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Blender

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BlenderShading & Lighting

Filipe Pacheco 1

Blender Shading & Lighting

• Go to the tutorial at• http://cgcookie.com/blender/lessons/5-shading-and-lighting/

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Find out more at: http://www.blender.org/manual/render/cycles/lamps.html

Note: The Node editor behavior is slightly changed in newer versions of Blender

and… http://www.blender.org/manual/render/cycles/nodes/index.html

1st Tutorial Key Points

• Using the Cycles Renderer in the 3D view window

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Select the Render Engine

The Render Properties is specific for each render engine

1st Tutorial Key Points

• Using the Cycles Renderer in the 3D view window

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Viewport shading

Default is: “Solid”

Z key switches to “Solid” / “Wireframe”

1st Tutorial Key Points

• Create and Adjust basic Lamps

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Use the “Add” tab in the toolbox Use the “Shift-A” shortcut

1st Tutorial Key Points

• Create and Adjust basic Lamps

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Emits light to all directions from a point

Emits light in a single-direction (parallel rays)The position (XYZ) of the light is irrelevant

Emits light in a cone (like a spot light)

Not supported in Cycles Render Engine

Emits light from a square or rectangular area

1st Tutorial Key Points

• Create and Adjust basic Lamps

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Light Parameters

Strength

Color

Cast Shadow

If we select the Sun lamp…

1st Tutorial Key Points

• Create and Adjust basic Materials

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Material Parameters

Add New Material

If we select another object…

1st Tutorial Key Points

• Create and Adjust basic Materials

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Material Name

Material Slots

Preview Window

Tip: collapse if not in use to save memory / processor usage

1st Tutorial Key Points

• Create and Adjust basic Materials

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Change the surface type to simulate different materials like glass, velvet, translucent, gloss and so on…

Color of the surface

Change “glossiness”, etc…

1st Tutorial Key Points

• Create and Adjust basic Materials

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The “Glossy BSDF” has a new default distribution: “GGX” so the Roughness parameter value is slightly different from the tutorial.(or you can select the original Beckmann)

Select the “Glossy BSDF”

Adjust the Color & Roughness

1st Tutorial Key Points

• The Node Editor

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Click on the hatch area and drag down to create a new

window

1st Tutorial Key Points

• The Node Editor

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Now select the new window type

1st Tutorial Key Points

• The Node Editor

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The final material output

The “Glossy BSDF” node

BSDF:Bidirectional ScatteringDistribution Function

1st Tutorial Key Points

• The Node Editor

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Add a new “Difuse BDSF” shader.

Use the menu, or press Shift-A

Position the new node with the mouse, below the existing “Glossy BDSF”.

Note: you may need to zoom out to see the new node

1st Tutorial Key Points

• The Node Editor

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Click and drag to create connections

Note: in newer versions of the Node editor, if a connection already exists to the new connector, then the old connection is simply removed if there is no significant alternative (and not assigned to any connector like in previous versions).

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1st Tutorial Key Points

• The Node Editor

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Note: to remove a connection, drag one endpoint away from the connector

1st Tutorial Key Points• The Node Editor

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Use the “Mix Shader”

1st Tutorial Key Points• The Node Editor

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Use the “Checker Texture”

1st Tutorial Key Points

• The Node Editor

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The connector colors

Shader

Color

Number

Vector

1st Tutorial Key Points• The Node Editor

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Adjust parameters

100% Black

Light Blue

1st Tutorial Key Points

• The Node Editor

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Create a new material

Use Nodes

Cube

1st Tutorial Key Points• The Node Editor

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Delete a node

1. Click to select the “Difuse BSDF” node

2. Press “X” or “Delete”

1st Tutorial Key Points• The Node Editor

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Add “Glass BDSF” nodeand connect it.

1st Tutorial Key Points

• That’s it for the first tutorial

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Blender Shading & Lighting

• Go to the tutorial at• http://www.blenderguru.com/videos/the-secrets-of-realistic-texturing/

For this tutorial you can use the (very) low-resolution version of the texture:

http://www.cgtextures.com/thumbnails/textures/Floors/Streets/FloorStreets0072_1_preview.jpg

Or the alternative file available at Moodle (see next slide)

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Tip: don’t forget to use the Cycles Renderer in this tutorial!

Blender Shading & Lighting

Alternative file available at Moodle.

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https://moodle.isep.ipp.pt/mod/resource/view.php?id=24850

Blender Shading & Lighting

The tutorial is based on the (paid) CrazyBump software available for Windows and Mac.

http://www.crazybump.com/

But there are alternatives:

One is the Free and Open Source AwesomeBump that relies on GPU processing, available for Windows, Mac and Linux:

https://github.com/kmkolasinski/AwesomeBump

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2nd Tutorial Key Points

• Basic Texture: Color Map / Diffuse Map

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Looks like printed and glued to a wall.

Wrong reflections Wrong shadows

2nd Tutorial Key Points

• Basic Texture: Color Map / Diffuse Map

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2nd Tutorial Key Points

• Nice Textures: combine 5 maps

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NormalSpecularityOcclusionDisplacementDifuse

Crazy Bump can create these maps for you

2nd Tutorial Key Points

• Normal Map

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2nd Tutorial Key Points

• Displacement Modifier

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Strength: 0.100

Strength: 0.015

In newer versions of Blender the default is Image Texture for the Displacement Modifier

2nd Tutorial Key Points

• Specular / Glossy

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Mix Factor: 0.50

Mix Factor: 0.98

2nd Tutorial Key Points

• Occlusion

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Mult Factor: 0

Mult Factor: 1

Things to check out

• Make a “frosty” cube

• Try the other procedural textures & import other images, eg:• http://craziwolf.deviantart.com/art/16Free-Premium-Seamless-

Ground-Textures-1024X1024-300739637

• http://www.creattor.com/texturespatterns/various-digital-tileable-textures-2670

• Try out the other Lamps, including correct position/direction and other parameters (e.g. Size for the Spot lamp)

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Remember: the “Hemi” lamp it’s not supported in Cycles Render

Basic Checklist

• Using the Cycles Renderer in the 3D view window

• Create and Adjust basic Lamps

• Create and Adjust basic Materials

• Using Node Editor for materials & lamps

• Using multiple image files to create a realistic texture

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Extended Checklist

• Explore advanced materials and lamps features

• Texture Mapping

• Volumetric Lighting

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