BlenderArt Magazine - 07 - Blender Materials

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    Welcome to our 1st Anniversary Issue! Yes, that s right,we actually made it a whole year! When Gaurav and I

    started this magazine, we had no idea how much wewould end up needing to learn. But learn we did, as wellas adding staff members to help out with proofing andwebsite maintenance.

    It has been an eventful year for both BlenderArtMagazine as well as the Blender community itself. Wehave seen the creation and release of Elephant sDream, the addition of many needed and just plainwanted features in Blender. The Blender communitycontinues to grow at a phenomenal rate. BlenderArtMagazine reader numbers have continued to grow aswell. With each new issue, we gain a larger audience.And we appreciate all of you!

    We have had an amazing response from thecommunity in terms of contributions to the magazine.While Gaurav and I could have still put out a magazinewithout all their help, it would not have been anywherenear as interesting. I d like to recognize all of ourcontributors at this point; they deserve a round ofapplause for their efforts on all our behalves.

    Here they are, in no particular order, and I sure hope Ididn t forget anyone; if I did I apologize in advance.

    Okay, now on to what you really want to know about -what s in this issue! Materials, lots and lots of material

    information. Admit it, you want it and you need it. Youput enormous effort into your models and you know, aswell as I do, that you just have to add materials atsome point. With the addition of Nodes, or morecommonly called Noodles, whole new effects andmaterials are possible. First, we'll answer a s implequestion What are Materials? Then, we have severalNode tutorials, as well as a look at Vector Blur andRamp Shading. We also take a look at some currentEducational Resources available for Blender users.

    So here we go, let s get our Blender world all coloredup!

    Happy [email protected]

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    www.blenderart.org Issue 7 November 2006

    Sandra Gilbert

    Managing Editor

    Thank you all !

    EDITORIAL

    Enrico ValenzaJuan J. Pena

    David LettierZsolt StefanClaudio MaleficoAndaurStefano SelleriClaas Eicke KuhnenDaniel LaBargeChristopher KullaKernon Dillon

    ChristianGuckelsberger

    Manuel PerezClaudio AndaurJos MauricioRodas R.Rogrio PerdizManuel BastioniAlessandro ProglioAntonio Di CeccaGiovanni Lanza

    Martin MackinlayEd Cicka

    Cory KingEarly EhlingerMariano HidalgoEdouard de MahieuSergey ProkhorchukRojaAndreia LealSchemid & ZagDiego Restrepo Pars

    http://www.blenderart.org/http://www.blenderart.org/
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    EDITOR/DESIGNERGauravNawani

    [email protected]

    [email protected]

    [email protected]

    PROOFERKernonDillonPhillipA.RyalsKevinC.Braun

    DerekMarsh

    WRITERSOlivierSarajaDanielLeBargeJohnAllieMichaelWach

    COPYRIGHT2006BlenderArtMagazine,blenderartandblenderArtlogoarecopyrightofGauravNawani.IzzyandIzzylogoarecopyrightSandraGilbert.

    Allproductsandcompanynamesfeaturedinthepublicationaretrademarkorregisteredtrademarksoftheirrespectiveowners.

    COVERARTWiseMenbyMathiasPedersen

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    ArtisticGlowUsingBlender'sCompositorNodes

    DOFUsingBlender'sCompositorNodes

    CreatingRealisticEnvironmentforBGE

    BlenderAndDisplacementMapping

    BlenderandVectorBlur

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    8

    11

    24

    27

    CONTENTS

    http://www.mathiaspedersen.com/http://www.blenderart.org/
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    Withthemultitudeof

    toolsavailableinBlender,justaboutanymaterialcanbeconvincinglycreated.ButthereisasayinginCG,itsnotthetool,itstheartistthatcreatesart.

    Thesamecanbesaidaboutmaterials.Allthelatest,newtoolsarentgoingtocreaterealisticoramazingmaterialsforyou.Youstillhavetoknowhowtousethemandmoreimportantly,youhavetoknowhowmaterialsarecreatedandwhatmakesthemconvincing.

    So,insteadoffocusingontools,wearegoingtotakealookatwhatmaterialsareandwhatmakesagoodmaterial.Withthatinformation,youcanthenusealltheamazingtoolsmoreeffectively.Letsstartwithafewdefinitions.

    Material:isthebasesubstanceofasurface(i.e.wood,metal,glass)

    Texture:istheadjectiveofthematerial(i.e.rustyiron,brushedsteel,soiledcloth,frostedglass)

    Anytimeyoucreateanewmaterial,youshouldgatherreferencematerials.Itcanbeanobjectwiththematerialyouaretryingtocreateoragoodphotographofit.Thesereferencematerialswillhelpyouvisualizewhatyouaretryingtocreate.Whengatheringreference,veryrarelywillyoufindpristinematerialswithoutsignsofwearandtearin

    reallife.Therewillbedust,rust,scratches,dentsandamultitudeofothersignsthatthismaterialhasgonethroughovertheperiodoftime.Noticethesesignsofwearanddecideiftheyaresignsofmaterialortexture.

    Textureattributes/qualitiescanbebrokendownbyansweringthefollowingquestions:

    Whatareyou?Oftenthesimpleactofidentifyinganobjectcanhelpyouunderstandwhatkindofmaterialsyouwillbecreating.Example:afirehydranttellsyouitsshape;thatitismadeofthicksteelleftoutintheweather,andmostoftenpainted.

    Whatisyouressence? TrytoidentifythemostimportantfeatureofthematerialExample:aradiatorsmostimportantfeaturemight

    beitsrustyquality.Asyouidentifythemostimportantfeature,keeplookingdeeperandnoticingeachuniquefeatureofthematerial,itwillgiveyoualistoffeaturestoaddtothematerial;addingmorerealismanddepthwitheveryoneyouadd.

    Whatareyoumadeof?Beforedissectingthemanylayersoftexturesthatmakeupamaterial,youneedtoidentifythebasematerial.Byidentifyingthebasematerial,youwillmoreeasilyseethedetails(textures)thatmakeitthatparticularmaterial.Example:anoldmetalsign;knowingthatitismetal,leadsyoutorealizethatsomemetalsare

    pronetorusting,solookforsignsofrustandcorrosion.Isthesignpainted?(Oldpainthasatendencytochiporflakeaway,newpaintwilllookshinyandsomewhatreflective.)

    Whatdoyousoundlike? Asoddasitmightsound,sometimesyoureyeswillfoolyou.Tapontheobject,whatdoesitsoundlike?Metal,glassplastic...

    Whatdoyousmelllike?Oftenyoucanidentifyimportantcluesbynoticinghowtheobjectsmells.Leathersmellsdifferentthanplastic,differentmetalshavedifferentsmells.

    HowcanIseeyou?

    Identifythelightsource,lightingofthematerialwillplayanimportantpartinhowitisrecreated.Warmlightsourceswouldproducewarmhighlightsorhotspots,coollightstheopposite.Whengatheringyourreferencematerials,makesuretonoteina

    journalormentallywhatthelightsourcewas,timeofday(ifoutside)soyoucanrecreatethematerialaccurately.

    Whereareyou?Istheobjectinsideoroutside?Ifoutside,itwillbeexposedtoweather,heat,moisture.Thiswillaffectitsappearance.Newobjectsquicklylosetheirnewappearancebyacquiringdents,dings,

    scratches,dustetc.Knowingwhereitislocatedwillhelpidentifythesequalities.

    Whatdoyoulooklike?Nowcomesthepartwhereyoustartdescribingthetexturequalities.Thebetteryoucandescribewhatyousee,theeasieritwillbetorecreate.Somethingstolookfor:ColortextureReflectionsandshadowsIstheobjecttransparent?Istheobjectluminous?Withheat?Withoutheat?Fromanoutsidesource?Fromtheobjectitself?

    Luminescentobjectscanhaveoneortwoofthesequalitiesandidentifiedas:TranslucentIridescentOpalescentFluorescentIncandescent

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    IzzyTalks

    Blender Materials

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    Whatdoyoufeellike?Howdoestheobjectfeel?Isitbumpyorsmooth,warmorcool,softorhard?

    Tactilequalities:Temperature

    BumpinessRoughnessSmoothness

    Whatsyourstory?Trytoidentifythehistoryoftheobject,howhasusagecontributedtowearandtear?

    Byansweringthesequestions,youwillbetterunderstandyourmaterialandhowtogoaboutrecreatingit.Itwill,ofcourse,takepracticeandlotsofobservationtomastertheseskills.Youneedtolearntotrainyourartisticeyetoreallyseewhatyouarelookingat.Soon,breakingmaterialsdownwillbeautomaticandyourmaterialswillimprovedramatically.

    TheinformationforthisarticlewasparaphrasedfromOwenDemersbookDigitalTexturing&Painting(ISBN0-7357-0918-1).Ihighlyrecommendreadingthisbookforanyonewantingtotaketheirmaterialskillstothenextlevel.

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    IzzyTalks

    TonhasannouncedthatBlenderisslowlyheadedforanotherrelease.ItlookslikewemaygetanewreleaseintimeforChristmas.Ahostofnewfeatureshavebeenadded.Releaselogshavealready

    beenwrittenforthefollowingfeatures;AnimationWalkCycleModifiersProxyObjects,forlocalcontroloverreferenceddatafromLibraries

    RenderingRenderfeatures:tangentsandnormalmapsIrregularShadowBuffersShadowbuffer,HalfwayaverageRenderBaking

    Compositing

    MatteNodesMatteNodes,tutorial

    Linkstothefollowingfeaturedocumentationwillbepostedassoonastheyarefinished.ModelingModifierStackupgradesSculptmodeling,multi-resolutionMeshandRetopoFluidDynamicssupportinganimatedObjectsMulti-levelUVediting

    Testingbuildscanbedownloadedfromwww.blenderbuilds.com.

    Anewblenderbookhasbeenannouncedandtheyarelookingforcontributorstohelpwithcompletionofthebook.Ifyouareinterestedinhelping,contactRolandHessatblenderbasicsatharkymandotcom.

    EditorRolandHesswrites:Thebookcanbeusedasafullintroductionto3DartandBlender,orasareferenceforpeoplealreadyexperiencedwithotherapplications.Eachchapterconsistsofatutorialsectionandtheorysection,meanttospeaktonewusersandgivethemagroundinginthesolidbasicsneededtosucceedwithBlender.

    Blender News

    http://www.blenderbuilds.com/http://mediawiki.blender.org/index.php/Tutorials/Matte_nodeshttp://mediawiki.blender.org/index.php/Manual/Compositing_Nodes#Matte_Nodeshttp://www.blender.org/cms/Render_Baking.827.0.htmlhttp://www.blender.org/cms/Shadow_buffer__Halfway.786.0.htmlhttp://www.blender.org/cms/Irregular_Shadow_Buffe.785.0.htmlhttp://www.blender.org/cms/New_Render_features.774.0.htmlhttp://www.blender.org/cms/Proxy_Objects.824.0.htmlhttp://www.blender.org/cms/Walk_Cycle_Modifiers.821.0.htmlhttp://www.blender.org/cms/Newsitem.607+M51379558c2b.0.htmlhttp://www.blenderart.org/
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    ArtisticGlowisaneffectthatisacomponentofalmosteverymajorphotoeditingsoftwarepackage.Blenderhastheabilitytorecreatethiseffect,butwithmorecontrolandmorefinesse,becauseoftheuniquenodebasedsysteminwhichglowcanbeapplied.Therearemanywaysofaddingglow,includingusingotherprogramssuchasGIMPorBlender'sGlowpluginforthesequencer.Wearegoingtotakealookathowto

    addglowusingBlendersCompositorNodes.Prerequisites

    ThisarticleassumesthatyouhaveascenewhichcontainssomeareasofcontrastandthatyouknowyourwayaroundBlender.Itissafetosaythatthisisforintermediatetoadvancedusers.

    GettingStarted

    TocreateGlowinBlenderweneedtodoseveralthings.First,enabletheCompositor.Todothis,pleasereferenceImage1whichshowstheDoCompositeenabled.YoucanfindtheseintheRenderButtons(F10)undertheAnimPanel.

    NowwearereadytobegincompositingourscenewithGlow.OpenuptheNodeEditorWindowandbydefaultitshouldhaveaRenderLayersnodeconnectedtotwooutputnodes,ViewerandCompositor.ItisagoodideatoopenuptheUVImageEditorWindowandswitchtheimagetoViewerNodetogetalargerviewoftheVieweroutput.Thishelpswithfinetuning.

    Let'sfirsttakealookattheimageasrenderedoriginally.ObviouslythesceneissetupwithareasofstrongcontrasttohelpwithapplyingrealisticSpecularGlowinsteadofjustIntensityGlow.Wewillbasetheglowonthiscolorvalue,andthenmixtheglowmaskontoptocompletetheGloweffect.

    CreatingtheGlowMask

    TocreatetheGlowMaskweneedtohighlightthedetailsintheimage.TodothisIliketofirstuseaSharpenFilter.AddaFilternodeandhookuptheImageinputtotheImageoutputoftheRenderLayersnode.HookingupaViewernodetotheoutputImageoftheFilternodewilldisplaytheresultsofthefiltereffect.WewillbeusingFilterTypeSharpen,astestshaveshownittobethebestforenhancingthedetailsoftheimage,althoughitcreatesmanyartifactswhichwewillhavetodealwithlater.

    Nowweneedtoisolateonlythespecularareas,oratleasttheareaswiththemostintensity,whichtypicallyaretheareasofspecularity.Todothiswe

    needtomodifytheRGBcolorvalues.ThenodeforthisistheRGBCurvesnode.HooktheImageoutputoftheFilternodeuptotheImageinputoftheRGBCurvesnode.

    Thecurverequirestuningaccordingtoyourscene.Youwantapicturethatexhibitsthemostcontrastbetweendarknessandlightness.ToadjustthiscurveusetheCombinecurvetabandselectlocationsonthecurveandmovethem.HookingupaViewernodetotheImageoutputhelps.

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    3DWorkshop-ArtisticGlowUsingBlender'sCompositorNodes

    Artistic Glow Using Blender'sCompositor Nodes

    -byDanielLaBarge

    Image1.Enablingnodecompositor

    Image2.Examplesceneindifferentsettings

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    Aftertheoutputhasenoughcontrastyounowneedtoconvertthistoblackandwhite.Forthisstepwe'llneedtoaddanRGBtoBWConverternode.HookuptheImageoutputoftheRGBCurvesnodetotheImageinputoftheRGBtoBWConverternodeandthenhookuptheoutputtoa

    Viewernodetoseetheresults.

    We'realmostthere,butasyoucansee,themaskisverypixelatedandhaslotsofartifacts.Tofixthis,weneedtoblurit.

    AddaBlurnode,connectingtheValueoutputoftheRGBtoBWConverternodetotheImageinputoftheBlurnode.UseafiltertypeofQuadraticandapixelradius(XandYsettings)appropriateforthescene.EnablingGammablurringalsohelps.HookupaViewernodetotheoutputtoseethefinalglowmask.

    ApplyingtheGlowMask

    ToapplytheGlowMasktotheImageweneedaMixernode.ThisnodetakestheImageinputsandthenmixesthetwoinputstogetherbasedonaFilterType.InmostcasesyouwillwanttousetheAddtype.Thiswillperformapixel-by-pixeladditionbetweenthetwocolorvaluesoftheImageinputs.

    FinalTouches

    YoucannowhookupaViewernodeandaCompositornodetotheImageoutputoftheMixernode.YouwillseethecombinedimageswiththeGloweffect.Ifallwentcorrectly,youshouldnow

    haveapicturethathasintensityalongalloftheedgesthatexhibitspecularityorintenselightdiffusion.

    YoucanusetheFactorsettingintheMixernodetocontrolthemixingofthetwoImageinputs.Finetuningmayberequired,andtheextraViewernodeswillhelpmaketuningeasy.

    Belowyouwillseetheoutputsettingsforthe

    differentvaluesateachstageinthecomposition.AlsoincludedistheschematicfortheGlownodesetup.

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    3DWorkshop-ArtisticGlowUsingBlender'sCompositorNodes

    Image3TheNoodlesfor'SoftGlow'

    ThisschematicshowstheGlownodesinsideaGroupnodecalledGlow.Thisisnotrequiredforthefinal

    output.YoushouldfindareferenceBlenderfileincludedwiththisissuetotrackandtraceaworkingexampleofthissetup.

    Besuretovisithttp://www.idstudios.orgformore

    informationoncreatingGlowandotherspecialeffect

    nodes.

    NOTE

    NOTE:ThisarticlewascreatedusingaCVSversionofBlenderandsomefeaturesshowninscreenshotsmaynotbeavailableatthecurrentpublicationofthisarticle.ThroughthemainBlenderreleasehowever,theeffectdescribedherecanbeusedinthecurrentBlenderrelease.

    NOTE

    http://%20http//www.idstudios.orghttp://www.blenderart.org/
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    DepthofField(DOF)isaverypopulareffecttobesimulatedincomputergeneratedimageryasitaddstotheoverallrealismofanimage.True,DOFasyoureyeperceivesitisnotyetpossiblewithBlender,butaveryclosesimulationofforegroundandbackgroundblurcanbeachieved.Wewillbelookingatonemethod,usingBlender'sbuiltinCompositorNodes.

    PrerequisitesThisarticleassumesthatyouhaveascenewhichexhibitsanecessityforDOFandthatyouknowyourwayaroundBlender.Itissafetosaythatthisisforintermediatetoadvancedusers..

    GettingStarted

    TocreateDepthofFieldinBlenderweneedtodoseveralthings.First,enabletheCompositorandpasstheZChannel(Blender'sdepthchannel)totheCompositor.TodothispleasereferenceImage1whichshowstheDoCompositeenabledandtheZPassenabled.YoucanfindtheseintheRender

    Buttons(F10)underAnimPanelandRenderLayersPanel.

    NowwearereadytobegincompositingourscenewithDOF.OpenuptheNodeEditorWindow.Bydefault,itshouldhaveaRenderLayersnodeconnectedtotwooutputnodes,ViewerandCompositor.ItisprobablyagoodideatoopenuptheUVImageEditorWindowandswitchtheimagetoViewerNodetogetalargerviewoftheViewer

    output.Thishelpswithfinetuning.

    Let'stakealookattheimageasrenderedoriginally.Obviouslythesceneissetupandthe

    elementsarearrangedtoexhibitgoodDOF.Wewillbeblurringthecolorvaluesusingthedepthchannel.

    Nowlet'slookattheZChannel,deliveredintheZPasstotheCompositor.Todothis,addanewViewerandconnecttheZinputtotheZoutputoftheRenderLayernode.IntheUVImageEditorclickontheiconthatshowstheZvalue.Thisiswhatthedepthvalueslooklikeforthescene.

    MappingtheZChannel

    Thesevalues,althoughappearingcorrect,won'tactuallycreateaproperDOFeffectifsenttotheBlurFilternodeastheSizeinput.Tofixthis,weneedanothernodecalledMapValue.Thisnodewilltakethevaluesasinputsandadjustthem.TheValueinputshouldbeconnectedtotheZoutputoftheRenderLayernode.Thereareseveralsettings,includingclampfunctions,tosettheMinimumvaluerangeandtheMaximumvaluerange.Thetwosettingswewilluseare

    OffsetandSize.Offset,inmyexperience,hasalwaysbeenanegativevalueanditappearstobetheBlendergridunitsfromthecameratothefocus.Size

    appearstobeagradientfilterthatcontrolstheabruptnessofthetransitionbetweensharpnessandblurrinesswhenusedwiththeBlurnode.

    Positivevalueisusedforbackgroundblurandanegativevalueisusedforforegroundblur.Thecloser

    thevalueisto0,thesofterthegradient.Negativevaluesaretypicallyverysmall,usuallynomorethan-0.250.YoucantakealookatthenewZchanneloutputbyhookingupaViewernodetotheValueoutputandlookingattheZchannelintheUVImageEditor.

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    3DWorkshop-DepthOfFieldUsingBlender'sCompositorNodes

    DepthOfFieldUsingBlender'sCompositorNodes

    -byDanielLaBarge

    Image1EnablingnodecompositorandZpass

    Image2.Examplesceneindifferentsettings

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    CreatetwoMapValuenodesandhookthemuptotheZoutputoftheRenderLayersnode.SetOffsettoanegativevalue,approximatelythesamenumberofgridunitsfromcameratofocuspoint.TheOffsetvaluesshouldbeidenticalorveryclose.TheSizevalueforoneshouldbeanegative

    valuebetween-0.050and-0.250,andtheothershouldbeapositivevaluebetween0.250and1.000.

    BlurringtheImage

    Nextwe'llneedtousethesevaluestoblurtheimage.ThisiswheretheBlurnodecomesintoplay.AddtwoBlurnodesandhookuptheImageinputtotheImageoutputoftheRenderLayernode.HookuptheSizeinputtotheValueoutputoftheMapValuenode.RepeatfortheotherMapValuenode.TheBlurnodehasseveralsettings.IhavefoundthatQuadraticfiltertypeandGammaenabledworkbest.TheXandYsettingscontroltheradiusoftheblureffectinpixels.Formorebluruseahighernumber.IfyouhookupaViewernodetotheImageoutputyouwillseetheresultsoftheDOFandyoucanedittheMapValuesaccordingly.TheoneViewernodewillshowtheforegroundblurandtheotherwillshowthebackgroundblur.

    Nowwehavethetwoimagesblurredbutweneedtheforegroundandbackgroundblurcombined.Thereareseveralwaystodothisbuttheproperwayistouseanotherspecialtynode.ThisnodeiscalledZCombine.HookuptheImageoutputofoneBlurnodetothefirstImageinputoftheZCombinenode,andthenhookuptheother

    correspondingMapValue'sValueoutputtotheZinputoftheZCombinenode.

    RepeatfortheotherBlurnodeandMapValuenode.NoticethatthecorrespondingImageinputgoestotheoppositeValueoutputoftheMapValuenode.Thisisimportanttoproperlycombinethetwoimageswithoutartifacts.

    FinalTouches

    YoucannowhookupaViewernodeandaCompositornodetotheImageoutputoftheZCombinenodeandyouwillseethecombinedimageswhichwillshowtheDOFeffect.Ifallwentcorrectlyyoushouldnowhaveapicturethathasforegroundblurandbackgroundblurwiththecenterrangesharpandinfocus.Finetuningmayberequired,andtheextraViewernodeswillhelpmaketuningeasy.

    Belowyouwillseetheoutputsettingsforthedifferentvaluesateachstageinthecomposition.AlsoincludedistheschematicfortheDOFnodesetup.

    WhatAboutAnimations?

    AnimatingDOFwithCompositornodesisalittletoolengthytoexplain,buttheideahitmeoneday

    whiletryingtomixvalues.ThesecrettoanimatedDOFistomixkeyframedMapValuesalongaTimenode.AslongasyouhavetheDOFsetforaparticularframeyoucancontroltheMixingusingthecurveinaTimenode.ThiscangetreallybulkyandIcan'twaitfortheBlenderdeveloperstocreateaninputfortheMapValueOffset,butuntilthatfeatureisimplementedyoucanusethereferenceschematicbelow.

    YoushouldfindareferenceBlenderfileincluded

    withthisissuetotrackandtraceaworkingexampleofthissetup.

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    3DWorkshop-ArtisticGlowUsingBlender'sCompositorNodes

    Image3TheNoodlesfor'DepthOfField'

    ThisschematiccontainsacustomGroupnodeforaddingDOFtothefinalcomposition,andisnotrequiredforthefinaloutput.

    NOTE

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    SpecialthanksgotoCehukenofBlenderArtistswhohelpedexplainthenodesetupforasimilarDOFapproachtotheBlendercommunity.

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    3DWorkshop-ArtisticGlowUsingBlender'sCompositorNodes

    Image4DOFNoodlesforAnimation

    I'm17andhavebeenafreelancesinceIwas15doingeverythingfromwebsitedesigntographicdesign...Nothingtooimportant!Artist[www.idstudios.org]Writer[www.blendernation.com]Developer[www.monsterweb.net]

    http://www.idstudios.org/http://www.blendernation.com/http://www.monsterweb.net/http://www.blenderart.org/
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    Blender'sgameengineisfairlysimpleassuchthingsgo,butwithalittlehardworkonecanstillcreaterelativelyrealisticgames.Inthisarticle,ImgoingtotrytohelpyoulearnhowyoucanusethesefeaturestomakeyourBlendergamesasrealisticaspossible.

    Planning

    Beforeyoubeginmakingagamescene,youshouldhaveasetideainyourmindofwhatyouwantthescenetobe.Decide:Whatdoesthearealooklike?Whatistheplayermeanttoaccomplishhere?Whatisthearea'srealpurpose?(i.e.-iftheareareallyexisted,whatpurposewoulditserve?)

    Onceyou'veworkedouttheanswerstothesequestions,yourereadytogettoworkonyourscene.Somepeopleprefertomakesketchesoftheirgamescenesaheadoftime,butIusuallyjustgostraighttoBlender.

    Whendesigningyourscene,rememberthatthe

    playerneedstobefencedinsomehow.Nomatterwhat,peoplealwaysseemtowanttogobeyondtheconfinesofyourgamemap,andyou'llneedtocomeupwithagoodexcuseastowhytheycan't.Preventingtheplayerfromleavingthemainpartofthesceneisnotenough,youmustalsoconvinceherthatshedoesnotwanttoleaveit.

    Themostpopularformsofenvironmentboundsareasfollows:

    Islandisusuallywhatitsoundslike.Thisisanextremelypopularmethodofdefiningsceneboundaries:simplyputinavastoceanandpeopleimmediatelyassumetheycannottraverseit.InmygameTheVoyageoftheGoldenArm,IusedtheIslandtechniqueinadesertaswell:oneofthegame'slevelstakesplaceonalargehill,whichissurroundedonallsidesbyadesertwasteland.Theeffectisthesamethoughtheoceanisanoceanofsandandnotwater.Anothervariationisthebutte,inwhichthegameareaisatopahighcliff,surroundedonallsidesbyverticaldrops.Islandscanalsobecombinedwithinvisiblewalls,topreventthemostdeterminedplayersfromwalkingtoofarintotheocean.

    Canyonisanenvironmentwhichissurroundedonallsidesbyinsurmountablewalls.Preferably,theseshouldbehighwalls:shortfencestendtofrustratepeople,asinreallifetheywouldsimplystepoverthem.ThebestCanyonwallsshouldbemuchhigherthanthegamecharacter'sheight.

    TunnelwaspopularizedingameslikeDoom,wherealltheactiontakesplaceinsideclosed-incorridors.Tunnelshavefallenoutoffavorbecausetheyallowforverylittlevarietyinyourgamescenery.

    DeathZoneistheleastrecommendedoftheacceptableboundaries.Adeathzoneisanareaoutsidethemaingameenvironmentwhichcausesinstantdeathifentered.AnexampleisthedarkcavernsofthetextadventureZork,inwhich

    waywardplayersaredevouredbygrues.Thesearenotrecommendedbecausetheyseemunfairtotheplayer,andcostlives.Ifyoudecidetouseadeathzone,makesurethattheplayeriswell-informedofthearea'sstatus.Nothingismorefrustratingthanasurprisedeathzone.

    Inthisarticle,wewillbeworkingtowardarealisticIslandscene.I'mnotexpectingyoutofollowalongwiththetutorial,simplyreaditandlookatthestepsItaketoimprovetheisland'srealism.Learnthesetechniques,andyou'llhaveallthetoolsyouneedtoworkonyourowncreations.

    Here'sthelittleislandwe'llbeimproving:

    Inalllikelihood,yourgameartisnotasbadasthis,

    butthisdoesdemonstratequiteafewoftheproblemsI'veseeninbeginnerart.We'llusetechniquesofshading,texturing,andmodelingtomakethisislandmorerealistic.

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    3DWorkshop-CreatingRealisticEnvironmentForTheBlenderGameEngine

    CreatingRealisticEnvironmentForTheBlenderGameEngine

    -byJhonAllie

    Image1Differentenvironmentbounds

    Image2.TheIslandscene

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    Shading

    Shadingishowwesimulatelightinginthegameengine.Shadingdefineslightanddarknessonyourmodels,andisoneofthemostimportanttoolsforaddingrealism.

    Theeasiestwaytoshadeyourmodelsistomakethemlight-sensitive.Selectthemodelyouwanttomakelight-sensitive,pressFtoenterUVface-selectmode,andpressWtoopentheSpecialsmenu.(It'simportanttomemorizehotkeys,especiallyunintuitiveoneslikethisone.)SelectLightfromtheSpecialsmenu.

    Ourhorriblelittleislandismorerealisticalready!Realislandsaren'tfacetedlikethis,though.

    Nowthatit'ssmooth,theislandlooksmuchmore real.Here'swhatitwouldlooklikeifwesetLight

    foralltheobjects:

    Lightsensitivityisnotagoodsolutionforinanimateobjects,though,becauseiteatsalotofprocessorpower.

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    3DWorkshop-CreatingRealisticEnvironmentForTheBlenderGameEngine

    Image3EnablingLightSensitivity

    Image4Light-sensitiveisland)

    Image5EnablingSmoothRendering

    Image6Smoothed,light-sensitiveisland

    Image7Real-timeshading

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    Blenderhasanotherlight-simulatingfeature,though,whichsimulatesthelightonlyonce,thenbakesittotheobject'svertexcolors.Simplyselecttheobjectyouwishtoapplytheeffectto,andclicktheVertColbakebuttonintheEditButtons.

    TheVertColbakingoptionisgreatwhenyou'reinahurry,buttheresulttendstobekindofdark.Addingmorelampscanhelpremedythisproblem,asthevaluesarecalculatedfromthescene'slamps.Here'sthesamescene,withvertexcolorsbakedfromtwolamps:

    Thelastshadingmethodistopaintthevertexcolorsbyhand.Thisismypreferredmethodbecauseitgivesmuchmorecontrol,butitdoestakemuchmoreeffort.Ifyoudecidetoshadeyourmodelsthisway,makesurethatyoutrytosimulatethelightcorrectly.Trytorememberwherethelightiscomingfrom,andshadeyourmodels

    accordingly.

    Ingeneral,whenpaintingroundedmodelslikeSuzanne,IusetheVertexPaintbrush.Withangularmodelssuchasbuildings,IselectthefacesindividuallyandfillthemusingtheSetVertColbutton.Sometimes,I'llalsoaddaslightgradientwithVertexPaint.

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    Image8BakingVertexColorShading

    Image10BakedShadingwithTwoLamps

    Image11RememberLightDirections!

    Image12SettingVertexColorsByHandImage9BakedShading

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    Tolearnhowtoshadewell,payattentiontoyoursurroundings.Trytolearnwhichareasarebrightestordarkest.YoumaywanttorunsomeRadiosityorAmbientOcclusionsimulationsinBlenderforresearch.(Don'tuseRadiosityoutputinthegameengine,though-themodelsitgeneratesareextremelycomplex!)

    Carefuluseofvertexcolorscandowondersforyourgameenvironment.Intherealworld,oneneverencountersanobjectwithoutshading,soit'simportanttokeepthisinmindwhenmakingyourgameenvironments.Shadeeverything,nomatterhowsmallitis!

    Modeling

    Nowwe'lllookathowtoimproveyourgamemodeling.Let'stakealookatthewiremeshofouruglylittleisland.

    Whatappearstobeasimplesceneisnotverysimplefromtheenginespoint-of-view!TheislandismadefromacomplexUVsphere,themonkeyheadhasbeensubsurfed,andthetreesandbuildingcolumnsarebothmadefromcylindersat

    thedefaultsetting,32.It'simportanttorememberherethatthoughBlendercanbeusedtomakegames,itsprimarypurposeiscreatingrenderedimagery.

    ThisiswhytherearemanyBlenderfeatureswhichareincompatiblewiththegameengine,andmanymorewhichthoughcompatibleshouldnotbeused.

    Subsurfisanexampleofthelatter.Thoughsubsurf

    isnowcompatiblewiththeGE,itshouldnotbeusedongamemodels.Theintentionofgamemodelingistocreatelow-polymodelswhichareassimpleaspossible.Subsurfworksbyturningeveryfaceofyourmodelintomanysmallerfaces,andisthereforeanextremelycounterproductivemethodwhenitcomestothegameengine.

    Whenworkinginthegameengine,yourintentionshouldbetokeepyourmodelsassimpleas

    possible:avoidusinganythingwhichmakesyourmodelsmorecomplicated.

    Let'sgetstartedonourgamemodelsbyimprovingthetemple.

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    Image13Hand-paintedgradients

    Image14Darkeningcornerscanimproverealism

    Image16TempleMesh

    Image15IslandMesh

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    We'llfixthecolumnsfirst.Thecolumns,asyoucanseeinthisimage,appeartobealmostasolidcolor.Whenyourgamemodelslooklikethis,itsafairbetyou'veusedtoomanypolys.Thirty-two,thedefaultsettingforcylinders,isoverkillforthegameengine.Tenverticesshouldbeenough,you

    canprobablygetawaywithonly7,andyoushouldneverneedmorethan15or20.

    We'llcreateanewcolumnmodelandsetitto10insteadof32.Asyoucansee,acolumnwith10verticesstilllooksveryround.It'snotimportanttomakeeverythinginyourgamehaveaperfectshape.Peopleexpectgameobjectstohaveslightly

    jaggedshapes,andthemindcaneasilyfilloutthemodeltoitscorrectshape.

    Thetrickistofindthehappymediumbetweentoomanyverticesandnotenough.Tenisjustaboutrightforthiscolumn.Forabiggercolumn,20mightbemoreappropriate.Forverysmallobjects,youmaywanttoreducethenumbertofouroreventhree.Avoid6-or8-sidedcylinders,though:themindisfamiliarwiththeseshapesandyourplayermayhaveahardtimeignoringthem.

    Low-polymodelingalsomeansremovinganythingthatisnotneeded,whichincludesfacesthatcan'tbeseen.Thiscolumnhasfacesoneitherendwhichcannotbeseen.Clickthefaceselection

    button,selectthehiddenfacesatbothendswiththeB-keyselectmode,presstheDeletekey,andclickFaces.

    Remembertocheckforthesefaces!They'reverycommon,andtheydotendtoaddup.Unimportant

    astheymayseem,havinglargenumbersofthemcanleadtoagameslowdown.

    Considerthis:Eachcolumnhas10facesoneachend,noneofwhicharevisibletotheplayer.Withallfourofthebuilding'scolumns,thereare80extrafaces!Alwaysremembertocheckforandeliminategameenginewaste.

    Now,let'stakealookatthetemplesteps.

    Sometimes,weneedtodividefacesintosmallerfacesinordertocreatesomething.OnewaytocreatemorefacesistousetheSubdividetool,butthistooldivideseveryfaceintolotsofsmallerfaces,creatingalotofunnecessaryextrafacesandaddingtogameenginewaste.AmuchbetteroptionistousetheKnifetool.

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    Image17SettingnumberofverticesforacylinderImage20Carelesslymadetemplesteps

    Image19DeletingHiddenFacesImage18Newcolumnfrom10-vertexcylinder

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    TheKnifetool'spurposeistoaddextraverticestoanedge.Thiswillallowyoutodivideupyourmodel'sfacesonlyasmuchastheyneedtobedivided,andpreventgameenginewaste.TousetheKnifetool,selecttheedgesyouwishtooperateonandpressShift+K.TheKnifemenuwill

    appear.SelectExactLinefornow,andthendrawalinethroughyouredgesandpressEnter.

    Ourfaceisnowcutinhalf,andreadytobeextrudedintosteps!IfwehadusedSubdivide,thefacewouldhavebeendividedintofoursections,farmorethanweactuallyneed.Nowwecanextrudethefaceandfinishcreatingourstaircase.

    Theresultwillbeabaseforthetemplewithfewerthanhalfthefacesoftheoriginal.Don'tforgettodeletetheundersideofthetemple'sbase:itwillbe

    underground,sothereisnoreasontosaveit.

    Thetempleisprettygoodnow!Let'sleaveitaloneandtakealookatthoseobnoxious

    palmtrees.

    Thisisnotapalmtree.Thisisacartoonofapalmtree,andaveryhigh-polyoneatthat.Thetrunk,likethecolumnsonthebuilding,isa32-vertexcylinder.Itisabsurdlystraight:thenaturalworldsimplydoesnothavesuchstraightlines.Ourfirstorderofbusinesswillbetoimprovethistrunk.

    Adda7-vertextubeandresizeituntilit'slong,straight,andnarrow.ScalingitsmallthenenlargingitontheZaxisshouldwork.(Makeahabitofusingtubesinplaceofcylinderswhenneitherendwillbevisible.Inthiscase,oneendofthetrunkwillbebelowground,andtheotherwillbeaboveplayers'heads.Neitherwillbeseen,soyoucanuseatubeinplaceofacylinderandsaveyourselfsomepolys.)Onceyourtubeisready,usetheKnifetooltosliceitupafewtimes,thengiveitasubtlebend.Scaleitdownabittowardtheupperend.

    Thistrunkisnotonlymore realistic,ithasfewerpolysaswell!

    Tocreatetheleaves,addaplaneandextrudeoncefromeachend:

    Now,selectyourendsoneatatime,pressW,andselectMerge.

    Theresultwillbeaplanewithatriangularfaceattachedateachend.NowusetheKnifetooltodividetheplaneverticallydownthe

    middle.Selectthenewverticesandmovethemupsothattheleafwillcurveinthemiddle.

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    Image21UsingtheKnifetool

    Image25UsingtheMergetool,Step2

    Image24CreatingPalmLeaves,Step1Image22PalmTree

    Image23Newtreemesh

    Image26CreatingPalmLeaves,Step3

    Image27CompletedPalmLeafmesh

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    Thisisourbasicleafmodel.Youcantweakitalittleifyoulike.Itmaynotlookverymuchlikeapalmleafyet,butthetexturewillimprovethat.Itshouldbenotedthatsinceleavesareclosetobeingflat,itisperfectlyacceptable,andrecommended,toportraythemwithplane-based

    objectslikethisone.Inthegameengine,trytoportraycomplexitythroughtexturingratherthanmodeling,wheneverpossible.Thispalmleafdoesnotneedtobeverycomplex,becauseitstruerealismwillbeappliedthroughitstexture.Wewillbecoveringtexturingshortly,butI'lljumpahead

    justamomenttoshowyouwhatthecompletedpalmtreelookslike.

    Lookhowgrotesquetheoriginalpalmtreelooks,nowthatit'sshownbesideonethat'ssorealistic!It'salwaysworthgoingtheextrafewstepstomakeyourgamelookgood.Don'tbeafraidtoinvesttheextratime-inalllikelihood,yourgamewillnotonlylookbetter,butitmayrunfasteraswell.

    ThelargeSuzanneheadIwillsimplydelete.Alwaystrytomakeyourownmodels:they'llmorecloselyresembleyourownstyle,andtheymayevenbemorecompatiblewiththegameengine.Thereisnoneedforagiantstonemonkeyheadhere,though,sothereisnoreasontoincludeit.If

    youaremakingaBlender-themedgame,however,incorporatingSuzanneisencouraged!

    Let'sspendsometimerebuildingtheislanditself.Atthemomentit'sjustabigroundthing.That'sfineifyourgameisaboutTheFarSide,butifyou'reaimingforsomethingmorerealistic,wehavetoimproveitabit.

    ThisisonetimewhenIconsidertheuseofSubdividetobejustified.Addaplane,scaleitupabit,andsubdivideitafewtimes.

    Theillustrationshowstheplaneafterfoursubdivisions.Thatshouldbeenough.Nowpress[OKey]oropenthemenutoactivateProportionalFalloffeditingmode.

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    Image28Original&ImprovedPalmTrees

    Image30Subdividedplane

    Image29Subdividebutton Image31ProportionalFalloffMenu

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    Nowselectafewverticesandbeginmovingthem.Youwillseethatnearbyverticeswillbeginfollowingthemalong.Youcanmovethemousewheeltoadjusttheextentoftheeffect.Pullupthegroundtomakesomesubtlehills.IpressedZwhiletranslatingtolockmovementtothe

    verticalaxis.

    Yourcompletedislandshouldlooksomethinglikethis:Notethatthehighestpointsoftheislandareinthe

    middle,andtheedgesslopedownwardintotheocean.Thisisactuallyaprettygoodislandmodel,althoughthesteepslopesmightmakeitdifficulttonavigate.It'salsoworthnotingthatsomevideo

    cards(manyIntelchipsets,especially)experienceastrangeproblemwhichcauseslandscapeslikethesetosquirm.Ifyouexperiencethisproblem,simplyselecttheentiremodelineditmodeandpressControl+Ttotriangulatethemesh.

    Onelastthingtolookatbeforewemoveontotexturing-theSkybox.

    Asyoucansee,thecloudtextureisliterally

    mappedontoagiantbox.Somepeoplecanmakethistechniqueworkverywell,butI'vefoundthat

    it'sextremelydifficulttodisguisethefactthatit'sahugebox.Iprefertousetubes,spheres,orplanestocreateclouds.Theroundededgeofthetubeorsphereismoresubtlethanacube'srightangles,andthereforehardertospotandeasiertohide.

    Thetubeisagreatwaytomakeclouds.Itrequiresabitofextraworkonyourparttomakeitsspecialtexture,buttheresultisworththetrouble.Yousimplyneedtocreateagoodcloudtexture,andthenuseyourpaintingprogramtoaddacolor-to-transparencygradientskycoloratthetop,toachievearesultlikethis:

    Thenmapthetextureontothetube,andsetBlender'sworldcolortothesameskycolorastheimage.Theresult:Prettynifty,eh?NotonlydoestheTubemethodcreatenice,

    seamlesscloudsaroundthehorizon,butithidesthecornersofthegroundoroceanplaneaswell.AnicewaytoanimateTubecloudsistomakethe

    tuberotateveryslowly.Theeffectissubtlebuteffective.

    TheSphereskymethodworksbasicallythesameasTube,butIfindthatit'shardertomaptexturesontoasphere,andtheyhavemorepolysaswell.TheadvantageofSphereisthatitallowscloudstobeonallsidesofthescene.

    ThePlanemethodisfairlysimple.Youcansimplyaddaplaneabovethesceneandcloud-textureit.

    WhenIusethismethod,Ioftencreateanobjectliketheoneontheleft,andvertexpaintitasseenontheright:

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    Image32UsingProportionalFallofftoMakeHills

    Image36TubeClouds

    Image34UglySkybox

    Image35CloudTextureforTube

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    I

    thenmapitwithablack-and-whitecloudtexture,andsetittoAddinFace-Selectmode.Thesesettingscreatesimplecloudswhichfade

    outaroundtheedges.TheyhavetheappearanceofallAdd-renderedobjects,butyoucanalwayschangethatbycreatingatexturedesignedtobeopaqueinstead.

    Notethatplane-basedcloudsappearonlyabove,

    whereasTubecloudsappearonlyatthehorizon.Spherecanbeconsideredthebestofboth

    worlds,butit'sabithardertoworkwith.However,someperseverancecangetyouaniceeffect.

    Onelastwordaboutclouds:you'llprobably

    experiencesomeproblemsduetothefactthatfacesare,bydefault,visibleononesidebutnottheother.You'llhavetorecalculatethecloudobject'snormalstomakeitvisiblefromtheinside.Ineditmode,simplyselectallitsverticesandpressCtrl+Shift+N.Thisshouldfixtheproblem.

    FinalthoughtsaboutgamemodelingTrytousethesmallestnumberofpolyspossible.Smallobjectscanoftengetawaywithvery,veryfew.Ahandleonadoor,forexample,mightbemadeoutofathree-sidedtube!Largeobjectsoftenneedahigher-resolutionmesh,though:don'tbeafraidtogivethemwhattheyneed.Resistthetemptationtocreatehigh-polymodelsandthendecimatethem.Decimationcreatesugly,complicatedmesheswhicharehardtotextureandextremelydifficulttoanimate.

    TheDecimatedversionoftheHigh-PolySuzanneisnotequaltotheoriginal.Everythingwillbe

    easierifyoustartoutmodelinglow-polyinthefirst

    place.Don'ttrytocheatbymodelinghigh-polyanddecimatingitlater.

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    Image37PlanarCloudObjectmeshandvertexcolors

    Image41WhyDecimationisNotYourFriend

    Image39PlanarClouds

    Image40SphereClouds

    Image38EnablingAddRendering

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    TexturingThoughshadingandmodelingarebothcrucialtocreatingrealisticgameenvironments,yourmostpowerfulweaponbyfaristexturing.Itdoesnotmatterhowperfectyourmodelsareorhowwellthey'reshaded:iftheyhavebadtextures,theywill

    lookterrible!Texturingisthefinalword,italonemakesorbreaksyourenvironment.

    Imakenearlyallofmytexturesmyself.ItakephotographsofinterestingsurfacesandconvertthemintotexturesusingGimp.Thereisnoalternativetophotographictextureswhenonewishestoachieverealism.

    Themostimportantthingtorememberwhencreatingtexturesistomakethemseamless.YoucandothisquiteeasilyinGimpbynavigatingtoFilters->Map->MakeSeamlessinthemenus.This

    effectisnotperfect,butitdoeshidetheseamsinyourtexturesquitenicely.Youmaystillneedtododge/burnbyhandalittletoensureauniformshade,butforthemostpart,makingtexturesis

    painless.

    I'mnotgoingtogiveawholetexture-creationtutorialhere.Sufficeitto

    say,texture-makingconsistsmostlyofalteringphotographsuntiltheycanberepeatedwithoutobviousrepetition.

    Ifyoulookattheisland,youllseethatitstextureisobviouslyrepeating.Thegroundtexturecontainsastronglydefinedpurplespot,whichisrepeated

    againandagainforacrazypolka-doteffect.

    Onequickwaytoremedythisistoswitchfromthedefault1/1UVtexturingsettingtoadifferent

    setting.IntheUVfaceselectmode,pressAtoselectallthefaces,andpressUtochooseamappingoption.Blender2.42adeliversahordeofnewUVmappingoptions,andI'lladmitthatI'mnotfamiliarwithallofthemyet!I'vefound,however,thatforrelativelyflatobjectslikeourisland,the

    projectfromviewoptionworksnicely.Selectitwhileviewingtheislandfromabove,thensimplyscaletheentireUVmapupanddownintheUVwindowuntilyouliketheresult.

    Asyoucansee,theisland'sappearanceisalready

    drasticallyimproved.Thepurplespots,thoughnotgone,arenotsuchabigproblemanymore.You

    maystillwanttotrytochangetheirtone,though,whichcanbeeasilyachievedthroughsomesmallGimptweaks.Theeasiest,andoftenmosteffective,methodistosimplyselectagreenishcolor,thenbrushoverthepurpleareaswiththebrushtoolsetinColormode.

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    Image45ImprovedUVmapping

    Image43Non-seamlessandseamlesstextures

    Image44SelectingaUVmappingoptionImage42MakingatextureSeamlessinGimp

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    Theislandlooksalotbetternowthattheuglypurplespotshavebeeneliminated...butbeforeitcanlookrealistic,weneedafewmoredifferent

    texturesonthere!Let'sstartbyaddingabeachwhichrunsaroundtheedge.

    Firstcreateasandtexture,andthencreateasecondtexturewhichblendsthesandtextureintothegrasstexture.Itshouldlooksomethinglikethis:

    I'mgoingtoassumeherethatyouhavesufficientknowledgeofGimp(orPhotoshop)todothis.Thoughastep-by-stepguidetocreatingtextures

    wouldbeuseful,itisbeyondthescopeofthisarticle.

    Now,mapyourplainsandtexture(withoutgrass)ontothefacesaroundtheedgeoftheisland(See

    Image49).

    Next,isthetime-consumingpart.Maptheblendedtexturewemadetothefacesinbetweenthegrassfacesandsandfaces.Ifindthatthe1/1settingworksbestforthis.Gettingthisperfectcantakeawhile,sobepreparedtospendagooddealoftimeonit.

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    Image49IslandwithTwoTextures

    Image48Grass->SandTexture

    Image46EliminatingColorVariationinTextures

    Image47IslandwithImprovedTexturesImage50TwoTexturesSmoothlyBlended

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    LookathowrealistictheislandisnowcomparedtothewayitlookedattheendoftheModeling

    section!Thisshowshowimportanttexturesaretoyourscenery.Wecouldcallthisfinishednow,butlet'sapplyafewmorechangesfirst.

    First,let'sfixthetextureontheoceanplane.There'snothingwrongwiththetexture,butweneedtoscaleuptheUVmappingslightlytoincreasethedetailonthewatersurface.

    Noticehowevenslightchangescanimprovetheoverallappearancedrastically.Ialsotweakedthesea'svertexcolorsslightlytomorecloselymatchthesky.

    Nowlet'saddsomesubtlewavesthatlapattheedgesoftheisland.Addaplaneattheedgeoftheislandandbeginextrudingitsoitfollowstheedgeclosely.Keepdoingthisuntilyou'vecircumnavigatedtheisland,thenmergetheendstogethertocreateacontinuousring.

    Makeaniceblack-andwhiteripplestexture,andmapit1/1tothefaces.SetallthefacestoAddrendermode,andpainttheouterverticesblack.

    Thesesmallripplesintegratetheislandwiththesea,finallypullingtogethereveryaspectofourgamescene.Ifyou'dlike,youcanevenanimate

    t

    hemwiththeUVscrollPythonscript.

    Foronefinaltouch,youmaywishtocreateshadowsforyourpalmtrees.Anicetutorialabout

    creatingshadowtexturesforgameswascreatedbymastergamemakerST150,andisavailableat

    http://www.blending-online.co.uk/8501/50779.html

    ClosingMaybeyoudidn'twanttocreateasimpleislandlikethisone,andmaybeyoudidn'teventrytofollowalong.Itdoesn'tmatter:myhopeisthat

    whilereadingthisarticle,yougainedabetterunderstandingofhowtothinklikeagamedeveloper.Whetherornotyounowhavealittleislandscenedoesnotmatter,whatmattersisthatnowyoubetterunderstandtheconceptsandapplicationofgamescenecreationinBlender.

    Planaheadtocreatethebestscenepossible.Trytostartwithsomeideaofwhatyouwantthefinishedprojecttolooklike.Createconceptsketchesifyouprefer.Shadeyourmodels,eitherthroughvertexcolorsorbyusinglightsimulation.Keepyoureyesopenintherealworld,andtrytolearnhowlightbehaves.

    Thinkwhileyoumodel:neveruse10facesifthreewilldo,anduseface-dividingtoolssparingly.Deleteunneededfaces,andnevermakeyour

    modelsmorecomplicatedthannecessary.Trytoseehowsmallafacecountyoucanget.

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    Image54CompletedIsland

    Image52MakingWaves

    Image51ImprovedOcean

    Image53MakingWaves

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    Createyourowntextureswheneverpossible.Bringyourcamerawithyouontrips,andphotographas

    manydifferentsurfacesaspossible.Whenprocessingyourtextures,strivetoobscuretherepetition.Neverbeafraidtoaddrealisticdetails,especiallyoneswhichhavelittleeffectonpolycount.Asafinaltouch,youmaywanttoexperimentwithaddingmotion.Aslightswayingtothetreesoraspinningweather-vanecanaddtothegame'slookbeautifully.Theworldisfullofmotion,andalittlemotioncanbeagreatadditiontoyourgame.Trytomakesurethattheplayerisnottheonlythingmovinginyourworld.

    Andthat'sthat!Ihopeyouenjoyedreadingthe

    article.I'vestrivedtoincludeinthisarticleeverythingabeginninggameartistmightfinduseful.Admittedly,therearealotofthingsIdidn'tmention,butthereisenoughmaterialheretogetsomeoneontheirfeetandsolvesomecommonproblems.Withtheseskillsinplace,youllbewellonyourwaytocreatingagreatBlendergame.GostartupBlender,andgettowork!Ilookforwardtoseeingwhatyoucreate!

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    IhavebeenusingBlendersinceApril2000.Mycurrentgameprojectisanadventuregamecalled"IntotheTitan."

    Website:

    www.gorilla3d.com/plantperson

    JohnAllie/PlantPerson

    Image51ImprovedOcean

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    Introduction

    VectorBlurisaninterestingsolutionthatgoesbeyondthelimitationsofregularMotionBlur.ItreliesontheCompositeNodesEditortoperform.ButeveniftheNodesEditormaylookintimidatingatfirstglance,itisinfactveryeasytosetup.Thisshorttutorialwillgothroughthebasicstepsforenhancingyourrenders(bothstillsandanimations)withgoodlookingmotionblur.

    Themainthingtounderstandisthattheobject,towhichtheMotionBlurwillbeapplied,shouldhavebeenanimatedbeforehand.ThismeansthattheobjectmustfollowacurveorbeanimatedusingIPOs.Infact,therenderedpicturewillbeturnedintoa3Dmodelwithdepth,andaspeedvector

    willbecalculatedforeachpixelofthepicture.Asapost-process,theCompositeEditorwilladdthemotionstothefinalpicinablurredway.Thisiswhydefiningthemotionoftheobjectisabsolutelymandatory.

    AverybriefexamplefileofsuchananimationcanbefoundatthefollowingURL:http://feeblemind.tuxfamily.org/dotclear/images/atelier-improbable/vector

    Astep-by-stepoftheVectorBlurprocess

    First,youwillneedtoturnoneofyour3DviewsintoaNodeEditorview.Thisisdonebyclickingonthegrid-likeiconattheleftendoftheHeaderoftheview.Amenuwillpopupandletyoudefinethetypeofviewneeded.ChoosetheNodeEditor.

    IntheHeaderoftheNodeEditor,youwillfindamenufortheview(View,Select,Add,Node)andthentwoicons:(thegreysphereicon)enablesMaterialNodes,and(thesmallfacepictureicon)enablesCompositeNodes.ClicktheCompositeNodes..ThedefaultCompositenodesnetworkshouldbedisplayedonthescreen.Usingthe[LMB],drawaboxthatwillcrossthelinkbetweentheRenderLayernodeandtheCompositenode:thelinkshoulddisappear.Now,usetheAddmenu:Add>>Filters

    >>VectorBlur.Anewnodeshouldappear,titledVectorBlur.Moveitbetweenthetwopreviousdefaultnodes,andstartthemagic:connectthe

    outputImage,ZandSpeedfromtheRenderLayernodetotheinputImage,ZandSpeedfromtheVectorBlurnode,usingthe[LMB].Oncedone,connecttheoutputImagefromtheVectorBlurnodetotheImageinputoftheCompositenode.

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    BlenderAndVectorBlur

    -by Olivier Saraja

    Image1AnexampleofIPOcurvesaffectingamovingobject.

    Image3TurnoneoftheviewsintotheNodeEditor

    Image2Here'showitwouldlookonaregularanimationrendering,withoutvector-basedmotion

    blur

    Image4ClickontheCompositemodeiconandthenactivatetheUseNodesbutton.

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    But,likeanythingelseinBlender,takingintoaccounttheeffectoftheVectorBlurisnothingbutanoption.YouneedtotellBlenderthatitmustdothepost-processingsimulatingthemotionblurexplicitly.ThisisdoneintheScene[F10]menu,intheRenderbuttons,intheAnimpanel.YouwillhavetoactivatetheDoCompositebutton.Asafinalpre-requisiteforVectorBlurmotions,youwillneedtoactivatetheVecoptionintheRender

    Layerstab.

    Youcannowrenderyourpictureintwoways:

    Youobviouslyalreadyknowthe[F12]shortcutortheRENDERbuttonintheRenderpanel

    YoucanalsorenderthepictureusingthetinyRendericonintheRenderLayernode

    SomeexplanationsontheVectorBlurnodeThisnodeonlyhasafewsettings;mostofthemcouldworkquitewellwiththeirdefaultvalues.Butsometimes(ifnoteverytime!),youneedtogobeyonddefaultsettingstogetrealcoolresults.

    Therearefoursettingstoknowabout.

    Samples-Thissettingcontrolstheblureffectintensity:thehigherthesamples,themoreblurredtheobjectwilllook.MinSpeed-Ifeverythingisblurred,butsomeobjectsarealotslowerthanothers(ortotallystatic,asthebackgroundofthepic,forexample),thenthisparameterwillhelpdifferentiatehigh-velocityobjectsfromnull-velocity(orslow-

    velocity)objects.Thisisreallyusefulduringcameramovementsorslightbackgroundmovements.MaxSpeed-Ifyouhaveextremelyfastobjectsinthescenebuttheblurdoesnotrenderwellenough,thenyoucanmakeuseofthisparametertobetterthevectorblur.Notethata0.0valuemeansthatnomaximumisused.BlurFac-Thisparameterwillscalethevectorspeeds,calculatingfromthemovementsoftheobject.Thevisualeffectisclosetotheshutterspeedofaregularcamera.

    ConcerningtheuseofVectorBlur,agoodtipistoputfastmovingobjectsonaRenderLayer,sloworstaticobjectsonanother,andtospecifyindependentparametersforeach,forbettercontrol.

    Moreover,largeobjectsnotentirelyseenfromthecamerashouldbesubdividedsothatatleast

    somenormalsoftheobjectareactuallyseenfromthecamera,ortheblureffectcouldbedrawnonthewrongside,comparedtothemovement.

    Therearesomelimitationsthatyoushouldknowabout.

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    3DWorkshop-BlenderAndVectorBlur

    Image2Here'showwouldlookthesameanimationrendering,withvectorbasedmotion

    blurenabled

    Image4TheCompositenodesaresettodeliveraVectorBlurbasedrendering

    Image5Donotforgettoactivatethe

    DoComposite

    buttonintheAnimpanelandtheVecbuttoninthe

    RenderLayerstab

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    SinceVectorBlurisapost-processeffect:

    ifanobjectisvectorblurred,itsshadowisnotblurred!

    ifavectorblurredobjectismovingbehinda(ZTransporRayTransp)glass,itwon'tappearblurredthroughtheglass

    ifavectorblurredobjectismovinginfrontofa(EnvMaporRayMir)mirror,itwon'tappearblurredinthereflection

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    3DWorkshop-BLenderAndVectorBlur

    OlivierSarajaisanOpenSourceenthusiastrunning

    onLinuxsince1999orso.HeusesBlendersince

    version1.63aandalwaysdedicatedhimselftowriting

    tutorialsforthecommunity,bothinfrenchandin

    english.Hehasjustwrittenafrenchbookabout

    Blender:"La3DLibreavecBlender"(whichcouldbe

    translatedas"Free3DwithBlender")at

    EyrollesEditions:

    http://www.editionseyrolles.com/Livre/9782212119596/la-3d-libre-avec-blender

    HeisalsoacasualWikicontributorofBlender's

    documentation.

    OlivierSaraja

    273D Workshop B & Di l t M i f B i

    http://www.editions-eyrolles.com/Livre/9782212119596/la-3d-libre-avec-blenderhttp://www.blenderart.org/
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    Introduction

    BumpmappingandDisplacementmappingaretwospecialtechniquesformakinganobjectappeartohavearoughorirregularsurface.

    WhatisBumpmapping?Bumpmappingtakesagrayscaleimageandreadsthelightanddarkinformationtosimulateanirregularsurface.Whenyourenderanobjectwithabump-mappedmaterial,lighter(whiter)areasofthemapappeartoberaisedanddarker(blacker)areasappeartobelowered.Notethatbump

    mappingdoesnotmodifythegeometry,onlythenormals.

    Thebumpsareasimulationcreatedbyperturbingfacenormalsbeforetheobjectisrendered.Therefore,bumpsdon'tappearonthesilhouetteofbump-mappedobjects.Bumpmappingisusefulforaddingdetailtoanobjectwithoutincreasingthepolygoncount.

    WhatisDisplacementmapping?Displacementmappingisverysimilartobumpmapping;whereatwo-dimensionalimage'sgrayscaleinformationisusedtochangethe

    appearanceofathree-dimensionalobject.Lightertonescreateraisedbumpsanddarkertonescreateloweredindentationsasusual.Unlikebumpmapping,whichonlyaffectstheobject'stexture,displacementmappingaffectstheobject'sgeometry,creatingadditionalpolygonsaccordingthedisplacementmap'sproperties.

    Displacementmappingcanbeverydemandingonyourcomputer'sperformanceasittendstocreate

    anextremelylargeamountofpolygons.Thishighresolutionobjectcanappearmuchmorephoto-realisticthanbumpmapping,ifusedproperly.Ascomputersarebecomingmoreandmorepowerful,displacementmappingmaysoonbeabletorenderatspeedsnecessaryforareasonablegameengine.However,currenttechnologydoesnotmeettheheavyprocessingrequirement.

    BeforeyoustartBumpmapping&DisplacementmappingtechniquesareveryfastandeasytodoinBlender,evenifyouarenewtoBlender'stexturingtools.Pleasenotethatdisplacementmapsarenotdisplayedin

    the3Dviewport.Bumpmapscandisplayaverybasicpreviewwithshading[Shift+Z]turnedon.

    BumpmappinginBlenderForthistutorial,IwilluseoneofBlender'smanyproceduraltextures,"Musgrave".Feelfreetopickanothertype,or

    evenuseyourownbumpmapimage!BeginbyopeningBlenderandcreatinganewobject.Iusedthepopular"Suzanne"(monkey)modelforthisexample.Next,createanew

    materialintheMaterialShadingPanel[F5],andaddanewtexture.NowswitchtotheTexturingPanel[F6],wherewewillcreatethebumpmap.Fromthe"TextureType"box,select"Musgrave".Ileftthedefaultsettingsalone,butyoumaychoosetoplayaroundwiththem.Youcanalsoaddaramp-shaderhereifyouareplanningonaddinguniquecolorstothetexture.

    Now,weneedtoconfigurethemostimportantsettingsforthebumpmap.ThesecontrolsarelocatedintheMaterialShadingPanel[F5]underthe"MapTo"tab.Youmaychoosetodisablethetexture'scolor(Col)whenmodifyingyourbumpordisplacementmaps.Thiscansometimesgiveyouabetterideaofwhat'sgoingonwitheachsetting.

    Toenablebumpmapping,pressthenormal(Nor)button.Youcanadjustthestrengthofbumpinesswiththesliderbuttonlabeled"Nor".Usebumpmapswhenyouwanttotakethesmoothnessoffasurface,ortocreateanembossedlook.Keepinmind,however,thatthedeptheffectofabumpmapislimitedtothenormal(Nor)slider.

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    3DWorkshop-Bump&DisplacementMappingforBeginners

    Blender&DisplacementMappingforBeginners

    -by Michael Wach

    Image4EnablingNorMapping

    Image1RegularTexture

    Image2BumpMap

    Image3DisplacementMap

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    DisplacementmappinginBlenderThewayyoucreateadisplacementmapisverysimilartothewayyoucreateabumpmap.Theonlydifferenceis,youmustenablethedisplacement(Disp)button.Youmayturnoffthenormal(Nor)buttondependingonyourdesiredeffect.

    Thedisplacementslidercontrolshowfarawayfromtheoriginalmeshtheverticeswillbemoved.Thenormal(Nor)slideralsohasagreatimpactonyourdisplacementresults.Becarefulwhenusingdisplacementmapsbecausetheycanbeveryprocessordemanding.

    Conclusion

    Overall,bumpmappinganddisplacementmappingareveryhandytoolsifyouknowhowtousethem.Mapsthatshadebetweenwhiteandblackgenerallyworkbetterthanmapswithhardedgesbetweenthewhiteandblackareas.Ihighlyrecommendplayingaroundwiththesettingsandrenderingyourresultstohelpdeepenyourunderstandingofthemboth.

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    3DWorkshop-Bump&DisplacementMappingforBeginners

    Image4EnablingDisplacementMapping Isan18yearsoldfromCleveland,Ohio.CurrentlystudyingattheUniversityofAdvancingTechnology.HeworksoverinternetforaNewYorkCitybased

    patentattorney,creating3DrepresentationsofhisideasusingBlender3DandYafRay.Alsomakewebsites,composedigitalaudio,recordandeditdigitalvideosandworkswithalotof2Dillustrations,textures,andphotographs.

    [email protected]

    MichaelWach

    292D Workshop C ti A Li ht i B lt i th GIMP

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    IntroductionThistime,wewilllearntheprocedureforcreatingalightningboltspritefromtheGIMP.Lightningboltsfindgoodusein3DgameSFX,likezappinganitemorenemyfromanelectricweapon,denotingtensioninsci-fiscenarios,orjustanaturallightningbolttoenhancetheenvironmentalmood.

    Level:NewbietoIntermediate

    Step1.LaunchtheGIMPandcreateanew256x768image.GotoFilters>>Render>>SolidNoise.Inthepop-up,enterthevaluesasshowninImg1or,chooseoneofyourownbyhitting'New

    Seed'button.Finally,presstheOKbuttontorenderthenoise.

    Step2.Createanewlayeroverthecurrentlayer.GototheToolBoxandselectthegradienttoolandintheToolOptions,selecttheshapeofthegradientasBi-linearandenableAdaptive-

    Supersampling.Createanewlayeroverthenoiselayeranddrawasmallgradientoverthenewlayer(seeImg3)).Onethingtorememberhereisthatyoushouldtrytodrawthegradientoverthepartofthesolidnoisewhichcontainsmostlywhiteanditssurroundingareasaredarker.Thatiswhereyougetgoodcontrastforthelightbolt.

    Step3.GototheLayersdialogboxandchangethelayer-modeofthegradientlayertoDifferenceseeimg4.Immediately,youcanseetheformationofthebolt.Nowgo

    toImage>>FlattenImagetoflattenallthelayersintoonesinglelayer.NowgotoLayer>>Color>>Inverttoinvertthecolorofthelayer.

    Step4.Whatyougetisastreakoftwolightningbolts(Seeimg5),butthese

    boltsarehardlyusableastheyappearvirtuallygluedtogether.GotoLayer>>Color>>Levels.ThiswillbringuptheLeveladjustdialogbox(seeimg6).Dragtheinputlevelsmid-pointertowardstheright.

    Whileyoudothis,youcanalsoseetheformationoftwoneatlightningbolts(Seeimg7).Adjusttheamountofsharpnessyouwantthen,pressOK.

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    2DWorkshop-CreatingALightningBoltintheGIMP

    CreatingALightningBoltintheGIMP

    -blenderart

    Image1SolidNoisepop-up

    Image2Gradientsettings

    Image3DrawnGradient

    Image4LayersDialog

    Image5Lightningbolts

    Image6Leveladjustment

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    Step5.ToseparatethelightningboltsasanAlphachannel,youwillneedtoconverttheblackcolortoalpha.Todothat,gotoLayers>>Transparency>>ColortoAlpha.IntheColortoAlphadialog,clicktheFrombuttonandchooseablackcolorthenpressOK.Younowhaveanalpha-basedversionofthelightningbolt(Seeimg8).Thelastthingtodoissaveitinafileformatthatsupportstransparency,likePNGorTGA.

    ConclusionAlthoughthismethodonlygeneratesprettystraightlightningbolts,youcancomplimentitwiththenoisegenerationplug-insfortheGIMPcalledPlasma2etc.Thiswillallowyoutohave

    randomnoisegenerationwhichcanresultinmorevariedlightningbolts.Ihopethishasprovidedyouwithaniceandeasywaytocreatelightningbolts.

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    2DWorkshop-CreatingALightningBoltintheGIMP

    Image7Renderedlightningbolts

    Image8Lightningboltswithalphachannel

    31Blending - A Compositor Node Overview

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    SandraGilbertandIdiscussedthefactthatwithallofthenewfeaturescomingfromtheBlenderreleases,itisoftenhardtokeepupwiththem.Often,youneveractuallygettousethefeatureinaprojectbecauseyouaresimplytoobusyexploringallofthedifferentwaysofusingthenewfunctionality.Tohelpthosegetuptospeedfaster,I'llgiveaquickoverviewoftheCompositorNodesystem.

    CompositorNodeSystemTheCompositorNodeSystemisanadvancedpost-productioneditorthatallowsforquickandeasyconfigurablemodifiers,callednodes,tobe

    hookedtogether(usingnoodles)basedonvariousinputsandoutputs.Theconfigurationsareflexibleandtheresultscanbequitedramaticorverysubtlebasedondesignandnecessity.ThemajorfeatureoftheCompositorNodeSystem(Compositor)istheabilitytomixvariousrenderpasses(combinedRGBA,Z,Vector,andNormalvalues)withotherinputstoachieveadvancedeffects.ThesefeatureshavecomeaboutmainlythroughthedevelopmentsmadebyOrangeStudio

    andjustrecentlybytheprojectPlumiferos.Althoughdesignedforanimationsandcomputer-generatedimagery,theCompositorhasfounditswayintothetoolboxofmanygraphicartistswhouse3Dand2Dprogramstocreateillustrationsandartwork.Thepossibilitiesareonlylimitedbyyourimaginationandabstractionofthenode-basedlayout!

    InputsValues

    InputsarevariablesettingsonallEffectandOutputnodes.Inputnodesdonotcontaininputsthemselves,theyusetheinputsfromtheactualScene.AninputcaneitherbeanRGBAvalue(Imageinputs)orarangevalue(Factor,Size,Valueinputs).ThekeydifferencebetweenRGBAvaluesandrangevaluesarethateachpixelrepresentsacolor/alphavalueoravaluerepresentinganinputamount(0-255).RGBAvaluesaretypicallythepixelsthatmakeupthefinalimagewhereasrange

    valuesaretypicallyvaluesthatcontrolthetransformingofthepixelsandareusuallyZ,Vector,Normal,Alphaorotherrangevalues.

    Inputscanonlyacceptoneinputchannelandrepresenttheentirepictureonaperpixelbasis.Inputsareeitherfromthesceneortakenfromtheoutputofanothernodeorasetvalue(suchasImageinputs,whichcansimplyuseanRGBAvalue).

    AnRGBAvalueinputisalwaysyellowandarangevalueinputisalwaysgray.Blueinputsarespecialinputswhichonlyworkwiththeassociatedscene

    data(NormalandVectorchannels).AnRGBAvalueinputmayhavetobeconvertedtobeusedasarangevalueinput.Aninputthatrepresentseachpixelinanimageisoftenreferredtoasanpixelorimagemap.

    OutputValuesOutputsvaluesarevariablesettingsonallEffectandInputnodes.Outputnodesdonotcontainoutputsthemselves,theydisplaytheinputs.Just

    likeInputValues,OutputValuesareeitherRGBAorrangevalues.AnRGBAvalueoutputisalwaysyellowandarangevalueoutputisalwaysgreyandspecialchannelvalues(NormalandVectorchannels)arealwaysblue.Toviewrangevalues,youmayhavetoconvertittoanRGBAvalueorusespecialfilterswhenviewing.Anoutputthatrepresentseachpixelinanimageisoftenreferredtoasapixelmaporimagemap.

    Withthatquickprimeroninputsandoutputsandwhatcanandcannotbeused,letustakealookathowtheseinputsandoutputscanbeusedtogetherwithnodes.Pleasenotethatinthefollowingexplanations,anactualworkingmodelwon'tbedescribedbutratherhoweachsettingcanbeusedwithineachnodeandhow,whencombinedwithotherinputs,theywillchange.

    InputNodes

    RenderLayerNodesareinputsfromtheScene.CurrentlytheonlyavailableoutputsettingsforthisnodeincludeImage(RGB),Alpha,Z(depth),Normal(mapping),andSpeed(vector).TheRenderLayerNodecontainsanImagePreviewandaselectorforselectingScenesandRenderLayersfromtheselectedScene.NotethattheNormalandSpeedvalueoutputsarecoloredblue,thisisbecausetheyarespecialvalueoutputs.Theycanbetreatedthesameasanyrangevalue,butonlyworkforrelatednodes.

    TheImageoutputdisplaystheRGBcolorvaluesforeachpixel.TheAlphaoutputisablackand

    whiterangevaluewhichrepresentstheopacityforeachpixelwitharangefrom0(black/transparent)to255(white/solid).TheZoutputisarangevaluethatgivesdepthinformation(thedistancefromthecameratothevirtualobject)onaper-pixelbasis.

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    Blending-ACompositorNodeOverview

    ACompositorNodeOverview

    -by Daniel LaBarge

    NOTE:Thedescriptionofhoweachnodeworksisbasedonlyontheutilityandnotontheactualmathematicalorgraphicalfunctionalityofthenode.AmoreaccuratedescriptionofhoweachnodefunctionsandoperatesisbeyondthescopeofthisarticleandwillprobablyappearinfuturearticlesontheBlenderWikiathttp://mediawiki.blender.org.

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    ImageNodesareinputsfromanimagefile.Animagefilecaneitherbeavalidimagetypefile(jpg,png,bmp,etc.)orarangeimagetypefile(exr,hdri,etc.)orevenamovingimagefile(avi,mpeg,mov,etc.).CurrentlytheonlyavailableoutputsettingsforthisnodeincludeImage(RGB),Alpha,andZ(depth).ThisnodealsocontainsanImagepreview.

    Whenafileisloaded,asmalliconrepresentedbyfilmtapeappears.Whenyouenablethis,moreoptionsbecomeavailable.Youcansetthenumberofframesintheanimationandsetthestartingframeandwhetherornottocyclethroughtheframes.Thismakesusingrawimageoutputfromtheanimationrendereasytoloadintothecompositorforpostproduction,sinceBlendernameseachframebasedonanumber.

    Also,Blendercanreadthefilenameandgetthenextframeoftheanimation.Anothericonalso

    showsupandcanbeenabled,whichwilltakeeachframefromthefileifthefileisamovingimage.Typically,onlytheImage(RGB)outputisusedbut,ifascenefileiscreated,youcanuseitasinputwhichwoulddelivertheAlphaandZvaluestobeused.

    ValueNodeisaverysimplenode.Yousetanumericvalue(0.00to1.00)andthevalueoutputdeliversitasarange.Programmerscanthinkofthisaspredefinedvariable.

    RGBNodeisbasicallythesamethingasaValueNodeexceptthatitoutputsanRGBAvalueinstead

    ofarangevalue.Thisnodecontainsacolorpalettewhichmakesiteasytoselectthedesiredcolor.

    TimeNodeisaverypracticalnodebecauseitisessentiallyavariableValueNode.Thedifferenceisthatthevariationisbasedonthenumberofframes.TheFactoroutputisarangevaluewhichissetusingacurve.YoucansettheStartandEndframeforwhichthecurverepresents.Thisnodeis

    usefulforcontrollingthechangesthatoccurduringananimation,andisoftenusedasaninputforanothernode.

    TextureNodeissimilartotheImageNodeexceptthatitusesinternaltexturesfromtheBlendersceneastheinputs.ThisgivesyoualotofcontrolbecauseyoucanuseNormalmappingtocontroltheOffsetandScalingdynamicallyandcanusetheRGBAvaluesaseitherarangeValueoutputoranRGBAColoroutput.ThisnodealsoincludesanImagepreviewwhichdisplaysthetextureselectedfromthescene.Thisisgoodforaddingproceduraltextureoverlaysandgradienteffects.

    OfalloftheInputNodes,onlytheTextureInputactuallyhasinputsettings.ThesearelimitedtotheBlenderscenehowever,theyarestilldynamic.Overall,theInputNodesareessentialtousingtheCompositorastheyserveasthebasetowhichchangesaremade.Theyalsoallowforcontrol

    overeffectsappliedtootherinputs.ThethreemostcommonlyusedInputNodesaretheRenderLayer,Image,andTimenodes.

    OutputNodes

    CompositorNodesoundskindofredundantbut,itisactuallytheonlywaytooutputthefinalchangestotheRenderBuffer.Currently,therecanonlybeoneCompositorpersceneanditonlyacceptsImage,Alpha,andZinputs.ThenodeusesanImagepreviewfordisplayingtheresultsintheNodeWindow.TheRenderBuffer(F11)willalsodisplaytheCompositornodeoutput.IfnoCompositornodeisfoundtherendererwill

    produceanerror.

    ViewerNodeisidenticaltotheCompositornodeexceptthatinsteadofdisplayingresultstotheRenderBuffer,itutilizestheUVImageEditorundertheViewerImage.ThisisadynamicimagethatdisplaysthepreviewofthecurrentlyselectedViewernode.ThismeansthatyoucanhavemultipleViewernodeswhichwilldisplaythevariousoutputsofothernodes...usefulfordebuggingandtestingdifferentattributesofthecomposition.

    ColorNodes

    RGBCurvesNodeisaverypowerfulnodebecauseitcancontrolthecoloroftheimagebyvaryingtheinfluenceofeachcolorseparately,andallofthecolorstogether.ThisnodehasaFactorInput(rangevalue)andanImageInput(RGBAvalue).TheImageOutputisacombinationofallof

    theRGBCurveswhichincludeCombined,Red,Green,andBlue.Thereare+and-symbolswhichzoominandoutaccordinglysothatyoucanfinetunethecurveandalignitmoreeasilytothegrid.

    Thewrenchiconallowsforcontroloverthegridviewandthecurvehandling(AutoandVector),anditalsoallowsyoutoresetthecurvetothelineardefault.Anorangegridiconallowsforclippingtocontrolthemaximumvalues.TheXicondeletesthecurrentlyselectedpoint.PointsareselectedusingtheLeftMouseButton(LMB).

    NewpointsareaddingbyusingCtrl+LMB.Thisnodeismostcommonlyusedforcontrastcontrolandforfinetuningthecolorranges.Itiseasytomakeveryboringimagesinterestingusingthisnode.

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    Blending-ACompositorNodeOverview

    NOTE:Atthetimeofthiswriting,CVSversionsofBlenderincludenewoutputnodes.ThesenodeswillnotbediscussedinthisarticleastheyhavenotyetmadeitintotheofficialBlenderrelease.Youshouldnote,however,thatadvancednodesdoexistandwillprobablybemakingtheirwayintofutureBlenderversions.

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    MixNodedoesexactlywhatitsoundslikeitmixestwoImageinputsbasedonaFactorandfiltertypeandoutputstheresultasanRGBAvalue.ThisnodehastwoImageinputs,butitwillacceptrangevalues.ThismakesitgoodformixingapresetvaluewithaTimeNodevaluetohaveavaryingrangevaluefornodesthatdon'thavemultiplerangeinputs.Amongthefiltertypesaremix,multiply,add,subtract,divide,screen,overlay,darkenonly,lightenonly,andmanyothers.ThisnodeisgoodformixingcolorsaswellbecausetheImageinputscanbesetasafixedRGBAvalueinsteadofapixelmap.

    HueSaturationNodeisperfectforfinetuningtheRGBcolors.Ifblueisn'tblueenough,thisisthenodethatyouwillfindthemostuseful.ItacceptsanImageinputandaFactorrangevalueinput,andoutputsthemodifiedImage.TheHueslidercontrolstheHuevalues(similartoRGB)with0.500beingnochange.TheSaturation(intensity)slider

    controlsthesaturationoftheHueswhichcanbeusedtofloodaphotoorjustslightlytintanimage.Thisnodeisveryusefulandismostpopularlyusedasatintfilterforsuchnightsceneswhereaslightbluetintisneeded.

    AlphaOverNodeisthetitleeffectlifesaver.Thisnodeallowsoneimagetobelaidoveranotherandtransparencyisusedasthewindowinwhichthebackgroundisletthrough.ThisnodehastwoImageinputsandaFactorrangevalueinput.TheFactorcanbeeasilyconnectedtoaTimeNodeandthenyoucanfadein/outtheeffect.ConvertPremulusuallyblendsthetransparentedges

    togetherbettersoartifactsareremoved.ItalsoconvertsRGBblacktoAlpha,whichworkswellforcreatingAlphamaps.

    It'simportanttokeepalayermentalitywhenworkingwiththisnode.ThetopImageinputisthelayerwhichisplacedontopofthebottomImageinputandtakesprecedenceoverthepixel.Anytransparentpixelsthenallowthebackgroundtoshowthrough.Thisnodeisgreatforoverlaysand

    titleworkaswellascompositingscenes.

    ZCombineNodeisaveryinterestingnodeinthatitcaneasilygettangled.IthasasingleImageoutputbutacceptstwoImageinputsandtwoZrangevalueinputs.ItcombinesthepixelsbasedontheZrangevaluesandpassesthatcombinedimagetotheoutput.TheproblemwiththisisthattheZvaluethatcorrespondstotheImage(atleastinthescenariowherethisnodeisuseful)isthebelowtheoppositeImageinput.

    Thus,thenoodlesthatconnectthenodescaneasilygetcrossedandfollowingthemgetsmessyifmultiplenodesareused.Thisnodeismostcommonlyusedwithscenecompositing.Inthismethod,thesceneisrenderedinsectionsandlayers.Thelayersarereassembledafterpost-productioniscompleted.Usuallythescene'sZchannelisusedtodothis.

    VectorNodes

    NormalNodehastobeoneofthecoolestnodesavailable.Ionlyrecentlyfiguredouthowamazingitreallyis.Basically,youcanthinkofitasapost-productionlight.ItusestheNormalchannelasitsinputandthenyoucanmovealittlespherearoundtorelocatethelightsource.TheavailableoutputsincludetheremappedNormalchannelandaDotrangevalueoutputwhichrepresentsthelightandnormalintensityinagrayscalepixelmap.Thepossibilitiesforthisincludespecularmapping,nightlighting,subsurfacescattering,andmuchmore.

    VectorCurvesNodeissimilartotheRGBCurvesnodeinthatyoucancontroltheVectorchannelvaluesfortheX,Y,andZaxis.TheonlyinputandoutputareVectorchanneldatawhichmustbeloadedeitherfromaNormalnodeorthesceneitself.Itcontainsthestandardcurvewidgetandcontrolfeatures.ThisnodeismostusefulforremappingtheVectorchannelforfinetuningmotionblur,etc.

    MapValueNodeisanotherusefultoolforchangingvalueranges.ItacceptsanyrangeValueinputandcanlimititsMinimumandMaximumvaluesandcanbefurthermodifiedbasedonSizeandOffsetvalues.Theseslidersarenotlimitedto0.0and1.0becausethisnodeisnotdesignedonlyforrangevaluesofthatkind.ItalsoacceptsZ,Normal,andVectorchannelsandcanisoftenusedincombinationwiththeZchanneltoremapitforforegroundandbackgroundblurorincombinationwithaVectorchanneltoproducemotionblur.

    FilterNodes

    FilterNodeisthemostcommonlyusednodeinthisset.Itcanbeusedforabroadrangeofeffects,suchassoftblurring,edgeenhancementsforcartoons,neonsigns,decals,andmuchmore.ThisnodeacceptsanImageinputwhichcanbecontrolledusingaFactorrangevalueandwillthenmodifythepixelsbasedonadifferentfilteror

    effecttype.TheresultispassedtotheImageoutput.Thesoftenfiltertypeappliesaverysmallblurtothepixeltoeliminatesmallartifacts.Sharpenattemptstoenhancetheedgesbetweenthepixelstodefinetheedgesbetter(thisoftencreatesartifacts).Laplace,Sobel,Prewitt,andKirschareallverysimilarandtheyenhancetheedgesanddarkentherest.Shadowiskindoflikeengravingandappliesaselfshadowontheedges.Thisnodeisoftenusedtomakeimagesthataretooperfectseemcrisper.

    BlurNodeisaverysimplenode.IttakesanImageinputand(basedonaSizerangevaluewhich

    influencestheamountofblur)willblurthepixelsbasedondifferentfiltersormethods.ItwillfilteritbasedonanXandYvalueandcanevenbeappliedtoGammacorrectedvalues.EnablingBokehfilteringwilluseacircularfilterinsteadofthesimplesquaremethod.AmongthefiltermethodsavailableareFlat,Quadratic,Cubic,Gaussian,CatRom,Mitch,andTent.

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    Eachonefiltersdifferentlyandanyoneofthemcanbeusedtoobtainthedesiredeffect.TheresultingeffectisappliedtotheimageandpassedtotheImageoutput.ThisisveryusefulforDepthofFieldandmotionblur.Itcanalsobeusedcleverlyforinterestingtitleworkandoverlays.

    VectorBlurNode isbasicallyaone-purposenode,butitdoesitsjobverywell.Itrequiresthreeinputstogeneratethedesiredoutput.ThesethreeinputsareanImage,aZchannelmap,andaVectorSpeedinput.AllofthesecanbegatheredfromthesceneandVectorNodes.Thismethodusesallthreechannelstogethertoblurtheimagebasedapixelstretchingmodel.Theinnerworkingsofthismethodarebeyondthescopeofthisarticlebutthefunctionalityisaveryfastandefficientpost-productioneffect.ItusesaSamplevaluetocontrolthequalityoftheblur,aMinSpeedtosettheminimumstretchforeverypixelandaMaxSpeedforthemaximumstretchforanypixel.It

    thenusesaBlurFactorwhichcanbeusedtofine-tunetheblurfromstrongtoweak.ThehighertheSamplesandthehighertheBlurFactor,thestrongertheblur.ItisimportanttosettheMinandMaxspeedstoinclusiveenoughvalues,butnottoobroadtobecomememoryintensive.Thisnodeismostoftenusedformotionblur.

    ConverterNodes

    ColorRampNodeisadualpurposenodeinthatitblendscolorsandvalues,andoutputsbothanRGBImageoutputandarangevalueAlphaoutput.Thealphaoutputcanbeusedasanyvalueoutputbut

    ismostoftenusedfortransparency.TheFactorinputcanbeeitherarangevalueoratimelinecontroltocontroltheinfluenceofthenode.Therampslidercanusecolorsandtransparenciestocreateagradientwhichisusefulforgradienteffectsonoverlaysandforvaluetuning.

    RGBtoBWNode isthesimplestnodeavailable.IttakesanRGBAImageinputandoutputsarangeValueoutput.Thisisagrayscalerepresentationof

    theRGBAImageinputandcanbeusedassuchorasavalueoutput.

    SeparateRGBANodeisveryversatilebecauseitallowsyoutomodifyeachcolorchannelindependently.ItacceptsanRGBAImageinputandoutputsthecorrespondingRed,Green,Blue,andAlphachannelsasgrayscalevalues.Atthetimeofthiswriting,thenextofficialreleaseofBlenderwillincludeaCombineRGBANodewhichwilldothereverseofthisnode.

    SeparateHSVANodeisessentiallythesameastheSeparateRGBAnodebutitseparatestheHue,Saturation,Value,andAlphachannelsfortheimage.TheyaregrayscalevaluesjustliketheSeparateRGBAnode.Atthetimeofthiswriting,thenextofficialreleaseofBlenderwillincludeaCombineHSVANodewhichwilldothereverseofthisnode.

    SetAlphaNodeisgoodfortitleworkandoverlaysbuthasit'spurposeinothernodesaswell.ItacceptsanRGBAImageandthenallowsanAlphavaluetobesetoroverwrittenbyaValueinput.Alphavalueof0.0istransparentand1.0isopaque.ThecombinedRGBAvaluesarepassedtotheImageoutput.ThisnodeisoftenusedwithaTimenodetocontrolthefadeinorfadeoutofascene.

    TranslateNode istheonlymovinganimationnodeavailableatthemoment(moreadvancednodesforrotation,etc.arebeingdeveloped).ThisnodewilltranslateormoveanImageinputasetvalue

    fromthetopleftofthebasecanvassize.ItwillbemovedX(horizontal)pixelsbyY(vertical)pixels.ThesevaluescanbevariableXandYinputswhichisusefulforanimationswhereaTimenodecanbeusedtoslideasceneorimageacrossthecanvas.TheresultingImageisoutputwhichcanthenbeplacedontopofanotherImageformergingdown.

    GroupNodes

    GroupnodesarenothingmorethancustomnodeswhicharemadebytakingthegenericnodesandgroupingthemwithCtrl+Gkey.Thisgroupisthenavailableasaduplicatetothecurrentgroup.Toungroupthenodes,youcanpressAlt+Gkey.ToaddagroupnodeyoucaneitherusetheAddmenuorpressShift+Gkeyforalistofcurrentlyavailablenodes.Workingwithgroupnodescansavealotoftimeforrepetitiveeffects,butshouldbeusedwithcaution.Anewgroupshouldbeadded,thenungroupedandregroupedasadifferentgroupnode.Thisgetsaroundtheproblemofcopynodesinsteadofduplicatenodes.GroupnodesaremostoftenusedinthedefaultBlenderfile,thatwaycommonlyusedeffectscanbedonequickly.

    ConclusionIwouldliketoencourageyoutoexplorethe

    varioussettingsandusesforthenodes.Also,visitthesupportforumsforvariousreferenceschematicswhichcanhelpyouunderstandthemathematicalandgraphicalfunctionalityofeachnode.Forpracticalpurposes,theCompositorisaverypowerfultoolandshouldn'tbeconsideredaglorifiedSequenceryoucandoalotmorewiththisthanyoucouldeverdowiththeSequencer.Infact,Iwouldn'tbeabitsurprisedifyouneverusetheSequenceragain!

    ThishasbeenabriefdescriptionoftheCompositor,whichisonlyhalfoftheNodewindow.Thereismoretolearn,suchastheinterface,the

    Materialnodes,andthevariouswaysinwhichthesenodescanbeusedtogether.

    Again,Iencourageeachusertopracticeusingnodesandlearntheinsandoutsofthistool.Havefun!

    www.blenderart.org Issue7November2006

    Blending ACompositorNodeOverview

    35Know How - Index Of Reflection

    http://www.blenderart.org/
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    IndexofRefraction

    Refractionoccurswhentheenergyofanincominglightwavematchesthenaturalvibrationfrequencyoftheelectronsinamaterial.Thelightwave

    penetratesdeeplyintothematerial,andcausessmallvibrationsintheelectrons.Theelectronspassthesevibrationsontotheatomsinthematerial,andtheysendoutlightwavesofthesamefrequencyastheincomingwave.But,thisalltakestime.

    Thepartofthewaveinsidethematerialslowsdown,whilethepartofthewaveoutsidetheobjectmaintainsitsoriginalfrequency.Thishastheeffectofbendingtheportionofthewaveinsidetheobjecttowardwhatiscalledthenormalline,animaginarystraightlinethatrunsperpendiculartothesurfaceoftheobject.Thedeviationfromthenormallineofthelightinsidetheobjectwillbelessthanthedeviationofthelightbeforeitenteredtheobject.

    Theamountofbending,orangleofrefraction,ofthelightwavedependsonhowmuchthematerial

    slowsdownthelight.Diamondswouldnotbesoglitteryiftheydidnotslowdownincominglightmuchmorethan,say,waterdoes.Diamondshaveahigherindexofrefractionthanwater,whichistosaythattheyslowdownlighttoagreaterdegree.

    Oneinterestingnote

    aboutrefractionisthatlightofdifferentfrequencies,orenergies,willbendatslightlydifferentangles.Let'scomparevioletlightandredlightwhentheyenteraglassprism.Becausevioletlighthasmoreenergy,ittakeslongertointeractwith

    theglass.Assuch,itissloweddowntoagreaterextentthanawaveofredlight,andwillbebenttoagreaterdegree.Thisaccountsfortheorderofthecolorsthatweseeinarainbow.Itisalsowhatgivesadiamondtherainbowfringesthatmakeitsopleasingtotheeye.

    DefinitionofIndexofRefractiontakenfromhttp://science.howstuffworks.com/light12.htmForamoretechnicaldescriptionyoucheckouttheexplanationathttp://en.wikipedia.org/wiki/Refractive_index

    Nowwhyisthisimportant?Whencreatingmaterials,youneedtotakeIndexofRefractionintoaccount.Otherwise,yourmaterialswillnotbeconvincing.AndwiththenewtransmissivityfeatureaddedinthelastreleaseinadditiontotheIORsettingspanelalreadyinplace,blenderiscapableofconvincingIORvalues.

    HereisalistofIORvaluesforyourreference.Thisimageisrathersmall,foraclearercopypleasecheckthepdfincludedwiththisissue.

    www.blenderart.org Issue7November2006

    KnowHow IndexOfReflection

    IndexOfReflection

    -by Sandra Gilbert

    36Know How - Educational Resources

    http://en.wikipedia.org/wiki/Refractive_indexhttp://science.howstuffworks.com/light12.htmhttp://www.blenderart.org/
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    Thelastyearhasseenamajorincreaseinuserdocumentation.Withthearrivalofnewbooksinseverallanguages,downloadablemanualsandclassbooks/courses,learningBlenderhasbecomeeasierthanever.Letstakealookatwhatiscurrentlyavailableforoureducationalenjoyment.

    BooksIntroducingCharacterAnimationwithBlenderbyTonyMullen,willsoonbefinishedandisnowavailableforpre-orderatAmazon.com.Itis432pagesandisanidealstartingpointforanybodyinterestedincreatingengaging,convincingcharacteranimation,givingathoroughandpracticalintroductiontothefunctionalityofBlender.

    ItcomeswithacompanionDVDthatincludesthecompleteBlenderinstallationexecutableforWindows,Mac,andLinux;theshortfilm"ElephantsDream";alltheBlenderandsourcefilesusedtoproducetheexamplesandtutorialsinthebook;extensivelinksfortutorialsandBlender-relatedresources;andothervaluableOpenSourcesoftwarediscussedinthebook,includingthepopularBlenderPeoplescript.

    La3DlibreavecBlender(Frenchmanual)byOlivierSarajaisavailablein

    France.Itisaround356pages,featuringsomecolorplatesbywellknownartistsofthecommunity(StefanZsolt,Robertt,Harkyman).

    Blender3D-GuiadoOsorio(Brazilian/Portuguesemanual)byAllanBrito.ThebookisaimedbothatthebeginningandtheadvancedBlenderuseranditcounts448pages.

    BlenderBeginnersBible(Japanesemanual),byShinichiTasakiwasreleasedinSeptember.BlenderBeginnersBibleisaimedatthebeginningBlenderuser,coveringallthenewfeaturesandtoolsthathavebeenaddedtoBlendersincethelastJapanesebookwasreleasedin2003.

    Aprendeen24HorasBlender&YafrayDisenoGrafico3DconSoftwareLibre(SpanishBlender2.41Manual)

    http://www.boxel.info/morcy/index.php?entry=entry060805-185712Theprintedbook(orPDFversion)isactuallyacompilationofthetutorialsfromthecourse'AnimationforCommunication'whichwastaughtattheEscuelaSuperiordeInformaticaofCastilla-LaManchaUniversityinSpain,in2005/2006,byCarlosGonzalezMorcillo

    CourseWork/GuidedTutorials

    BlenderBasicsbyJimisthesecondeditionofBlenderBasics;hisclassroomtutorialbook.Itisaverythorough,readytouseguideof118pages.

    NealHirsigfromTuftsUniversityofferscompletecoursematerialsforTuftsUniversity3DDesignclasscanbefoundathttp://ocw.tufts.edu/Course/28ortheBlackboardcoursesiteat:http://blackboard.tufts.eduUserword:blenderPassword:blender.Thereisalinktothecoursesitelistedunder"MyCourses"onthehomepagedisplayedafterlogin.TheBlackboardsiteisnotavailabledailyfrom1:00AM-2:00AMEasternStandardTime.

    Thecoursecontainsweeklylearningunitsconsistingofoverahundredvideotutorialsandsome25PDFtutorials.Allassociatedfilesincludingcompletedtutorialscanbedownloaded.ThevideotutorialsareinstreamingRealMediaformatandrequirebroadbandorDSLaccess.Thesitealsoincludes4courseprojectsandexamplesofpriorstudentwork.

    Nealinvitescommentsonthecoursematerialandcanbereachedatnhirsig@tufts.edu

    OfficialDocumentationhttp://mediawiki.blender.org/index.php/Main_PageUser'sManualGameEngineDocumentationGlossaryQuickStartNoobtoProwikibookBlenderSummerofDocumentation

    www.blenderart.org Issue7November2006

    KnowHow EducationalResources

    http://ocw.tufts.edu/Course/28http://mediawiki.blender.org/index.php/Main_Pagehttp://www.blenderart.org/
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    IInntteerreesstteeddiinnwwrriittiinnggaarrttiicclleessffoorrBBlleennddeerrAArrttMMaaggaazziinnee??

    1. Weacceptthefollowing:TutorialsexplainingnewBlenderfeatures,3dconcepts,techniquesorarticlesbasedoncurrentthemeof themagazine.

    ReportsonusefulBlenderevents,throughouttheworld.

    Cartoonsrelatedtoblenderworld.InterviewsofwellknownBlenderheads.

    2. Sendsubmissionstossaannddrraa@@bblleennddeerraarrtt..oorrgg.Sendusanotificationonwhatyouwanttowriteandwecanfollowupfromthere.

    Someguidelinesyoumustfollow.ImagesarepreferedinPNGbutgoodqualityJPGcanalsodo.Imagesshouldbeseperatefromthetextdocument.

    Makesurethatscreenshotsareclearandreadableandtherendersshouldbeatleast800px,butnotmorethan1600pxatmaximum.

    Sequentialnamingofimageslikeimage001.png...etc.TextshouldbeineitherODT,DOC,TXTorHTML.

    Archivethemusing7ziporRARorlesspreferablyzip.

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    Note:Alltheapprovedsubmissionscanbeplacedinthefinalissueorsubsequentissueifdeemedfit.Allsubmissionscanbecroppedifnecessary.

    www.blenderart.org Issue7November2006

    Galleria 38

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    LaBarge-Gamer

    Galleria 39

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    GuilhermeLopes-Coca

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    SalvadorGraciaBernal-Hormijas

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    ZoltanMiklosi-AirSurfing

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    ZoltanMiklosi-Jenny

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    GeorgeM-Coffeexp

    Upcoming... 46

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    p g

    Issue8January2007

    Theme:CarModelingMegaSpecial!!

    ModelingCars

    ModelingTyres

    CarPaintandmore...

    blenderart.orgdoesnottakesanyresponsibilitybothexpressedorimpliedforthematerialanditsnatureoraccuracyoftheinformationwhichispublishedinthisPDFmagazine.AllthematerialspresentedinthisPDFmagazinehavebeenproducedwiththeexpressedpermissionoftheirrespectiveauthors/owners.blenderart.organdthecontributorsdisclaimallwarranties,expressedorimplied,including,butnotlimited