching cavities to increase the gain or the cavities may be staggered tuned to increase the bandwidth. **Reflex Klystron** The reflex klystron has a single cavity that acts as both buncher and catcher. The beam is passed by the cavity, bunched, repelled and passed by the cavity a second time, and the absorbed in the sidewalls. It is necessary to turn on the repeller voltage prior to turning on the anode supply, otherwise the tube will self-destruct. The reflex klystron is used as a low power, low efficiency, variable frequency oscillator. The operating frequency is adjusted by changing the cavity volume. **Magnetron** The magnetron is a high power microwave oscillator that has found widespread use in radar, radio beacon, and microwave oven applications. The cylindrical cathode is surrounded by the anode, which has several resonant cavities. The entire assembly is placed in an intense right magnetic field running parallel to the cathode axis. This field causes an electron emitted from the cathode to follow a curved path on its way to the anode. However, the electron passes cavities on the route and so looses energy, causing it to fall back towards the cathode. The cathode repels the falling electron forcing it back towards the anode. This process continues ad infinitum. Electron bunching occurs each time the beam passes a cavity. : : ![](Magnetron.gif "fig:Magnetron.gif") The critical magnetic field is that which allows the electron to just graze the anode. If the field intensity falls below this value, oscillation will cease. The dominant or π mode occurs when the polarity on adjacent poles is 180o apart. This causes the phase focusing effect where electrons are bunched in adjacent cavities. The beam shift around the interior is some integer multiple of the wavelength. To prevent the bunched electrons to skip some cavities thus creating spurious modes, every second pole is strapped together. The output is taken from one of the cavities via a probe antenna. The magnetron can be mechanically tuned by about 5%. The continuous power output can be as high as 25 kW, but with low duty cycle pulsing \[.001\] the peak output can be in the mega watt range. **TWT** Traveling wave tubes have a higher bandwidth but lower Q than klystrons. The RF signal traveling a helical path around the beam causes the beam to bunch. This in turn reinforces the RF signal causing amplification. It can be used as a low power \[30 mW\], low noise amplifier with about a bandwidth of about one octave. Medium power devices operate at about 25 watts. High-powered devices can be pulsed at about 100 kW. TWTs are used as broadband amplifiers and repeaters in TV, radar and satellite applications. It may be frequency or amplitude modulated. ### Microwave Semiconductors **Gunn Diodes** The Gunn diode is not a diode in the truest sense because it does not contain a semiconductor junction. It is simply a piece of N-type gallium arsenide. Normally the mobility of electrons increases as the electric field increases in a semiconductor. In this device, there is a range where the mobility of the electrons actually decreases as the electric field increases. Essentially the current falls as the voltage rises. This means that for a narrow range, the device exhibits a negative resistance. This is a very unstable situation and the device has a tendency to oscillate when biased in this region. The actual frequency of oscillation is dependent on the physical size of the semiconductor and occurs when the electron transit time is equal to one oscillation period. **Pin Diodes** PIN diodes are used as high frequency switches. The have very little junction capacitance and a very low forward voltage drop. ### Microwave Measurements Reflections in a waveguide are undesirable. They send power back to the source, which may ultimately damage the signal source, and they create standing waves. **Standing Waves** If waves are allowed to reflect from a microwave device, the incident and reflected waves will interact to create a standing wave. This is somewhat similar to the vibration of a stringed instrument. The reflection coefficient is defined as the ratio of the reflected and incident voltage. $$\Gamma =\frac{E_{r}}{E_{i}}$$ The ratio of maximum to minimum voltage of a standing wave is known as the VSWR (voltage standing wave ratio). $$VSWR=\frac{\left| E_{i} \right|+\left| E_{r} \right|}{\left| E_{i} \right|-\left| E_{r} \right|}=\frac{E_{\max }}{E_{\min }}=\frac{1+\left| \Gamma \right|}{1-\left| \Gamma \right|}$$ To eliminate the constant use of absolute magnitude bars, the reflection coefficient is often written as: $$\rho =\left| \Gamma \right|$$ And since voltage is generally assumed to be the measured parameter: $$SWR=\frac{1+\rho }{1-\rho }$$ or $\rho =\frac{SWR-1}{SWR+1}$ The physical distance between two consecutive minimums corresponds to one-half the guide wavelength $\frac{\lambda _{2}}{2}$ The VSWR can take on any value between 1 and ∞. If VSWR = ∞, total reflection occurs. Ideally for a matched load, VSWR = 1 and there are no reflections. In practice, it is generally not cost effective to try to reduce the VSWR below 1.1. **Smith Chart** All values on the Smith chart are normalized to the characteristic impedance of the line. $$Z_{norm}=\frac{Z}{Z_{0}}$$ Impedances are described by circles on a Smith chart. : : ![](Smith_chart_loci.gif "fig:Smith_chart_loci.gif") This peculiar plotting method has a number of benefits. For one thing, the center of the chart corresponds to 1+1j. Consequently, it can be used to characterize any normalized transmission environment. Furthermore, the SWR appears as a circle in the chart. : : ![](SWR_circle.gif "fig:SWR_circle.gif") The normalized impedance is located at the intersection of SWR circle and reflection coefficient phase angle. **Review Questions** Quick Quiz : 1\. The magnetic field in a waveguide must terminate \[normally, tangentially\] on the conductor. : 2\. The \[phase, guide\] velocity in a waveguide can exceed the speed of light. : 3\. In a waveguide the electric field must terminate \[normally, tangentially\] on the conductor. : 4\. TM waves can be generated by placing a probe antenna in the \[narrow, broad\] side of a waveguide. : 5\. A \[shunt, series, hybrid\] tee is typically used to connect a transmitter and receiver to the same antenna. : 6\. When capacitively coupling energy into a waveguide, the probe is placed \[1/4, 1/2, 1\] $\lambda$ away from the end plate. : 7\. A reactive stub acts like a capacitor when it is inserted \[more, less\] than 1/4 $\lambda$ into the guide. : 8\. A TE wave has an impedance \[greater, less\] than 120 π ohms. : 9\. \[TE, TM, TEM\] waves cannot propagate in a waveguide. : 10\. The subscript in TEab denotes the number of \[quarter, half, complete\] cycles which appear in the a and b dimensions of the waveguide. : 11\. The dominant waveguide mode is \[TE01, TE10, TE11\]. : 12\. The speed at which energy travels down a waveguide is known as the \[group, phase\] velocity. : 13\. The cutoff wavelength represents the \[highest, lowest\] frequency that can propagate down a waveguide. : 14\. The \[shunt, series, hybrid\] tee evenly splits power between two branches, but the outputs are phase inverted with respect to each other. : 15\. The \[shunt, series, hybrid\] tee is used to couple a transmitter and receiver to the same antenna. : 16\. The \[magnetron, TWT\] is a microwave oscillator. : 17\. The \[reflex klystron, TWT\] is a microwave amplifier. : 18\. The magnetron \[is, is not\] a tube. : 19\. The klystron can be used as either an amplifier or an oscillator. \[True, False\] : 20\. The microwave tubes modulate the electron beam \[magnitude, velocity\]. : 21\. TWTs use buncher cavities to modulate the beam. \[True, False\] Analytical Questions : 1\. A rectangular waveguide has the following characteristics: Internal dimensions: 10.16 x 22.86 mm Feed: 10.5 GHz gunn diode `       Determine if:` : a\) If a TE~20~ wave will propagate : b\) If a TE~10~ wave will propagate : c\) The dominant mode guide wavelength : d\) The dominant mode group velocity : e\) The dominant mode phase velocity : f\) The dominant mode wave impedance : g\) Explain how you would measure the guide wavelength. Composition Questions : 1\. Sketch the cross section of a two-hole directional coupler and discuss its operation. : 2\. Sketch the cross section of a magnetron and discuss its operation. : 3\. Sketch the TE10 mode in a rectangular waveguide, and show the position of all of the radiating and non-radiating slots.
# Communication Systems/Fiber Optic Systems Long-haul trunks were the first application of optical fiber to gain universal acceptance. Three alternate methods are coax (copper), terrestrial microwave and satellite. While microwave towers can be used to bridge relatively small bodies of water, cables or satellites are needed to span oceans. Telegraph cables were first deployed in the mid-1800s and the first successful trans-Atlantic cable was laid in 1858. For 100 years copper submarine cables were the principal means of communication between North America and Europe. In the 1960s satellites gained ascendancy but today fiber cable dominates. Fiber cable has some significant advantages over satellite technology: : • Fiber systems can be repaired, geo-stationary satellites cannot : • Fiber systems have a slightly longer life expectancy : • Fiber systems can be upgraded while in service : • Fiber deployment has a lower risk than launching a satellite : • Fiber propagation delay is significantly lower than satellites ## Fiber Deployment (ground based) **Telecom Canada** The current Trans-Canada fiber system stretches some 4100 miles and includes under water links to PEI and Newfoundland. The cable is buried at a minimum depth of 5 feet in most places. The cable is buried 2 feet in rocky areas, but over major rivers such as the Thompson, it is 6 feet below the riverbed. Eight fibers are reserved for Trans-Canada traffic, with additional fibers are used for toll traffic from the participating operating companies. The cable has a Kevlar strength member surrounded by a star shaped polyethylene core, which can support up to 5 fiber tubes. Each fiber tube can contain up to 6 fibers. The cable has multiple layers of protection, but in avalanche prone areas, it was also encased in an 8 inch steel conduit. ## Submarine Fiber ## Optical Phenominon ### Wave-Particle Duality In 1678 Huygens showed that reflection and refraction could be explained by wave theory. While not rejecting the wave theory entirely, Einstein in 1905 suggested that light could be thought of as a small energy packet called a photon. This idea although not actually original, seemed to explain the Compton effect later discovered in 1921. Today light is generally thought of as an electromagnetic wave when it is propagating. However, when it interacts with matter by means of emission or absorption, it is preferable to think in terms of photons. Photons have energy, but no rest mass. If a photon stops, it ceases to exist as a particle, and is transformed into some other form of energy, such as heat. A rather hybrid way of thinking of light, is as a wave packet. Perhaps someday, a better model will be developed. : : ![](Wave_packet.gif "fig:Wave_packet.gif") Light in the everyday world is incoherent. That is to say that the wave packets arrive in a chaotic, random fashion. On the other hand, coherent light as generated from a laser has the wave packets synchronized or in phase. The perceived color of light is a function of its wavelength. The characteristic wavelength in the packet is related to its velocity and frequency: $$v=\lambda f$$ : where: $$v=$$ velocity $$\lambda =$$ wavelength $$f=$$ frequency It has been experimentally determined that the velocity of light in a vacuum, is about 299,793,000 meters per second. Fiber optic systems operate at a frequency of approximately 3 x 10^8^ GHz, with the most common transmission bands at wavelengths of 0.8 - 0.9 μm and 1.2 - 1.4 μm. The amount of energy in light can be determined by quantum theory and is proportional to frequency and given by: $$E=hf=\frac{hc}{\lambda }$$ : where: $$E=$$ Energy in Joules $$h=6.625\times 10^{-34}\frac{J}{\sec }=$$ Planck\'s constant $$f=$$ frequency $$c=3\times 10^{8}\frac{m}{\sec }=$$ velocity of light $$\lambda =$$ wavelength The radiated spectral energy in watts per unit area is given by: If we examine light at the macroscopic level, we observe that waves radiate spherically from their source. This is readily observable with incoherent sources and less pronounced with coherent sources. At a large distance, the wavefront flattens out into a plane wave. A ray path shows the direction that the wave or photon is traveling. In the case of a point source, this might resemble: : : ![](Ray_path.gif "fig:Ray_path.gif") When light strikes an object, it can be reflected, refracted, or absorbed. A ray of light striking the boundary between two dissimilar transparent materials is usually split into reflected and refracted rays with generally very little absorption. Different wavelengths of light travel at the same velocity in a vacuum, but this is not true in other mediums. This change in velocity leads to refraction and color separation. If the speed is slowed in a medium, the ray is redirected towards the normal. As light leaves a slower medium and enters a faster one, it accelerates and is redirected away from the normal. : : ![](Reflection_refraction.gif "fig:Reflection_refraction.gif") By convention, the angles involved in reflection and refraction are measured with respect to the normal at the point of contact. All three components are in the same plane \[there are some exceptions\]. In the above illustration, the plane of incidence is the paper. **Displacement and Polarization** Energy displacement in waves can be either longitudinal or transverse with respect to the direction of travel. Longitudinal waves such as sound and seismic waves, are displaced in the direction of travel. Transverse waves such as radio and water waves are displaced at right angles to the direction of propagation. Light travels as a TEM wave, having electric and magnetic fields perpendicular to the direction of travel. If there is no particular reason for the electrical fields of light to favor any particular orientation, the field of the waves are directed (polarized) at any angle perpendicular to the direction of propagation. This is the case with sunlight. The combined effect of many simultaneous waves is the vector sum of all of their components. This is known as the superposition principle. This principle holds true with all forms of waves, including light. This raises an interesting question: Since the polarization and phase of natural light is totally random, why don't the electric field components of all the waves simply average out to zero and the light cancel itself out? The reason is simple: they do average out, but, since this averaging is not exact, but is a random one, the laws of statistics hold. So, when we sum N random fields which oscillate, say, from minus to plus one, we expect that the sum is of the order of the square root of N, which can be enormously less than N, but is not zero. And, since the energy (the intensity) of light is proportional to the square of the electric field, we have that the mean energy of the sum is just N times the individual energies, which is precisely what we expect. A cancellation or enhancement effect do occur, but to observe it the light must be coherent. Traditionally coherent light was created by passing light from some distant source through a small hole. This effectively selects light coming from only a very small part of the originating source thus causing it to be more uniform. Today, it is easier to use a laser, which is not only very coher ent, but also essentially monochromatic. Interference patterns of light and dark areas can be observed when coherent waves intersect. Unpolarized light can be polarized by absorption, scattering and reflection. ### Reflection There are two types of reflection: diffuse and specular. **Diffuse Reflection** This is the most common form of reflection. If the illuminated object is not microscopically homogeneous in its structure, the light is scattered in all directions by multiple reflections or diffusions by its inhomogeneities (both internal and on the surface). Most materials are inhomogeneous: minerals are generally polycrystalline, organic matter is generally made by cells or fibers, so the light sent to our eyes by most objects is diffusely reflected. Because of this phenomenon, we can see other objects. : : ![](Diffuse_reflection.gif "fig:Diffuse_reflection.gif") Sunlight contains all of the perceived colors in such a way that their combined values look colorless. When it strikes an object, some wavelengths are absorbed, while others are reflected. The perceived color is the vector sum of all the reflected waves. **Specular Reflection** Light striking a smooth surface is reflected at the same angle with which it strikes, but suffers some loss. Instead of seeing the reflecting surface, one sees an image of where the light originates. The reflected light can have the appearance of coming from either in front of or behind the reflecting surface. If the image appears to be behind the surface, as in the case of a mirror, it is referred to as a virtual image. : : ![](Virtual_image.gif "fig:Virtual_image.gif") If the image is seen on a screen placed in front of the reflecting surface, it is called a real image. This principle is used in reflecting telescopes. Real images are most often generated by refraction and are used in cameras and projectors. : : ![](Real_image.gif "fig:Real_image.gif") **Variable Reflective Coatings** About 4% of light striking a smooth air-glass boundary is reflected. This can be reduced by applying non-reflecting coatings. Photographers and fiber optics designers are interested in non-glare coatings, since reflection reduces the amount of light entering and exiting the glass. By depositing a thin high refractive index film over a thin low refractive index film, the amount of reflection can be increased to about 50%. This principle is used to make a beam splitter, a device of great value in optical measuring equipment and color TV cameras. **External Reflection** A phase reversal occurs when light is reflected by a more optically dense medium. This also happens when radio waves strike a metallic surface. The electric field component is short-circuited. Since the incident and reflected fields cancel at the point of incidence, the reflected waves are equal in amplitude but opposite in phase to the incident wave. The relationship between angle of incidence and amount of reflection is very complex. At normal incidence, a reflecting surface reflects all components equally well. However, at other angles, objects prefer to reflect light having the electric field component perpendicular to the plane of incidence. At the extreme case, Brewster's angle, only perpendicular components are reflected, and complete polarization occurs. Brewster's angle is defined by: $$\tan \left( \theta _{P} \right)=\frac{\eta _{1}}{\eta _{2}}$$ At Brewster's angle, the reflected and refracted rays are at right angles to each other. : : ![](Brewsters_angle.gif "fig:Brewsters_angle.gif") When noncoherent light strikes glass, about 15% of the perpendicular components are reflected, and none of the others. The refracted ray consists of the remaining 85% of the perpendicular component as well as all other orientations. The polarized reflection can be enhanced by stacking many thin glass plates together. **Internal Reflection** If light strikes an optically less dense medium, the reflected wave is not phase reversed. When the angle of incidence is greater than the critical angle, total internal reflection occurs. However, a refracted beam of sorts does exist. It is sometimes designated as frustrated total reflection or more commonly evanescent wave. This wave does not dissipate power, and extends only a few wavelengths into the faster medium. It decays exponentially according to the relationship: $$e^{\alpha x}$$ : where $$\alpha =k_{0}\sqrt{\eta _{1}^{2}\sin ^{2}\Theta _{i}-\eta _{2}^{2}}$$ $$k_{0}=$$ free space propagation factor $$\Theta _{i}=$$ angle of incidence $$x=$$ distance into the faster medium ### Refraction Refracted rays create diverse effects ranging from the rainbow to the apparent bending of sticks protruding into water. From experimentation, it was observed that the ratio of the sines of the incident and refracted rays is constant: $$\frac{\sin \left( \theta _{0} \right)}{\sin \left( \theta _{1} \right)}=\text{ constant}$$ This constant is actually a function of the optical wavelength. Therefor, white light is separated into its various color components when refracted. If the originating medium is a vacuum, this ratio is known as the refractive index. In practice, the refractive index for air is 1.000293 for yellow light. Therefor, for terrestrial measurements, air is regarded as a vacuum, with a refractive index of 1. : : ![](White_light_refraction.gif "fig:White_light_refraction.gif") **Snell\'s Law** The relationship between the incident and refracted angles is given by Snell's Law: $$\eta _0\sin \left( \theta _{0} \right)=\eta _{1}\sin \left( \theta _{1} \right)$$ When a light ray passes through a glass block, it is refracted twice. If the block has parallel faces, the ray will resume it original angle of attack but is slightly displaced. The refractive index of a material is the ratio of the speed of light in a vacuum to the speed of light in the specific material. : : ![](Refraction_in_glass.gif "fig:Refraction_in_glass.gif") If the faces are not parallel, such as in a prism, the white light is separated into its various spectral components. : : ![](Prism_refraction.gif "fig:Prism_refraction.gif") In some cases these simple rules of reflection and refraction are not valid. Reflection for example, assumes a smooth boundary, and Snell's law of refraction assumes an isotopic material. The velocity of light varies with direction in anisotopic materials. Snell's Law predicts the following refraction response in glass: : : ![](Borosilicate_Glass.gif "fig:Borosilicate_Glass.gif") The reflected intensity depends on the angle of incidence and on the polarization of incident light. At a high angle of incidence, for example, the reflectance can be very high. At a certain angle (Brewster\'s angle) reflected light is completely polarized. The Fresnel equations give quantitatively the intensity of reflected light as a function of the angle of incidence and of its polarization (and, of course, of refraction index).
# Communication Systems/Baseband and Broadband Signals It is important to know the difference between a baseband signal, and a broad band signal. In the Fourier Domain, a baseband signal is a signal that occupies the frequency range from 0 Hz up to a certain cutoff. It is called the baseband because it occupies the **base**, or the lowest range of the spectrum. In contrast, a broadband signal is a signal which does not occupy the lowest range, but instead a higher range, 1 MHz to 3 MHz, for example. A wire may have only one baseband signal, but it may hold any number of broadband signals, because they can occur anywhere in the spectrum. ## Wideband vs Narrowband in form of frequency modulation. wideband fm has been defined as that in which the modulation index normally exceeds unity. ## Frequency Spectrum A graphical representation of the various frequency components on a given transmission medium is called a frequency spectrum.