Blender 3D: Noob to Pro
معرفی کتاب «Blender 3D: Noob to Pro» نوشتهٔ David Millet، Arthur Tombs، Louie Monday، Jeremy Buller و Fred M'ule، منتشرشده توسط نشر 2019 در سال 2019. این کتاب در 2254 صفحه، فرمت pdf، زبان انگلیسی ارائه شده است. «Blender 3D: Noob to Pro» در دستهٔ برنامهنویسی قرار دارد.
''Blender 3D: Noob to Pro'' is a product of shared effort by numerous [[/Team|team members]] and anonymous editors. Its purpose is to teach people how to create three-dimensional computer graphics using [http://www.blender.org Blender], a [[w:free software|free software]] application. This book is intended to be used in conjunction with other on-line resources that complement it: \*[[Subject:Blender 3D|Other Blender-related Wikibooks]] on topics such as scripting and creating games; \*The [http://wiki.blender.org/ Blender Wiki] for technical documentation; \*User forums, such as the [http://blenderartists.org/forum/ Blender Artists Forum]. While you can learn simply by reading the book, you'll get more out of the tutorials if you follow along. In order to do this, you'll need access to a computer with Blender installed. You can [http://www.blender.org/download download Blender] from the [http://www.blender.org/ Blender Foundation]'s website; more detailed instructions are in the [[/Unit 1: Knowing Before Making|first module]]. {{B3D:N2P/Note|'''Version compatibility:''' Blender is under continuous development, and most of the following tutorials '''do not apply to the current version of Blender.''' While you might find some individual tutorials still useful, this book should no longer be used as a general guide for learning Blender.}} Version-specific content should be tagged with a [[Template:B3D:N2P/ForVersion|note]] that looks like this: {{B3D:N2P/ForVersion|2.75}} I Unit 1: Background 1 Knowing before Making 1.1 Additional Resources 2 What Blender Can Do 2.1 An Example 2.2 Steps in the 3D Production Process 2.3 Additional Resources 3 3D Geometry 3.1 Coordinates And Coordinate Systems 3.2 Axes Of Rotation 3.3 Additional Resources 4 Coordinate Transformations 4.1 Coordinate Transformations 4.2 Linear Transformations 4.3 Multiple Transformations 4.4 Inverse Transformations 4.5 Projections 5 Orthographic Views 5.1 Example 5.2 Additional Resources 6 Perspective Views 6.1 One-point Perspective 6.2 Two-point Perspective 6.3 Three-point Perspective 6.4 Additional Resources 7 Coordinate Spaces in Blender 7.1 Global and local coordinates 7.2 View coordinates 7.3 Normal coordinates 7.4 UV Coordinates 8 Overview 9 Keystroke, Button, and Menu Notation 9.1 Hotkeys 9.2 Mouse Notation 9.3 Navigating Menus 9.4 Additional Resources 10 Non-standard Input Devices 11 Operating System-specific Issues 11.1 GNU/Linux 11.2 Mac OS X 11.3 Microsoft Windows 12 Blender User Interface 12.1 Why Doesn’t It Follow UI Conventions For [Insert OS Of Choice Here]? 12.2 Why Doesn’t It Prompt To Save Changes? 13 Blender Windowing System 13.1 An Interface Divided 13.2 Window Headers 13.3 Window Types 13.4 The Active Window 13.5 Resizing Windows 13.6 Shelves 13.7 Too Much To Fit 13.8 Splitting And Joining Windows 13.9 The Default Workspace 13.10 Workspace Presets 13.11 One Document At A Time 13.12 Scenes 13.13 Leaving Blender 13.14 Additional Resources 14 User Preferences Windows 14.1 Saving User Preferences 14.2 Accessing the User Preferences 14.3 Configuring Your Preferences 14.4 Additional Resources 15 Properties Window 16 The Contexts 16.1 Render Context File:Blender255RenderContextButton.png 16.2 Render Layers Context File:Blender267RenderLayersContextButton.png 16.3 Scene Context File:Blender255SceneContextButton.png 16.4 World Context File:Blender255WorldContextButton.png 16.5 Object Context File:Blender255ObjectContextButton.png 16.6 Object Constraints Context File:Blender255ObjectConstraintsContextButton.png 16.7 Object Modifiers Context File:Blender255ObjectModifiersContextButton.png 16.8 Object Data Context File:Blender267ObjectDataContextButtons.png 16.9 Material Context File:Blender255MaterialContextButton.png 16.10 Texture Context File:Blender255TextureContextButton.png 16.11 Particles Context File:Blender255ParticlesContextButton.png 16.12 Physics Context File:Blender255PhysicsContextButton.png 16.13 Where Did The Old Stuff Go? 17 3D View Windows 17.1 The Viewport and its Contents 17.2 Modes 17.3 Viewport Options 17.4 Changing Your Viewpoint, Part One 17.5 Positioning the 3D Cursor 17.6 Changing Your Viewpoint, Part Two 17.7 View Navigation 17.8 Visibility Layers 17.9 Count Your Polys 18 Object Mode 18.1 Introduction 18.2 Object Origin 18.3 Multiple Selections 18.4 Selecting Obscured Objects 18.5 Selecting Everything and Nothing 18.6 Hiding Things 18.7 Local Versus Global View 18.8 Border Select (Box Selection) 18.9 Circle Select (Brush Selection) 18.10 The Manipulator 18.11 Transformation Hotkeys 18.12 Choosing the Pivot Point 18.13 Basic Camera Technique 18.14 Adding/Removing Objects, Undo/Redo, Repeat 18.15 Assigning Layers 18.16 Object, Action, Settings II Unit 2: Basic Modeling and Shading 19 Meshes and Edit Mode 19.1 What Is a Mesh? 19.2 Introduction to Edit Mode 19.3 Selection Modes 19.4 Multiple Selections 19.5 Hiding Things 19.6 Local Versus Global View 19.7 Border Select (Box Selection) & Circle Select (Brush Selection) 19.8 Select More, Select Less 19.9 Manipulator, Transformation Hotkeys, Pivot Point 19.10 Proportional Editing 19.11 Deleting Things 19.12 Undo/Redo 19.13 Adding Things 19.14 Simplifying Things 20 Normals and Shading 20.1 Not So Smooth? 21 More Mesh Editing Techniques 21.1 Adding More Mesh Pieces 21.2 Linked Selections 21.3 Separating and Joining Meshes 21.4 Proper Extrusion 21.5 Edge Loop Selection 21.6 Loop Cuts 21.7 Edge Loop Deletion 21.8 Subdividing Parts 21.9 Subdivision Surface Modifier 21.10 Sharpening the Curves 22 Quickie Lighting 23 Quickie Model 23.1 Bring up the Default Cube 23.2 Setting up the Viewport 23.3 Adjusting the Height 23.4 Extruding 23.5 Merging 23.6 Saving your Work 23.7 Additional Resources 24 Quickie Render 24.1 Rendering the Quickie Model 24.2 Seeing Your Render 24.3 Aiming the Camera 24.4 Lighting 24.5 Saving the Render 24.6 Renderer Selection 24.7 Render Control 24.8 Render Image Dimensions 24.9 Image File Formats 24.10 Additional Resources 25 Enter the World 26 Understanding the Camera 26.1 Real-World Cameras 26.2 The Camera In Blender 26.3 See Also 27 Improving Your House 27.1 Adding a Ground Plane 27.2 Scaling with a Pivot 27.3 Edge Selection 27.4 Extruding Edges 27.5 Face Selection 27.6 Extruding Faces 27.7 Deleting Edges 27.8 Subdividing Faces 27.9 Final Steps 28 Extruding a Simple Person 28.1 Start a New Scene 28.2 Selection Methods 28.3 Extruding Limbs 28.4 Adding the Head 28.5 Save Your Work 29 Smoothing Your Simple Person 29.1 Subsurfaces 29.2 Smooth Shading 30 Improving Your Simple Person 30.1 Widening the Torso 30.2 Bending the Arms 30.3 Making Feet 30.4 Reshaping the Head 31 Spinning a Simple Hat 31.1 Creating a Generatrix 31.2 Spinning the Hat 31.3 Smoothing Your Hat 31.4 Additional Resources 32 Putting the Hat on the Person 32.1 Adjusting an Object's Median Point 32.2 Positioning the Hat 32.3 Parenting the Hat to the Person 32.4 Renaming Objects 32.5 Outliner Windows 32.6 Good on ya' mate! 32.7 Additional Resources 33 Overview 33.1 Material versus Texture 33.2 Other Material Settings 33.3 Types of Textures 33.4 Additional Resources 34 Quickie Material 34.1 Your First Material 34.2 Specifying Colors 34.3 Additional Resources 35 Multiple Materials per Object 35.1 Set the Scene 35.2 Colorize Time 36 Metal Versus Plastic 36.1 Making It Plastic 36.2 Making It Metal 36.3 Making It Ceramic 37 Texture Settings 37.1 Material Textures 37.2 World Textures 38 Image Textures 38.1 Image Texture Settings 38.2 Making Your Own Texture 39 Procedural Textures 39.1 A Simple Wood Texture 40 Quickie Texture 41 Halo Materials 41.1 Introduction 41.2 Setting The Scene 41.3 Adding The Flare 41.4 The Final Result 42 Blender Memory Management 42.1 Datablocks And Users 43 A Common Pitfall in Older Tutorials (Align to View Issue) 44 Using Bones 44.1 Laying down bones 44.2 Add a bone 44.3 Extrude a second Bone 44.4 Name the bones 44.5 Parent the bones 44.6 Moving the Bones 44.7 In-Depth Info on Selected Bone Topics 45 Mountains out of Molehills 45.1 Creating a simple plane 45.2 First mountain 45.3 Peaks vs. hills 45.4 Shaping the world 45.5 Smoothing things out 45.6 Naturalness 46 Modeling a Volcano 46.1 Adding a Plane 46.2 Making the Mountain 46.3 Forming the Crater 46.4 Finishing the crater 46.5 Adding Magma 46.6 Varying the Terrain 47 Penguins from Spheres 47.1 Setup 47.2 Creating the body 47.3 Shaping the head 47.4 Extruding the wings 47.5 Smoothing the wings 47.6 Cutting the underside 47.7 Adding the feet 47.8 Extruding a tail 47.9 Subsurfing 47.10 Extra 48 Dicing With Depth (Dice Modeling) 48.1 The Basic Mesh 48.2 Making the Pips 48.3 Rounding Things Off 48.4 Colouring Your Die 49 Model a Goblet 49.1 Three ways to build the mesh 49.2 How many circles? 50 Model a Silver Goblet 50.1 Basic Shape 50.2 Smoothing and Defining 50.3 Quick links for the impatient 51 Model a Silver Goblet Another Way 51.1 Preliminaries 51.2 Description of the modeling steps 51.3 Creating the Goblet 51.4 Subsurfing and smoothing the goblet 51.5 Flattening the base of the goblet 52 Spin a goblet 53 Light a Silver Goblet (Early look at lighting) 53.1 Techniques 53.2 Objects in the Scene 53.3 Adding the Atmosphere 53.4 Creating a metallic texture for the goblet: 54 Simple Vehicle 55 Simple Vehicle: Wheel 56 Simple Vehicle: MudTires 57 Simple Vehicle: Seat 57.1 Techniques 57.2 Extrude the Seat 57.3 Add cushion seams 57.4 Position the cushion seams 57.5 Add Depth to the seams 57.6 Subsurf the seat 57.7 Resize the seat 57.8 Final touches 58 Simple Vehicle: Rocket Launcher 58.1 Techniques 58.2 Overview 58.3 Create the Launcher 58.4 Create the rocket 58.5 Create the mount 58.6 Subsurf 58.7 Final touches 59 Simple Vehicle: Body 59.1 Techniques 59.2 Planning 59.3 Building the Jeep 59.4 A Touch of Detail 59.5 Subsurf 59.6 Optional Activities 60 Simple Vehicle: Some Assembly Required 60.1 Techniques 60.2 Overview 60.3 Appending the File 60.4 Rinse and Repeat 60.5 Parenting 60.6 Final things 60.7 Extra 60.8 Additional Tutorials 61 Modeling a 3D Parachute in Blender 61.1 Remove the default cube 61.2 Add a cylinder 61.3 Remove the bottom row of vertices 61.4 Extrude and scale to shape 61.5 Make the top more rounded 61.6 Extrude the parachute straps 61.7 Merge it together 62 Model a Low Poly Head 62.1 Overview 62.2 Add a plane 62.3 Make a pointed chin 62.4 Extrude the face 62.5 Make the facial features 62.6 Smooth the mouth region 62.7 Make the head 62.8 Make the back of the head 62.9 Finishing it up 63 Building a House 63.1 Setting the Scene 63.2 Make the Roof 63.3 Naming the Roof and House Objects 63.4 Colouring the House 63.5 Make a Chimney 63.6 Adding a Window 63.7 Adding a Door 63.8 Building the Fence 63.9 The Ground Plane and a Path 63.10 Improve the Lighting 63.11 Check the Camera View 63.12 Final Render 64 Pipe joints 64.1 T joint 64.2 Six-cylinder joint 64.3 Three-cylinder joint 64.4 T-joint with smaller diameter 65 Lighting Suzanne: Introductory one lamp lighting 66 Lighting Suzanne: Introductory one lamp lighting 66.1 Suzanne, Our Star 66.2 The default light 66.3 Types of lamps 66.4 Light Energy 66.5 Distance and Height 66.6 Rotation 66.7 Experiment! 66.8 Note on Transparency 66.9 Note on World Lighting 67 Overview 67.1 Why Use Curves? 67.2 Bézier Versus NURBS 67.3 More Than You Wanted To Know About Curves 68 Intro to Bézier Curves 68.1 Bézier Curves 68.2 NURBS Curves 68.3 Which Curves To Use? 68.4 Extruding from 2D to 3D 68.5 Make a Simple Face of Bézier Curves 69 Bevelling a Curve 69.1 Built-In Bevel 69.2 Custom Bevel 69.3 Custom Taper 70 NURBS Patches 70.1 Your First NURBS Patch 71 Deforming Meshes using the Curve Modifier 71.1 Understanding the Curve Modifier 71.2 Another Example 72 The Empty Object 72.1 Using an Empty With the Array Modifier 73 Background Images 73.1 Other Ways To Bring In Reference Images 74 Aligning Vertices with a Guide Image 74.1 Background: orthographic projection 74.2 Making a Simple Pyramid 74.3 Using the guide images 75 Modeling a Fox from Guide Images 76 Using Bézier Curve to Model a 3D logo from a 2D logo 76.1 Overview 76.2 Load the background image into blender 76.3 Delete the cube 76.4 Introducing the Bezier Curve 76.5 Modeling the lighting bolt 76.6 Modeling the red circle 77 Subsurface Scattering 78 Ray Tracing 78.1 Setting The Scene 78.2 Ray-Traced Transparency 78.3 The Fresnel Factor 78.4 Ray-Traced Mirroring 78.5 Why Are My Shadows Black? 79 Using Textures 79.1 Colormap 79.2 Diffusemap 79.3 Luminositymap 79.4 Specularitymap 79.5 Reflectionmap 79.6 Transparencymap 79.7 Refractionmap 79.8 Translucencymap 79.9 Bumpmap/Normalmap 79.10 Displacement Map 79.11 Dirtmap 79.12 Use UV Coordinates for your Maps 80 Using a texture to make a material partially transparent 80.1 Using a greyscale texture - white for opaque 80.2 Using a partially transparent texture to make the material transparent 81 Creating Basic Seawater 81.1 Create 3 linked planes 81.2 Create material 81.3 Create Material / Textures (Blender 2.63) 81.4 Extra Practice 82 Mountains Out Of Molehills 2 83 Basic Carpet Texture 83.1 Goal 83.2 The Basic Material and Shader Settings 83.3 Cloud Texture 1 83.4 Cloud Texture 2 83.5 The Final Cloud Texture 83.6 The Last Texture 84 The Rusty Ball 85 Creating Pixar-looking eyes 85.1 Parts of the Eye 85.2 Materials 85.3 Lighting 85.4 Changing the Eye Color 85.5 Troubleshooting 85.6 Useful Links 86 Procedural Eyeball 86.1 Creating the Mesh 86.2 Adding the Textures 86.3 Pupil Dilation 87 Putting It All Together: A Dragon! 88 Putting it all Together: A Dragon! 88.1 Modeling from the Image 88.2 Setting the Body Materials and Textures 88.3 Adding the Eyes 88.4 A Dragon Needs Teeth and Claws 88.5 Horns, a Crest, and Nostrils 88.6 Giving the Dragon Wings 88.7 FIRE! 88.8 Ground to Stand on 88.9 Lighting 89 THE FINAL RESULT 90 Noob Project No.02 - Space Dragon in Space III Unit 3: Broadening Horizons 91 The UV/Image Editor 91.1 Viewing Render Results 91.2 Viewing/Editing Texture Images 91.3 UV Mapping 92 UV Map Basics 92.1 The Basics of UV Mapping 92.2 Alternative method 93 Realistic Eyes In Blender 93.1 Overview 93.2 Reference Material 93.3 Building The Eye 93.4 UV Mapping 93.5 Preparing A Template For Texturing 93.6 Bump Map - The Sclera 94 Beginning Lighting 95 Understanding Real Lights 95.1 The Properties of Real Lights 96 Understanding Blender Lights 96.1 Light Settings 97 Basic Lighting Rigs 97.1 One-Point Lighting 97.2 Two-Point Lighting 97.3 Three-Point Lighting 97.4 Other Lighting Setups 98 Faked Global Illumination with Blender internal 98.1 Preamble 98.2 Blender Faked GI Tutorial 99 Practising Good Parenting 99.1 Parenting and Unparenting 99.2 Lock Up Your Children! 99.3 Example: Camera Pan 100 Overview 100.1 The Timeline 100.2 See Also 101 Introduction to Keyframing 101.1 First Keyframes 101.2 Preview From All Angles 101.3 What Is Being Animated? 101.4 Animating a Material Property 102 The Ways of the Animator 103 Animation Editors 103.1 Timeline 103.2 Graph Editor 103.3 Dope Sheet 103.4 NLA Editor 103.5 To Summarize... 104 Introducing the Graph Editor 105 Animation Rendering 105.1 Render Control 105.2 Image Dimensions 105.3 Image File Formats 105.4 Single Frame Versus Entire Animation 106 Lattice Modifier 106.1 What is a Lattice? 106.2 How to add and use a Lattice 106.3 Getting more involved with Lattice 106.4 Examples 106.5 Making it stick 106.6 Animating a Lattice 106.7 Let the fun begin! 107 Bouncing Ball with Lattice 107.1 How to make a ball bounce convincingly! 107.2 How hard can it be to move a ball? 107.3 Why use a lattice? 107.4 Let's begin then 107.5 Saving The Animation 107.6 So what next? 107.7 Links 108 Creating Basic Water Animation 108.1 Water and Other Fluids 108.2 The Domain 108.3 The Fluid 108.4 The Obstacle 108.5 Baking Fluids 108.6 Finishing touch 108.7 Other Fluid Objects 109 Flying Through a Canyon 109.1 Creating the Canyon 109.2 Coloring the Canyon 109.3 Guide the camera through the canyon 109.4 Additional projects 110 Using the Sequencer to Compile Frames into an Animation 110.1 Preamble 110.2 Tutorial 110.3 Use the Sequencer to compile the images into a movie file 111 Further Rendering Options 111.1 Stamping 111.2 Toon Renders 111.3 Clay Renders 111.4 Transparent Backgrounds 112 Overview 112.1 Introduction 112.2 The very first particle system 113 Fire 113.1 The particle system 113.2 Material 113.3 Rendering 114 Fur 114.1 The emitter 114.2 Material 114.3 Changing Hair length with a texture 114.4 Comb it! 114.5 Links 115 Fireworks 115.1 The Emitter 115.2 Reactor 1 115.3 Smoke Trail 115.4 Render 116 Particles forming Shapes 116.1 Keyed Physics 116.2 Harmonic Force Fields 117 Billboard Animation 117.1 Splitting a texture 117.2 Animating Alpha in relative particle time 117.3 Animating billboard color 117.4 Changing the starting color of a billboard 118 Soft Body Animation 118.1 Explanation of Settings 119 Simple Cloth Animation 119.1 Making the Skirt Mesh 119.2 Creating the Vertex Group 119.3 Animating the Skirt 119.4 Prior to Keeping the Folds 119.5 Keeping the Folds 119.6 Extra Practice 120 Soft Body with Wind 120.1 Prologue 120.2 Setting up scene 120.3 Designating each object's job 120.4 The movement 120.5 Finishing touches 120.6 Final result 121 Blender Game Engine Basics- Rolling Ball 121.1 Introduction 121.2 Adding the Hill 121.3 Creating the Ball 121.4 Testing your game 121.5 Video capturing your game 121.6 Conclusion 121.7 Extra Tutorials 122 Platformer: Controls and Movement 122.1 Set Up 122.2 Controls 123 Maze: Force and Multiple Levels 123.1 Introduction 123.2 Maze Surface 123.3 Character 123.4 Motion 123.5 Testing 123.6 Falling 123.7 Killing Floor 123.8 Camera 123.9 Beautification 123.10 Mist 123.11 Levels 123.12 Dynamic obstacles 123.13 Conclusion 124 Platformer: Improving the Physics 124.1 Introduction 124.2 Creating Your Hit Test Object 124.3 Excessive Bouncing 124.4 Final Notes 125 How to Make an Executable 125.1 Windows 125.2 GNU/Linux or Mac OS X 125.3 BlenderPlayer 125.4 Legal Issues 125.5 Proprietary Blend Files 126 Build a Skybox 126.1 Prologue 126.2 Gather your graphics 126.3 Create a dome for the sky 126.4 Create a dome for the ground 126.5 Render the environment map 126.6 Video Tutorial 127 Basic Mouse Pointer 127.1 Mouse Pointer 128 Text in BGE 128.1 Text 128.2 Links 129 Platformer: Creating the Engine with Python 129.1 Introduction 129.2 Code Sections 129.3 Adding the Player Object IV Unit 4: Taking Off with Advanced Tutorials 130 Introduction 130.1 First Steps In Blender Scripting 130.2 The cmuntt.ttf[Path=/usr/share/fonts/truetype/cmu/,UprightFont=cmunrm,BoldFont=cmunbx,ItalicFont=cmunti,BoldItalicFont=cmunbi]cmuntt.ttf[Path=/usr/share/fonts/truetype/cmu/,UprightFont=cmuntt,BoldFont=cmuntb,ItalicFont=cmunit,BoldItalicFont=cmuntx]bpy cmunrm.ttf[Path=/usr/share/fonts/truetype/cmu/,UprightFont=cmunrm,BoldFont=cmunbx,ItalicFont=cmunti,BoldItalicFont=cmunbi]cmunrm.ttf[Path=/usr/share/fonts/truetype/cmu/,UprightFont=cmuntt,BoldFont=cmuntb,ItalicFont=cmunit,BoldItalicFont=cmuntx] Module 130.3 The cmuntt.ttf[Path=/usr/share/fonts/truetype/cmu/,UprightFont=cmunrm,BoldFont=cmunbx,ItalicFont=cmunti,BoldItalicFont=cmunbi]cmuntt.ttf[Path=/usr/share/fonts/truetype/cmu/,UprightFont=cmuntt,BoldFont=cmuntb,ItalicFont=cmunit,BoldItalicFont=cmuntx]mathutils cmunrm.ttf[Path=/usr/share/fonts/truetype/cmu/,UprightFont=cmunrm,BoldFont=cmunbx,ItalicFont=cmunti,BoldItalicFont=cmunbi]cmunrm.ttf[Path=/usr/share/fonts/truetype/cmu/,UprightFont=cmuntt,BoldFont=cmuntb,ItalicFont=cmunit,BoldItalicFont=cmuntx] Module 130.4 See Also 131 Anatomy Of An Addon 131.1 Introduction 131.2 Text Blocks 131.3 Your First Operator 131.4 Invoking Your Operator 131.5 If You Hit An Error 132 A User Interface For Your Addon 132.1 Start 132.2 Your First Panel 132.3 Adding Undo Support 132.4 Put It All Together 132.5 Space Types, Region Types, Contexts, Oh My! 133 Adding A Custom Property 133.1 Defining A Property 133.2 Using The Property 133.3 Put It All Together 134 A Separately Installable Addon 134.1 The Addon Info Dictionary 134.2 Making The Addon Installable 134.3 Installing The Addon 134.4 Using The Installed Addon 135 Object, Action, Settings 135.1 Prologue 135.2 Adding To The Add Menu 135.3 Fixing Up The UI 135.4 invoke Versus execute 135.5 Put It All Together 135.6 Undocumented Blender 136 Overview 137 High Dynamic Range imaging (HDRi) 137.1 Introduction 137.2 Definitions 137.3 Usage 137.4 Quick Tutorial cmunti.ttf[Path=/usr/share/fonts/truetype/cmu/,UprightFont=cmunrm,BoldFont=cmunbx,ItalicFont=cmunti,BoldItalicFont=cmunbi]cmunti.ttf[Path=/usr/share/fonts/truetype/cmu/,UprightFont=cmuntt,BoldFont=cmuntb,ItalicFont=cmunit,BoldItalicFont=cmuntx](for experienced blendies) cmunrm.ttf[Path=/usr/share/fonts/truetype/cmu/,UprightFont=cmunrm,BoldFont=cmunbx,ItalicFont=cmunti,BoldItalicFont=cmunbi]cmunrm.ttf[Path=/usr/share/fonts/truetype/cmu/,UprightFont=cmuntt,BoldFont=cmuntb,ItalicFont=cmunit,BoldItalicFont=cmuntx] 137.5 Step-by-step Tutorial 138 Creating a Light Probe 139 Landscape Modeling with Heightmaps 139.1 Creating the heightmap image 139.2 Create grid and add the image as texture 139.3 Use texture as heightmap 140 How to Do Procedural Landscape Modeling 140.1 Mountains 141 Landscape Modeling I: Basic Terrain 141.1 Introduction 141.2 Creating the Canvas 141.3 Molding the Mountains 141.4 Texturing the Terrain 141.5 Reader Contributions 141.6 Reader Contributions 2 141.7 Reader Contributions 3 142 Landscape Modeling II: Texture Stenciling 142.1 UPDATED FOR 2.7 USERS 142.2 Creating the Stencil 142.3 Applying the Stencil 142.4 Adding Snow 142.5 Multiple Stencils 142.6 For 2.7 blender users: 143 Landscape Modeling III: Exporting as a Heightmap 143.1 A Word About Heightmaps 143.2 Creating the Material 143.3 Setting up the Camera 143.4 Avoid Stair-Stepping 144 Bump Mapping 144.1 Creating Bump Maps 144.2 Applying the animated bump map 145 Normal Mapping 146 Texture Normals 146.1 The Texture-Normal 147 Color Map Normals 147.1 The Color-Map-Normal 147.2 Creating a Normal Map 148 Introduction 149 Texture Nodes 149.1 A Simple “Rainbow” Texture 149.2 Scalars Versus Vectors 150 Material Nodes 150.1 A Simple Graduated Material 151 Compositing 151.1 Compositing Example 151.2 Things to Try 151.3 Other Tutorials 152 Further Compositing: A Portal Effect 152.1 The Outer Scene 152.2 Animating The Camera 152.3 The Inner Scene 152.4 Inner Scene Animation 152.5 Compositing It All Together 152.6 More On Lighting 153 Advanced Rendering 154 Alternative Renderers 154.1 Cycles 154.2 Freestyle 154.3 External Renderers 155 Disadvantages of Other Renderers 155.1 Say Goodbye to Your Materials and Lighting 155.2 High-Quality Renderers Are S-L-O-W 156 Introduction to Cycles 156.1 A Simple Cycles Example 156.2 Real-Time Rendering Previews 156.3 Nodes? What Nodes? 156.4 See Also 157 A Glass Material in Cycles 157.1 The Magic Sky 157.2 Here Comes The Glass 157.3 Adjustable Refraction 157.4 A Reusable Custom Shader 158 Dealing with Firefles in Cycles 158.1 Making An Example 158.2 Fixing The Problem 1: Renderer Tweaks 158.3 Fixing The Problem 2: The Despeckle Filter 159 Firefles in Cycles, Continued 159.1 Finer Despeckling: Separate Lighting Passes 159.2 Conclusion 159.3 See Also 160 Procedural Eyeball in Cycles 160.1 Creating the Mesh 160.2 UV-Mapping the Iris 160.3 Creating the Materials 160.4 The Final Result 161 Introduction to Freestyle 161.1 A Simple Freestyle Example 161.2 See Also 162 Overview 163 Introduction 164 Guided Tour: 165 Armature Object 166 Armature Object in Object Mode 166.1 The Armature Object 166.2 The Edit Panel When in Object Mode 166.3 Extra Practice 167 Armature Object in Edit Mode 167.1 Now the basics about bones 167.2 The edit panel 167.3 Naming convention 167.4 Mirror Editing 168 Armature Object in Pose mode 168.1 So What Can You Do? 169 Mesh Object 170 Connection between Armature and Mesh 170.1 The Armature Modifier 170.2 The Old Way 170.3 Tip: Bake envelope to vertex groups 171 Envelope 171.1 What is Envelope 171.2 Edit Envelope 171.3 Envelope Options 172 Vertex Groups & Weight Paint 172.1 What Are Vertex Groups? 172.2 Weight Paint 172.3 Vertex Groups and Armatures 172.4 Using Weight Painting with Armatures 173 Shape Keys 173.1 Shape Key? 173.2 The GUI 173.3 Shape Keys step-by-step 174 Lip-Sync with Shape Keys 174.1 Lip-Sync with Shape Keys 174.2 The hard work first 174.3 Getting down and dirty 174.4 Putting it all together 174.5 Using Blender to render Audio AND Video TOGETHER. 174.6 Audio Files 174.7 Note 175 Constraints 175.1 The Constraint 175.2 The Constraint Panel 175.3 The Constraint Index 176 Copy Location 176.1 Copy Location 176.2 The Constraint Panel 176.3 Where To Use It 177 Copy Rotation 177.1 Copy Rotation 177.2 The Constraint Panel 177.3 Where To Use It 178 Track-To 178.1 Track-To 178.2 The Constraint Panel 178.3 Where To Use It 179 Floor 180 Locked Track 180.1 Locked Track 181 Follow Path 181.1 Follow path 181.2 The Constraint Panel 181.3 Where To Use It 182 Stretch-To 182.1 Stretch-To 183 IK Solver 183.1 The IK solver 183.2 The Constraint Panel 183.3 Where To Use It 183.4 Degree Of Freedom 184 Timeline Window 184.1 Timeline Window 185 IPO Window 185.1 Graph Editor 186 Data Type 186.1 Dope Sheet 187 NLA Window 188 The NLA Window 188.1 Walkthrough 189 Introduction To NLA Editor 189.1 NLA (Non-Linear Animation) 189.2 Setting up the Scene 189.3 Adding Action Strips 189.4 Getting the Strips to Play 189.5 Conclusion 190 The Stride feature 191 Relative Vertex Keys 191.1 Introduction: 191.2 Window Layout: 191.3 Setting your Neutral Pose 191.4 Setting up your additional Pose Lines 191.5 Set your Poses 191.6 Name your Poses 191.7 Time to Animate (b) 191.8 Adjust your Slow in & Out 192 Working Example: Bob 192.1 Getting Started 193 Building the Rig 194 Deform the Mesh 195 Create a Walk Cycle 196 Working example: Piston, Rod and Crank 196.1 Piston, Rod and Flywheel 196.2 Links 197 Working example: Cutting Through Steel 197.1 Creating the Alpha-Map 197.2 Welding sparks 197.3 Using the alpha map on an object 197.4 Material for the plane 197.5 Lighting the torch 197.6 More realistic sparks 197.7 Smoke 197.8 After Glow 198 Overview 199 Advanced Game Engine Techniques (GUI) 199.1 Making Blender Games Graphically 200 Creating Pop-Up Menus 200.1 Making An Easy Title Menu 200.2 Author's Starting Menu Example 200.3 A Main Menu 201 Creating Dropping Menus 201.1 Making Moving Selectors 201.2 Make the Menu Move 202 The 345-Layer34 Button 202.1 The 5-Layer Button 203 Creating Object Outlines 203.1 Creating Object Outlines 204 Advanced Game Engine Techniques (Python) 204.1 Game Creation Techniques (Python) 204.2 Additional Resources 204.3 External Links 205 Hacking Blender 205.1 Getting the Blender Source Code 205.2 Layout of the Blender Source 205.3 Blender’s “Genetic Code”: “DNA” and “RNA” 205.4 Special Globals: “G” and “U” 205.5 Naming Conventions 205.6 User-Interface Implementation 205.7 See Also 206 Introduction to Game Engine Source V Appendices VI Reference Material 207 Glossary 207.1 A 207.2 B 207.3 C 207.4 D 207.5 E 207.6 F 207.7 G 207.8 H 207.9 I 207.10 J 207.11 K 207.12 L 207.13 M 207.14 N 207.15 O 207.16 P 207.17 Q 207.18 R 207.19 S 207.20 T 207.21 U 207.22 V 207.23 W 207.24 X 207.25 Y 207.26 Z 208 Frequently Asked Questions 209 Tutorial Links List 209.1 General Blender Information 209.2 Blender Tutorial Websites 209.3 Blender Interface 209.4 Modeling 209.5 Texturing 209.6 Lighting, Shadows and Rendering 209.7 Compositing 209.8 Animation 209.9 Particles 209.10 Fluid Simulation 209.11 Game Engine 209.12 Verge3D 209.13 Python and Plugins 209.14 Related Programs 209.15 Blender WikiBooks 209.16 FAQ 209.17 Miscellaneous 209.18 Other Lists 209.19 About 210 Hotkeys 211 Output Formats 212 Image Portfolio 212.1 Summary 212.2 Categories 212.3 A sampling of images from the above categories 213 Blender Glossary 214 Materials Directory: Every Material Known To Man 214.1 cmunbx.ttf[Path=/usr/share/fonts/truetype/cmu/,UprightFont=cmunrm,BoldFont=cmunbx,ItalicFont=cmunti,BoldItalicFont=cmunbi]cmunbx.ttf[Path=/usr/share/fonts/truetype/cmu/,UprightFont=cmuntt,BoldFont=cmuntb,ItalicFont=cmunit,BoldItalicFont=cmuntx]34Every Single Material Known To Man34 Project cmunrm.ttf[Path=/usr/share/fonts/truetype/cmu/,UprightFont=cmunrm,BoldFont=cmunbx,ItalicFont=cmunti,BoldItalicFont=cmunbi]cmunrm.ttf[Path=/usr/share/fonts/truetype/cmu/,UprightFont=cmuntt,BoldFont=cmuntb,ItalicFont=cmunit,BoldItalicFont=cmuntx] 215 Sources of free 3D models 215.1 Blender-Specific 215.2 Non-Blender-Specific 216 All Blueprints Links 216.1 Registration Required 216.2 Payment Required 216.3 Shouldn’t Really Be Here? 217 Materials, Textures, Photos VII Advice 218 Asking for Help 219 Tips for a Successful Project 220 Modeling Realistically 220.1 Assemble Things, Don't Chisel Them 220.2 Separate Objects for each Material 220.3 Removing the Fourth Wall 220.4 Proportions and Measurements 221 Modeling tips 222 Cheat the 3D 222.1 Ways to Improve Performance 223 Performance vs. Quality VIII Miscellaneous Tutorials 224 Modeling a Gingerbread Man 224.1 Modeling 224.2 Camera Positioning and Rendering 224.3 Applying Textures 225 Modeling a simple space-ship 225.1 Modeling a simple spaceship using Blender 2.49b 226 Create an animated GIF wallpaper (Blender/GIMP) 227 Part 1 - Preparing the Scene 227.1 Start a new scene in Blender 227.2 Prepare the individual particles 227.3 Defining the motion of the particles 228 Creating Weapons based on 2D Images 228.1 Modeling Technique 1 228.2 Modeling Technique 2 229 Modeling with Meta Balls 229.1 Getting started 229.2 Sculpting With 34Lumps of Clay34 229.3 Meta-mess! 229.4 Beginning to sculpt 230 Match Moving 230.1 Icarus 230.2 Voodoo 231 Match Moving/Motion Tracking with Icarus and Blender 232 Create a Clayman 232.1 Create a Clayman 232.2 Making The Clayman 232.3 Adding Materials 232.4 Inserting Armatures 232.5 Applying The Armature 233 Organic Modeling 234 Understanding the Fluid Simulator 234.1 Understanding the Fluid Simulator 234.2 First of all 234.3 Setting up the scene 234.4 Setting up the simulation 234.5 Final notes 234.6 Extra Practice 234.7 Links 235 Creating a jewel in Blender 235.1 Modeling the jewel 235.2 Shading 235.3 The finishing touch 235.4 External links 236 Modeling a picture 236.1 Modeling a picture 236.2 Printing a Rendered Image 237 Modeling with the Spin Tool 238 Spin Tool Introduction 238.1 How the Spin Tool Works 238.2 Typical Work Flow 238.3 Post Modeling 239 Illustrative Example: Model a Wine Glass 239.1 Model half the outline 239.2 Spinning the outline 239.3 Cleaning up the Mesh 240 Illustrative Example: Model a Mug 241 Creating Ogg-Theora movies using Blender 241.1 Converting saved frame picture files to Ogg Theora 241.2 Converting AVIs to Ogg Theora 242 Creating animated GIFs using Blender and Gimp 243 3D Tiling Backgrounds For The Web 243.1 Overview 243.2 Create The Object You Wish To Tile 243.3 Specify Your Tiling Area 243.4 Tile Away! 243.5 Camera Settings 243.6 Lighting & Materials 243.7 Rendering 243.8 'Shopping 244 Cool Things That Aren't That Obvious in Blender 244.1 Attribution 244.2 File Browser Functions 244.3 Object/Vertex Manipulation 244.4 Working with Meshes 244.5 Animation 244.6 UV Mapping, Particles and Texturing 244.7 Rendering 244.8 Miscellaneous 244.9 ??? 244.10 Sculpt Mode Hotkeys 245 Troubleshooting 246 Creating Blender Libraries 246.1 How to Make a Library 246.2 Library Usefulness Checklist 246.3 Publishing Your Library 246.4 Be
دانلود کتاب Blender 3D: Noob to Pro