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Nam Ph am
nam @ bl
e nde rart.org
PRO O FER
Ke rnon D il l
on D O F U sing Bl
e nde r's Com positor Node s 8
Ph ill
ip A.Ryal s
Ke vin C.Braun
D e re k M ars h
W RITERS
Ol ivie r Saraja
D anie lLe Barge
Joh n Al lie
M ich ae lW ach Cre ating Re al
istic Environm e ntfor BGE 11
CO PYRIGH T© 2006
‘Ble nde rArt M agazine ’ ,‘bl e nde rart’
and bl e nde rArt l ogo are copyrigh t of
GauravNaw ani.‘Izzy’ and ‘Izzy
logo’are copyrigh t Sandra Gil be rt.
Al lproducts and com pany nam e s
fe ature d in th e publ ication are Bl
e nde r And D ispl
ace m e ntM apping 24
trade m ark or re gis te re d trade m ark s
ofth e ir re s pe ctive ow ne rs .
CO VER ART
W is e M e n
by M ath ias Pe de rs e n
Bl
e nde r and Ve ctor Bl
ur 27
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Izzy Tal
ks 04
re allife .Th e re w il
lbe dus t, rus t, s cratch e s , de nts W h at do you s m e l llik e ?
Bl
e nde r M ate rial
s and a m ul titude ofoth e r s igns th at th is m ate rialh as
gone th rough ove r th e pe riod oftim e .Notice th e s e
O fte n you can ide ntify im portant cl
h ow th e obje ct s m e l l
ue s by noticing
s .Le ath e r s m e l
l
s diffe re nt
s igns ofw e ar and de cide ifth e y are s igns of th an plas tic, diffe re nt m e tals h ave diffe re nt s m e l
l
s.
W ith th e “m ate rial” or “te xture ”.
m ul titude of H ow can Is e e you?
tool s avail able Te xture attribute s /q ual
itie s can be brok e n dow n by Ide ntify th e ligh t s ource , l igh ting ofth e m ate rialw il l
in Bl e nde r, jus t ans w e ring th e foll
ow ing q ue s tions : pl ay an im portant part in h ow it is re cre ate d.W arm
about any ligh t s ource s w oul d produce w arm h igh l igh ts or
m ate rialcan W h at are you? h ots pots , cooll igh ts th e oppos ite .W h e n gath e ring
be O fte n th e s im ple act ofide ntifying an obje ct can your re fe re nce m ate rial s , m ak e s ure to note in a
convincingl y h elp you unde rs tand w h at k ind ofm ate rial s you w ill journalor m e ntal ly w h at th e l igh t s ource w as , tim e
cre ate d.But be cre ating. ofday (ifouts ide )s o you can re cre ate th e m ate rial
th e re is a Exam pl e : a fire h ydrant te l
ls you its s h ape ;th at it is accurate l y.
s aying in CG, m ade ofth ick s te e ll e ft out in th e w e ath e r, and
it’s not th e m os t ofte n painte d. W h e re are you?
tool , it’s th e Is th e obje ct ins ide or outs ide ?Ifouts ide , it w il lbe
artis t th at W h at is your e s s e nce ?Try to ide ntify th e m os t e xpos e d to w e ath e r, h e at, m ois ture .Th is w il
laffe ct
cre ate s art. im portant fe ature ofth e m ate rial its appe arance .Ne w obje cts q uick l ylos e th e ir
Th e s am e can be s aid about m ate rial s .Al lth e Exam pl e : a radiator’s m os t im portant fe ature m igh t ne w appe arance by acq uiring de nts , dings ,
late s t, ne w tool
s are n’t going to cre ate re al is tic or be its rus ty q ual ity.As you ide ntify th e m os t s cratch e s , dus t e tc.K now ing w h e re it is l ocate d
am azing m ate rial s for you.You s tillh ave to k now im portant fe ature , k e e p l
ook ing de e pe r and w illh e l
p ide ntify th e s e q ualitie s .
h ow to us e th e m and m ore im portantl y, you h ave noticing e ach uniq ue fe ature ofth e m ate rial , it w il
l
to k now h ow m ate rial s are cre ate d and w h at give you a l is t offe ature s to add to th e m ate rial ; W h at do you l ook l ik e ?
m ak e s th e m convincing. adding m ore re al is m and de pth w ith e ve ry one you Now com e s th e part w h e re you s tart de s cribing
add. th e te xture q ual itie s .Th e be tte r you can de s cribe
So, ins te ad offocus ing on tool s , w e are going to w h at you s e e , th e e as ie r it w il
lbe to re cre ate .
tak e a l ook at w h at m ate rial s are and w h at m ak e s W h at are you m ade of?Be fore dis s e cting th e Som e th ings to l ook for:
a good m ate rial .W ith th at inform ation, you can m any l aye rs ofte xture s th at m ak e up a m ate rial , Col or te xture
th e n us e allth e am azing tool s m ore e ffe ctive l
y. you ne e d to ide ntify th e bas e m ate rial .By Re fl e ctions and s h adow s
Le t’s s tart w ith a fe w de finitions . ide ntifying th e bas e m ate rial , you w illm ore e as ily Is th e obje ct trans pare nt?
s e e th e de tails (te xture s )th at m ak e it th at Is th e obje ct lum inous ?
M ate rial
: is th e bas e s ubs tance ofa s urface particul ar m ate rial . W ith h e at?
(i.e .w ood, m e tal , gl
as s ) Exam pl e : an old m e tals ign;k now ing th at it is W ith out h e at?
m e tal ,le ads you to re al ize th at s om e m e tal s are From an outs ide s ource ?
Te xture : is th e adje ctive ofth e m ate rial(i.e . prone to rus ting, s o l ook for s igns ofrus t and From th e obje ct its e lf?
rus ty iron, brus h e d s te e l
, s oil
e d cl
oth , fros te d gl
as s ) corros ion.Is th e s ign painte d?(O l d paint h as a
te nde ncy to ch ip or fl ak e aw ay, ne w paint w il ll
ook Lum ine s ce nt obje cts can h ave one or tw o of
Anytim e you cre ate a ne w m ate rial , you s h ould s h iny and s om e w h at re fl e ctive .) th e s e q ual
itie s and ide ntifie d as :
gath e r re fe re nce m ate rial s .It can be an obje ct w ith Trans l uce nt
th e m ate rialyou are trying to cre ate or a good W h at do you s ound l ik e ?As odd as it m igh t Iride s ce nt
ph otograph ofit.Th e s e re fe re nce m ate rial s w il
l s ound, s om e tim e s your e ye s w illfoolyou.Tap on O pal e s ce nt
h elp you “vis ual ize ” w h at you are trying to cre ate . th e obje ct, w h at doe s it s ound lik e ?M e tal
, gl
as s Fl uore s ce nt
W h e n gath e ring re fe re nce , ve ry rare ly w il
lyou find pl as tic... Incande s ce nt
pris tine m ate rials w ith out s igns ofw e ar and te ar in
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Izzy Tal
ks 05
Bl
e nde r Ne w s
W h at do you fe e ll ik e ?
H ow doe s th e obje ct fe e l ?Is it bum py or s m ooth ,
w arm or cool , s oft or h ard?
Tactil
e q ual
itie s : Ton h as announce d th at Bl e nde r is s l
ow l
y h e ade d for anoth e r re l
e as e . It l
ook s l ik e w e m ay ge t a ne w
Te m pe rature re l
e as e in tim e for Ch ris tm as .A h os t ofne w fe ature s h ave be e n adde d.Re l e as e l ogs h ave al
re ady
Bum pine s s be e n w ritte n for th e foll
ow ing fe ature s ;
Rough ne s s Anim ation
Sm ooth ne s s W al k Cycl e M odifie rs
Proxy O bje cts , for l ocalcontrolove r re fe re nce d data from Librarie s
W h at’s your s tory?
Try to ide ntify th e h is tory ofth e obje ct, h ow h as
us age contribute d to w e ar and te ar? Re nde ring
Re nde r fe ature s : tange nts and norm alm aps
By ans w e ring th e s e q ue s tions , you w illbe tte r Irre gul
ar Sh adow Buffe rs
unde rs tand your m ate rialand h ow to go about Sh adow buffe r, H al fw ay ave rage
re cre ating it.It w il
l
, ofcours e , tak e practice and
lots ofobs e rvation to m as te r th e s e s k ill
s .You ne e d Re nde r Bak ing
to le arn to train your artis tic e ye to re al l
y s e e w h at
you are l ook ing at.Soon, bre ak ing m ate rial s dow n Com pos iting
w illbe autom atic and your m ate rial s w illim prove M atte Node s
dram atical l
y. M atte Node s , tutorial
Th e inform ation for th is articl e w as paraph ras e d
from O w e n D e m e rs book ‘D igitalTe xturing & Link s to th e foll
ow ing fe ature docum e ntation w il lbe pos te d as s oon as th e y are finis h e d.
Painting’ (ISBN 0- 7357- 09 18- 1).Ih igh l y M ode l ing
re com m e nd re ading th is book for anyone w anting M odifie r Stack upgrade s
to tak e th e ir m ate rials k il
l
s to th e ne xt l
e ve l
. Scul pt m ode ling, m ul
ti- re s ol
ution M e s h and Re topo
Fluid D ynam ics s upporting anim ate d O bje cts
M ulti- l
e ve lUVe diting
Te s ting buil
ds can be dow nl
oade d from w w w .bl
e nde rbuil
ds .com .
A ne w ble nde r book h as be e n announce d and th e y are l ook ing for contributors to h e lp w ith com ple tion
ofth e book .Ifyou are inte re s te d in h e l
ping, contact Rol
and H e s s at bl
e nde rbas ics at h ark ym an dot com .
w w w .bl
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3D W ork sh op - Artis tic Glow U s ing Bl
e nde r's Com pos itor Node s 06
Artistic Gl
ow U sing Ble nde r's
Com positor Node s
- by D anie lLaBarge
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3D W ork sh op - Artis tic Glow U s ing Bl
e nde r's Com pos itor Node s 07
Appl
ying th e Gl
ow M as k
To appl y th e Gl ow M as k to th e Im age w e ne e d a
M ixe r node .Th is node tak e s th e Im age inputs and Im age 3 Th e Noodl
e s for 'Soft Gl
ow '
th e n m ixe s th e tw o inputs toge th e r bas e d on a
Filte r Type .In m os t cas e s you w illw ant to us e th e diffe re nt val
ue s at e ach s tage in th e com pos ition.
Add type .Th is w il lpe rform a pixe l- by- pixe laddition Al s o include d is th e s ch e m atic for th e Gl
ow node
be tw e e n th e tw o col or value s ofth e Im age inputs . s e tup.
FinalTouch e s
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3D W ork sh op - D e pth O f Fie l
d U s ing Bl
e nde r's Com pos itor Node s 08
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3D W ork sh op - Artis tic Glow U s ing Bl
e nde r's Com pos itor Node s 09
Bl
urring th e Im age
Ne xt w e 'l
lne e d to us e th e s e val ue s to bl ur th e
im age .Th is is w h e re th e Bl ur node com e s into pl ay.
Add tw o Bl ur node s and h ook up th e Im age input
to th e Im age output ofth e Re nde r Laye r node .
H ook up th e Size input to th e Val ue output ofth e
M ap Val ue node .Re pe at for th e oth e r M ap Val ue
node .Th e Bl ur node h as s e ve rals e ttings . Ih ave
found th at Q uadratic fil te r type and Gam m a
e nabl e d w ork be s t.Th e X and Y s e ttings control
th e radius ofth e bl ur e ffe ct in pixe l s .For m ore bl ur
us e a h igh e r num be r.Ifyou h ook up a Vie w e r node Im age 3 Th e Noodl
e s for 'D e pth O fFie l
d'
to th e Im age output you w il ls e e th e re s ults ofth e
D O F and you can e dit th e M ap Val ue s accordingl y. FinalTouch e s w h ile trying to m ix val ue s .Th e s e cre t to anim ate d
Th e one Vie w e r node w il ls h ow th e fore ground bl ur D O F is to m ix “k e yfram e d” M ap Val ue s al ong a
and th e oth e r w il
ls h ow th e back ground bl ur. You can now h ook up a Vie w e r node and a Tim e node .As l ong as you h ave th e D O F s e t for a
Com pos itor node to th e Im age output ofth e Z particul ar fram e you can controlth e M ixing us ing
Now w e h ave th e tw o im age s bl urre d but w e ne e d Com bine node and you w il ls e e th e com bine d th e curve in a Tim e node .Th is can ge t re al l
y bul ky
th e fore ground and back ground bl ur com bine d. im age s w h ich w ills h ow th e D O F e ffe ct.Ifal lw e nt and Ican't w ait for th e Bl e nde r de ve lope rs to
Th e re are s e ve ralw ays to do th is but th e prope r corre ctl y you s h oul d now h ave a picture th at h as cre ate an input for th e M ap Val ue O ffs e t, but until
w ay is to us e anoth e r s pe cialty node .Th is node is fore ground bl ur and back ground bl ur w ith th e th at fe ature is im ple m e nte d you can us e th e
cal le d Z Com bine .H ook up th e Im age output of ce nte r range s h arp and in focus .Fine tuning m ay re fe re nce s ch e m atic be l
ow .
one Bl ur node to th e firs t Im age input ofth e Z be re q uire d, and th e e xtra Vie w e r node s w il lh e l
p
Com bine node , and th e n h ook up th e oth e r m ak e tuning e as y. You s h oul d find a re fe re nce Bl
e nde r fil
e incl
ude d
corre s ponding M ap Val ue 's Val ue output to th e Z w ith th is is s ue to track and trace a w ork ing
input ofth e Z Com bine node . Be l ow you w ills e e th e output s e ttings for th e e xam pl e ofth is s e tup.
diffe re nt val
ue s at e ach s tage in th e com pos ition.
Re pe at for th e oth e r Bl
ur node and M ap Val ue Al s o include d is th e s ch e m atic for th e D O F node
node .Notice th at th e corre s ponding Im age input s e tup. NO TE
goe s to th e oppos ite Val ue output ofth e M ap
Val ue node .Th is is im portant to prope rl
y com bine W h at About Anim ations ?
Th is s ch e m atic contains a cus tom Group node for
th e tw o im age s w ith out artifacts .
Anim ating D O F w ith Com pos itor node s is a l ittl
e adding D O F to th e finalcom pos ition, and is not
too l
e ngth y to e xpl ain, but th e ide a h it m e one day re q uire d for th e finaloutput.
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3D W ork sh op - Artis tic Glow U s ing Bl
e nde r's Com pos itor Node s 10
Im age 4 D O F Noodl
e s for Anim ation
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3D W ork sh op - Cre ating Re alis tic Environm e ntFor Th e Bl
e nde r Gam e Engine 11
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3D W ork sh op - Cre ating Re alis tic Environm e ntFor Th e Bl
e nde r Gam e Engine 12
Sh ading
Sh ading is h ow w e s im ulate ligh ting in th e gam e
e ngine .Sh ading de fine s l
igh t and dark ne s s on your
m ode ls , and is one ofth e m os t im portant tool s for
adding re al is m .
Im age 3 Enabl
ing Ligh t Se ns itivity
O ur h orribl
e l
ittl
e is l
and is m ore re al is tic al
re ady! Im age 5 Enabl
ing Sm ooth Re nde ring
Re alis lands are n't face te d l
ik e th is , th ough .
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3D W ork sh op - Cre ating Re alis tic Environm e ntFor Th e Bl
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Bl e nde r h as anoth e r l
igh t- s im ul
ating fe ature , Th e Ve rtColbak ing option is gre at w h e n you're in a
th ough , w h ich s im ul
ate s th e l igh t only once , th e n h urry, but th e re s ult te nds to be k ind ofdark .
bak e s it to th e obje ct's ve rte x col ors . Sim pl y Adding m ore l am ps can h e l p re m e dy th is problem,
se le ct th e obje ct you w is h to appl y th e e ffe ct to, as th e val ue s are cal culate d from th e s ce ne 's
and cl ick th e Ve rtColbak e button in th e Edit lam ps .H e re 's th e s am e s ce ne , w ith ve rte x colors
Buttons . bak e d from tw o l am ps :
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3D W ork sh op - Cre ating Re alis tic Environm e ntFor Th e Bl
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M ode l
ing
Now w e 'l llook at h ow to im prove your gam e
m ode ling.Le t's tak e a l
ook at th e w ire m e s h ofour
uglylittle is l
and.
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3D W ork sh op - Cre ating Re alis tic Environm e ntFor Th e Bl
e nde r Gam e Engine 15
W e 'llfix th e col um ns firs t.Th e col um ns , as you can W e 'llcre ate a ne w col um n m ode land s e t it to 10 button, s e l e ct th e h idde n face s at both e nds w ith
s e e in th is im age , appe ar to be al m os t a s ol id ins te ad of32. th e B- k e y s e l
e ct m ode , pre s s th e D e l
e te k e y, and
col or.W h e n your gam e m ode l s l ook l ik e th is , it’s a As you can s e e , a col um n w ith 10 ve rtice s s til
l cl ick Face s .
fair be t you've us e d too m any pol ys .Th irty- tw o, look s ve ry round.It's not im portant to m ak e
th e de faul t s e tting for cyl inde rs , is ove rk il
lfor th e e ve ryth ing in your gam e h ave a “pe rfe ct” s h ape . Re m e m be r to ch e ck for th e s e face s ! Th e y're ve ry
gam e e ngine .Te n ve rtice s s h oul d be e nough , you Pe opl e e xpe ct gam e obje cts to h ave s l igh tl
y com m on, and th e y do te nd to add up.Unim portant
can probabl y ge t aw ay w ith onl y 7, and you s h oul d jagge d s h ape s , and th e m ind can e as ily fillout th e as th e y m ay s e e m , h aving l
arge num be rs ofth e m
ne ve r ne e d m ore th an 15 or 20. m ode lto its corre ct s h ape . can l e ad to a gam e s l ow dow n.
Cons ide r th is :
Each col um n h as 10 face s on e ach e nd, none of
w h ich are vis ible to th e playe r.W ith allfour ofth e
buil ding's colum ns , th e re are 80 e xtra face s !
Al w ays re m e m be r to ch e ck for and e lim inate
gam e e ngine w as te .
Now , l
e t's tak e a l
ook at th e te m pl
e s te ps .
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3D W ork sh op - Cre ating Re alis tic Environm e ntFor Th e Bl
e nde r Gam e Engine 16
Th e K nife tool 's purpos e is to add e xtra ve rtice s to Th is is not a pal m tre e .Th is is a cartoon ofa pal m Th e re s ul
t w il
lbe a
an e dge .Th is w il lal l
ow you to divide up your tre e , and a ve ry h igh - poly one at th at.Th e trunk , plane w ith a triangul ar
m ode l 's face s onl y as m uch as th e y ne e d to be lik e th e col um ns on th e buil ding, is a 32- ve rte x face attach e d at e ach
divide d, and pre ve nt gam e e ngine w as te .To us e cyl inde r.It is abs urdl
y s traigh t: th e naturalw orl d e nd.Now us e th e K nife
th e K nife tool ,s e le ct th e e dge s you w is h to s im pl y doe s not h ave s uch s traigh t l ine s .O ur firs t toolto divide th e pl ane
ope rate on and pre s s Sh ift+ K .Th e K nife m e nu w il l orde r ofbus ine s s w il lbe to im prove th is trunk . ve rtically dow n th e
appe ar. Se l e ct Exact Line for now , and th e n draw m iddl e.
al ine th rough your e dge s and pre s s Ente r. Add a 7- ve rte x tube and re s ize
it untilit's long, s traigh t, and Se l e ct th e ne w ve rtice s
narrow .Scal ing it s m al lth e n and m ove th e m up s o
e nlarging it on th e Z axis th at th e l e afw il
lcurve
s h ould w ork .(M ak e a h abit of in th e m iddl e.
us ing tube s in pl ace of
cyl inde rs w h e n ne ith e r e nd w il l
be vis ibl e . In th is cas e , one e nd
ofth e trunk w il lbe be l ow Im age 25 Us ing th e M e rge tool
, Ste p 2
ground, and th e oth e r w il lbe
above pl aye rs ' h e ads . Ne ith e r
Im age 21 Us ing th e K nife tool w illbe s e e n, s o you can us e a
tube in pl ace ofa cyl inde r and
O ur face is now cut in h al f, and re ady to be s ave yours e l fs om e pol ys .)
e xtrude d into s te ps ! Ifw e h ad us e d Subdivide , th e O nce your tube is re ady, us e
face w oul d h ave be e n divide d into four s e ctions , th e K nife toolto s l ice it up a
far m ore th an w e actual ly ne e d. Now w e can fe w tim e s , th e n give it a s ubtl e
e xtrude th e face and finis h cre ating our s taircas e . be nd. Scal e it dow n a bit
Th e re s ul t w il
lbe a tow ard th e uppe r e nd.
bas e for th e
te m pl e w ith fe w e r
th an h al fth e face s Im age 23 Ne w tre e m e s h
ofth e original .
D on't forge t to
de l e te th e Th is trunk is not onl y m ore r
unde rs ide ofth e e alis tic, it h as fe w e r pol
ys as Im age 26 Cre ating Pal
m Le ave s , Ste p 3
te m pl e 's bas e : it wel l!
w illbe
unde rground, s o To cre ate th e l
e ave s , add a
th e re is no re as on plane and e xtrude once from
to s ave it. e ach e nd:
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3D W ork sh op - Cre ating Re alis tic Environm e ntFor Th e Bl
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Th e il
l
us tration s h ow s th e pl
ane afte r four
s ubdivis ions .Th at s h oul
d be e nough .Now pre s s [O
Ke y]or ope n th e m e nu to activate Proportional
Falloffe diting m ode .
Im age 30 Subdivide d pl
ane
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Im age 34 Ugl
y Sk ybox
m appe d onto a giant box.Som e pe opl e can m ak e
Im age 32 Us ing ProportionalFal
l
offto M ak e H il
l
s
th is te ch niq ue w ork ve ry w e ll
, but I've found th at
Your com pl e te d is l
and s h oul dl
ook s om e th ing l
ik e it's e xtre m e l
y difficult to dis guis e th e fact th at it's a
th is : h uge box.Ipre fe r to us e tube s , s ph e re s , or plane s Im age 36 Tube Cl
ouds
Note th at th e h igh e s t points ofth e is l
and are in th e to cre ate cl ouds .Th e rounde d e dge ofth e tube or
s ph e re is m ore s ubtle th an a cube 's righ t angl e s, tube rotate ve ry s l
ow l
y. Th e e ffe ct is s ubtl
e but
and th e re fore h arde r to s pot and e as ie r to h ide . e ffe ctive .
Th e tube is a gre at w ay to m ak e cl ouds .It re q uire s Th e Sph e re s k y m e th od w ork s bas icall
y th e s am e
a bit ofe xtra w ork on your part to m ak e its s pe cial as Tube , but Ifind th at it's h arde r to m ap te xture s
Im age 33 Ne w Is l
and M e s h te xture , but th e re s ult is w orth th e troubl e .You onto a s ph e re , and th e y h ave m ore pol ys as w e l l.
s im ply ne e d to cre ate a good cl oud te xture , and Th e advantage ofSph e re is th at it al low s clouds
m iddl e , and th e e dge s s lope dow nw ard into th e th e n us e your painting program to add a col or- to- to be on al ls ide s ofth e s ce ne .
oce an.Th is is actual ly a pre tty good is l and m ode l , trans pare ncy gradie nt s k y col or at th e top, to
al th ough th e s te e p s l ope s m igh t m ak e it difficul t to ach ie ve a re s ul tlik e th is : Th e Pl ane m e th od is fairly s im pl
e .You can s im pl y
navigate .It's al s o w orth noting th at s om e vide o add a pl ane above th e s ce ne and cl oud- te xture it.
cards (m any Inte lch ips e ts , e s pe cial l
y)e xpe rie nce Th e n m ap th e te xture onto th e tube , and s e t W h e n Ius e th is m e th od, Iofte n cre ate an obje ct
a s trange probl e m w h ich caus e s l ands cape s l ik e Bl e nde r's w orl d l
ik e th e one on th e l e ft, and ve rte x paint it as s e e n
th e s e to “s q uirm .” Ifyou e xpe rie nce th is probl em, col or to th e s am e on th e righ t:
s im pl y se le ct th e e ntire m ode lin e dit m ode and s k y col or as th e
pre s s Control + T to triangul ate th e m e s h . im age .Th e re s ul t:
Pre tty nifty, e h ? Not
O ne las t th ing to look at be fore w e m ove on to onl y doe s th e Tube
te xturing - th e “Sk ybox.” m e th od cre ate nice ,
As you can s e e , th e cl
oud te xture is l
ite ral
l
y Im age 35 Cl
oud Te xture for Tube
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3D W ork sh op - Cre ating Re alis tic Environm e ntFor Th e Bl
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O ne l
as t w ord about cl
ouds : you'l
lprobabl
y
Im age 38 Enabl
ing Add Re nde ring
Note th at pl
ane - bas e d cl
ouds appe ar onl
y above , Im age 40 Sph e re Cl
ouds
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Im age 49 Is l
and w ith Tw o Te xture s
Im age 46 El
im inating Col
or Variation in Te xture s
w ould be us e ful
, it is be yond th e s cope ofth is
articl
e.
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3D W ork sh op - Cre ating Re alis tic Environm e ntFor Th e Bl
e nde r Gam e Engine 22
Th e s e s m al
lrippl e s inte grate th e is l
and w ith th e
s e a, finall
y pulling toge th e r e ve ry as pe ct ofour
gam e s ce ne . Ifyou'd l ik e , you can e ve n anim ate
t
Im age 54 Com pl
e te d Is l
and
Im age 51 Im prove d O ce an w h il
e re ading th is articl e , you gaine d a be tte r
unde rs tanding ofh ow to th ink l ik e a gam e
Look at h ow re al is tic th e is l
and is now com pare d de ve l ope r.W h e th e r or not you now h ave a l ittl
e
to th e w ay it l ook e d at th e e nd ofth e M ode l ing is l
and s ce ne doe s not m atte r, w h at m atte rs is th at
s e ction! Th is s h ow s h ow im portant te xture s are to now you be tte r unde rs tand th e conce pts and
your s ce ne ry.W e coul d cal lth is finis h e d now , but appl ication ofgam e s ce ne cre ation in Bl e nde r.
le t's apply a fe w m ore ch ange s firs t.
Pl an ah e ad to cre ate th e be s t s ce ne pos s ibl e .Try
Firs t, l
e t's fix th e te xture on th e oce an plane . to s tart w ith s om e ide a ofw h at you w ant th e
Th e re 's noth ing w rong w ith th e te xture , but w e finis h e d proje ct to l ook l ik e . Cre ate conce pt
ne e d to s cal e up th e UVm apping s l igh tl
y to s k e tch e s ifyou pre fe r.
incre as e th e de tailon th e w ate r s urface . Sh ade your m ode l s , e ith e r th rough ve rte x col ors or
Im age 53 M ak ing W ave s by us ing l igh t s im ulation. Ke e p your e ye s ope n in
Notice h ow e ve n s ligh t ch ange s can im prove th e th e re alw orl d, and try to l e arn h ow ligh t be h ave s .
ove ral lappe arance dras tical ly.Ials o tw e ak e d th e h e m w ith th e “UVs crol
l
” Pyth on s cript.
s e a's ve rte x col
ors s l
igh tl
y to m ore clos e l
y m atch Th ink w h ile you m ode l : ne ve r us e 10 face s ifth re e
th e s k y. For one finaltouch , you m ay w is h to cre ate w illdo, and us e face - dividing tool s s paringl
y.
s h adow s for your pal m tre e s .A nice tutorialabout De l e te unne e de d face s , and ne ve r m ak e your
Now l e t's add s om e s ubtl
e w ave s th at lap at th e cre ating s h adow te xture s for gam e s w as cre ate d m ode l s m ore com pl icate d th an ne ce s s ary.Try to
e dge s ofth e is l and.Add a pl ane at th e e dge ofth e by m as te r gam e m ak e r ST150, and is avail able at s e e h ow s m al la face count you can ge t.
is l
and and be gin e xtruding it s o it fol low s th e e dge
cl os e l
y.Ke e p doing th is untilyou've h ttp://w w w .ble nding-
circum navigate d th e is l and, th e n m e rge th e e nds onl ine .co.uk /8501/50779 .h tm l
toge th e r to cre ate a continuous ring.
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Im age 51 Im prove d O ce an
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3D W ork sh op - Blende r And Ve ctor Blur 24
Th e m ain th ing to unde rs tand is th at th e obje ct, to Im age 4 Cl ick on th e Com pos ite m ode icon and
w h ich th e M otion Bl ur w il
lbe appl ie d, s h ould h ave th e n activate th e Us e Node s button.
be e n anim ate d be fore h and.Th is m e ans th at th e
obje ct m us t fol low a curve or be anim ate d us ing >>Ve ctor Bl ur.A ne w node s h oul d appe ar, titl
ed
IPO s .In fact, th e re nde re d picture w il lbe turne d Im age 2 H e re 's h ow it w ouldl ook on a re gul ar Ve ctor Blur.M ove it be tw e e n th e tw o pre vious
into a 3D m ode lw ith de pth , and a s pe e d ve ctor anim ation re nde ring, w ith out ve ctor- bas e d m otion de faul
t node s , and s tart th e m agic: conne ct th e
w illbe cal culate d for e ach pixe lofth e picture .As a bl ur output Im age , Z and Spe e d from th e Re nde r Laye r
pos t- proce s s , th e Com pos ite Editor w il ladd th e node to th e input Im age , Z and Spe e d from th e
m otions to th e finalpic in a bl urre d w ay.Th is is w h y Ve ctor Blur node , us ing th e [LM B].O nce done ,
de fining th e m otion ofth e obje ct is abs ol ute ly A s te p- by- s te p ofth e Ve ctor Bl
ur proce s s conne ct th e output Im age from th e Ve ctor Bl ur
m andatory. node to th e Im age input ofth e Com pos ite node .
Firs t, you w illne e d to turn one ofyour 3D vie w s
A ve ry brie fe xam pl e fil
e ofs uch an anim ation can into a Node Editor vie w .Th is is done by cl ick ing on
be found at th e fol low ing URL: th e grid- l
ik e icon at th e le ft e nd ofth e H e ade r of
h ttp://fe e bl e m ind.tuxfam ily.org/dotcl e ar/im age s / th e vie w .A m e nu w il lpop up and l e t you de fine th e
ate lie r- im probabl e /ve ctor type ofvie w ne e de d.Ch oos e th e Node Editor.
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3D W ork sh op - Blende r And Ve ctor Blur 25
You can now re nde r your picture in tw o w ays : ve locity) obje cts .Th is is re ally us e fulduring
cam e ra m ove m e nts or s l igh t back ground
You obvious ly al re ady k now th e [F12]s h ortcut or m ove m e nts .
th e REND ER button in th e Re nde r pane l M axSpe e d - Ifyou h ave e xtre m e l y fas t obje cts in
You can als o re nde r th e picture us ing th e tiny th e s ce ne but th e bl ur doe s not re nde r w e l l
Re nde r icon in th e Re nde r Laye r node e nough , th e n you can m ak e us e ofth is param e te r
to be tte r th e ve ctor blur.Note th at a 0.0 val ue
m e ans th at no m axim um is us e d.
Bl urFac - Th is param e te r w ills cale th e ve ctor
Im age 4 Th e Com pos ite node s are s e t to de l
ive r a s pe e ds , calculating from th e m ove m e nts ofth e
Ve ctor Bl
ur bas e d re nde ring obje ct.Th e vis uale ffe ct is cl os e to th e s h utte r
s pe e d ofa re gul ar cam e ra.
But, lik e anyth ing e l s e in Ble nde r, tak ing into
account th e e ffe ct ofth e Ve ctor Bl ur is noth ing but Conce rning th e us e ofVe ctor Bl ur, a good tip is to
an option.You ne e d to te l lBl e nde r th at it m us t do put fas t m oving obje cts on a Re nde r Laye r, s l ow or
th e pos t- proce s s ing s im ulating th e m otion bl ur s tatic obje cts on anoth e r, and to s pe cify
e xplicitly.Th is is done in th e Sce ne [F10]m e nu, in inde pe nde nt param e te rs for e ach , for be tte r
th e Re nde r buttons , in th e Anim pane l .You w il l control .
h ave to activate th e D o Com pos ite button.As a
finalpre - re q uis ite for Ve ctor Bl ur m otions , you w il l M ore ove r, l
arge obje cts not e ntire ly s e e n from th e
ne e d to activate th e Ve c option in th e Re nde r cam e ra s h ould be s ubdivide d s o th at at l e as t
Laye rs tab. s om e norm al s ofth e obje ct are actual ly s e e n from
th e cam e ra, or th e bl
ur e ffe ct could be draw n on
Im age 5 D o th e w rong s ide , com pare d to th e m ove m e nt.
not forge t to
activate th e Th e re are s om e l
im itations th at you s h oul
d k now
Im age 2 H e re 's h ow w oul dlook th e s am e
Do about.
anim ation re nde ring, w ith ve ctor bas e d m otion
Com pos ite bl ur e nabl
ed
button in th e
Anim pane l Som e e xpl anations on th e Ve ctor Bl ur node
and th e Ve c Th is node onl y h as a fe w s e ttings ;m os t ofth e m
button in th e coul d w ork q uite w e l lw ith th e ir de faul
t val
ue s .But
Re nde r s om e tim e s (ifnot e ve ry tim e !), you ne e d to go
Laye rs tab be yond de faul t s e ttings to ge t re alcoolre s ul ts .
Th e re are four s e ttings to k now about.
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3D W ork sh op - BLe nde r And Ve ctor Blur 26
Since Ve ctor Bl
ur is a pos t- proce s s e ffe ct:
Ol
ivie r Saraja
H e is al
s o a cas ualW ik i contributor ofBl
e nde r's
docum e ntation.
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3D W ork sh op - Bum p & D is pl
ace m e nt M apping for Be ginne rs 27
an e xtre m e l ylarge am ount ofpol ygons .Th is h igh m ate rialin th e M ate rialSh ading Pane l[F5], and add
Bl
e nde r & D is pl
ace m e nt re s ol
re al
ution obje ct can appe ar m uch m ore ph oto-
is tic th an bum p m apping, ifus e d prope rl y.As
a ne w te xture .Now s w itch to th e Te xturing Pane l
[F6], w h e re w e w illcre ate th e bum p m ap.From th e
M apping for Be ginne rs com pute rs are be com ing m ore and m ore pow e rful
dis pl ace m e nt m apping m ay s oon be abl
,
e to re nde r
"Te xture Type "box, s e l
de faul t s e ttings al
e ct "M us grave ".Il
e ft th e
one , but you m ay ch oos e to pl ay
at s pe e ds ne ce s s ary for a re as onabl e gam e around w ith th e m .You can al s o add a ram p- s h ade r
-b y M ich ae lW ach e ngine .H ow e ve r, curre nt te ch nol ogy doe s not h e re ifyou are pl anning on adding uniq ue col ors to
m e e t th e h e avy proce s s ing re q uire m e nt. th e te xture .
Introduction
Be fore you s tart Now , w e ne e d to configure th e m os t im portant
Bum p m apping and D is pl ace m e nt m apping are Bum p m apping & s e ttings for th e bum p m ap.Th e s e control s are
tw o s pe cialte ch niq ue s for m ak ing an obje ct D is place m e nt locate d in th e M ate rialSh ading Pane l[F5]unde r
appe ar to h ave a rough or irre gul ar s urface . m apping te ch niq ue s th e "M ap To"tab.You m ay ch oos e to dis abl e th e
are ve ry fas t and te xture 's col or (Col)w h e n m odifying your bum p or
W h at is Bum p m apping? e as y to do in dis pl ace m e nt m aps .Th is can s om e tim e s give you
Bum p m apping tak e s a grays cal e im age and re ads Bl e nde r, e ve n ifyou a be tte r ide a ofw h at's going on w ith e ach s e tting.
th e ligh t and dark inform ation to s im ul ate an are ne w to Bl e nde r's
irre gular s urface .W h e n you re nde r an obje ct w ith te xturing tool s.
a bum p- m appe d m ate rial ,l igh te r (w h ite r)are as of Pl e as e note th at
th e m ap appe ar to be rais e d and dark e r (bl ack e r) dis place m e nt m aps Im age 1 Re gul
ar Te xture
are as appe ar to be l ow e re d.Note th at bum p are not dis pl aye d in
m apping doe s not m odify th e ge om e try, onl y th e th e 3D vie w port.
norm al s. Bum p m aps can
dis play a ve ry bas ic
Th e bum ps are a s im ul ation cre ate d by pe rturbing pre vie w w ith s h ading
face norm al s be fore th e obje ct is re nde re d. [Sh ift+ Z ]turne d on.
Th e re fore , bum ps don't appe ar on th e s il h oue tte of
bum p- m appe d obje cts .Bum p m apping is us e fulfor Bum p m apping in
adding de tailto an obje ct w ith out incre as ing th e Bl e nde r
pol ygon count. For th is tutorial , Iw il
l
us e one ofBl e nde r's Im age 2 Bum p M ap
W h at is D is pl ace m e nt m apping? m any proce dural
D is pl
ace m e nt m apping is ve ry s im ilar to bum p te xture s , "M us grave ".
m apping;w h e re a tw o- dim e ns ionalim age 's Fe e lfre e to pick
grays cal e inform ation is us e d to ch ange th e anoth e r type , or Im age 4 Enabl
ing Nor M apping
appe arance ofa th re e - dim e ns ionalobje ct.Ligh te r e ve n us e your ow n
tone s cre ate rais e d bum ps and dark e r tone s bum p m ap im age ! To e nabl e bum p m apping, pre s s th e norm al(Nor)
cre ate l ow e re d inde ntations as us ual .Unl ik e bum p Be gin by ope ning button.You can adjus t th e s tre ngth ofbum pine s s
m apping, w h ich onl y affe cts th e obje ct's te xture , Bl e nde r and cre ating w ith th e s l
ide r button l
abe l e d "Nor".
dis place m e nt m apping affe cts th e obje ct's a ne w obje ct.Ius e d Us e bum p m aps w h e n you w ant to tak e th e
ge om e try, cre ating additionalpol ygons according th e popul ar s m ooth ne s s offa s urface , or to cre ate an
th e dis place m e nt m ap's prope rtie s . "Suzanne "(m onk e y) Im age 3 D is place m e nt M ap e m bos s e d look .Ke e p in m ind, h ow e ve r, th at th e
m ode lfor th is de pth e ffe ct ofa bum p m ap is l im ite d to th e
D is pl
ace m e nt m apping can be ve ry de m anding on e xam pl e. norm al(Nor)s l ide r.
your com pute r's pe rform ance as it te nds to cre ate Ne xt, cre ate a ne w
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3D W ork sh op - Bum p & D is pl
ace m e nt M apping for Be ginne rs 28
D is pl
ace m e nt m apping in Bl
e nde r
Th e w ay you cre ate a dis pl ace m e nt m ap is ve ry
s im il
ar to th e w ay you cre ate a bum p m ap.Th e
onl y diffe re nce is , you m us t e nabl
e th e
dis place m e nt (D is p)button.You m ay turn offth e
norm al(Nor)button de pe nding on your de s ire d
e ffe ct.
Th e dis place m e nt s l
ide r control s h ow far aw ay
from th e originalm e s h th e ve rtice s w il
lbe m ove d.
Th e norm al(Nor)s l ide r als o h as a gre at im pact on
your dis place m e nt re s ults .Be care fulw h e n us ing
dis pl
ace m e nt m aps be caus e th e y can be ve ry
proce s s or de m anding.
M ich ae lW ach
Im age 4 Enabl
ing D is pl
ace m e nt M apping Is an 18 ye ars ol d from Cl e ve l
and, O h io.Curre ntl y
s tudying at th e Unive rs ity ofAdvancing Te ch nol ogy.
Concl
us ion H e w ork s ove r inte rne t for a Ne w York City bas e d
O ve rall, bum p m apping and dis pl ace m e nt m apping pate nt attorne y, cre ating 3D re pre s e ntations ofh is
are ve ry h andy tool s ifyou k now h ow to us e th e m . ide as us ing Bl e nde r 3D and YafRay.Al s o m ak e
M aps th at s h ade be tw e e n w h ite and bl ack w e bs ite s , com pos e digitalaudio, re cord and e dit
ge ne ral ly w ork be tte r th an m aps w ith h ard e dge s digitalvide os and w ork s w ith a l ot of2D il lus trations ,
be tw e e n th e w h ite and bl ack are as .Ih igh ly te xture s , and ph otograph s .
re com m e nd pl aying around w ith th e s e ttings and
re nde ring your re s ul ts to h e l
p de e pe n your
Ch e ck w w w .m ik e w ach .com or contact h im at
unde rs tanding ofth e m both .
m ail@ m ik e w ach .com
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2D W ork sh op - Cre ating A Ligh tning Boltin th e GIM P 29
Ste p1.Launch
th e GIM P and
cre ate a ne w Im age 4 Laye rs D ial
og
256x768 im age .
Go to Im age 2 Gradie nt s e ttings
Fil te rs >>Re nde r>
>Sol id Nois e .In Ste p3.
th e pop- up, e nte r Go to th e ‘Laye rs ’ dial og box
th e val ue s as and ch ange th e l aye r- m ode
s h ow n in Im g1 or, ofth e gradie nt l aye r to
ch oos e one of ‘D iffe re nce ’ s e e im g 4.
your ow n by Im m e diate l y, you can s e e th e
h itting 'Ne w form ation ofth e bol t.Now go
Se e d' button. to Im age >>Fl atte n
Final ly, pre s s th e Im age to fl atte n al lth e laye rs
Im age 1 Sol
id Nois e pop- up O K button to into one s ingl e laye r.Now go
re nde r th e nois e . to Laye r>>Col or>>Inve rt to
inve rt th e col or ofth e l aye r.
Ste p2.
Cre ate a ne w l aye r ove r th e curre nt l
aye r.Go to
th e ToolBox and s e l e ct th e gradie nt tooland in th e Ste p4. Im age 3 D raw n Gradie nt Im age 5 Ligh tning bol
ts
ToolO ptions , s e l
e ct th e s h ape ofth e gradie nt as W h at you ge t is a
Bi- l
ine ar and e nabl e ‘Adaptive - s tre ak oftw o ligh tning bolts (Se e im g5), but th e s e Im age 6 Le ve ladjus tm e nt
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2D W ork sh op - Cre ating A Ligh tning Boltin th e GIM P 30
Im age 7 Re nde re d l
igh tning bol
ts
Concl
us ion
Al th ough th is m e th od onl y ge ne rate s pre tty
s traigh t l
igh tning bol ts , you can com pl im e nt it
w ith th e nois e ge ne ration pl ug- ins for th e GIM P
cal le d ‘Pl
as m a2’ e tc.Th is w illal low you to h ave
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Im age Node s are inputs from an im age fil e .An us e fulfor control
l
ing th e ch ange s th at occur during produce an e rror.
im age fil e can e ith e r be a valid im age type fil e an anim ation, and is ofte n us e d as an input for
(jpg, png, bm p, e tc.)or a range im age type fil e (e xr, anoth e r node . Vie w e r Node is ide nticalto th e Com pos itor node
h dri, e tc.)or e ve n a m oving im age fil e (avi, m pe g, e xce pt th at ins te ad ofdis pl aying re s ul
ts to th e
m ov, e tc.).Curre ntl y th e only avail able output Te xture Node is s im il ar to th e Im age Node e xce pt Re nde r Buffe r, it utilize s th e UVIm age Editor unde r
s e ttings for th is node incl ude Im age (RGB), Al ph a, th at it us e s inte rnalte xture s from th e Bl e nde r th e Vie w e r Im age .Th is is a dynam ic im age th at
and Z (de pth ).Th is node al s o contains an Im age s ce ne as th e inputs .Th is give s you a l ot ofcontrol dis pl ays th e pre vie w ofth e curre ntl y se l
e cte d
pre vie w . be caus e you can us e Norm alm apping to control Vie w e r node .Th is m e ans th at you can h ave
th e O ffs e t and Scal ing dynam ical ly and can us e m ul tiple Vie w e r node s w h ich w illdis play th e
W h e n a fil
e is loade d, a s m al licon re pre s e nte d by th e RGBA val ue s as e ith e r a range Val ue output or various outputs ofoth e r node s ...us e fulfor
film tape appe ars .W h e n you e nabl e th is , m ore an RGBA Col or output.Th is node al s o include s an de bugging and te s ting diffe re nt attribute s ofth e
options be com e avail abl e .You can s e t th e num be r Im age pre vie w w h ich dis pl ays th e te xture s e l
e cte d com pos ition.
offram e s in th e anim ation and s e t th e s tarting from th e s ce ne .Th is is good for adding proce dural
fram e and w h e th e r or not to cycl e th rough th e te xture ove rl ays and gradie nt e ffe cts . Col
or Node s
fram e s .Th is m ak e s us ing raw im age output from
th e anim ation re nde r e as y to load into th e O fal lofth e Input Node s , onl y th e Te xture Input RGB Curve s Node is a ve ry pow e rfulnode
com pos itor for pos t production, s ince Bl e nde r actual l
y h as input s e ttings .Th e s e are l im ite d to th e be caus e it can controlth e col or ofth e im age by
nam e s e ach fram e bas e d on a num be r. Ble nde r s ce ne h ow e ve r, th e y are s tilldynam ic. varying th e infl ue nce ofe ach col or s e parate l
y, and
O ve r all, th e Input Node s are e s s e ntialto us ing th e al lofth e col ors toge th e r.Th is node h as a Factor
Al s o, Bl
e nde r can re ad th e file nam e and ge t th e Com pos itor as th e y s e rve as th e bas e to w h ich Input (range val ue )and an Im age Input (RGBA
ne xt fram e ofth e anim ation.Anoth e r icon al so ch ange s are m ade .Th e y al s o al low for control val ue ).Th e Im age O utput is a com bination ofal lof
s h ow s up and can be e nabl e d, w h ich w il
ltak e ove r e ffe cts appl ie d to oth e r inputs .Th e th re e th e RGB Curve s w h ich incl ude Com bine d, Re d,
e ach fram e from th e fil e ifth e fil e is a m oving m os t com m onl y us e d Input Node s are th e Re nde r Gre e n, and Bl ue .Th e re are “+ ” and “- ” s ym bol s
im age .Typical ly, onl
y th e Im age (RGB)output is Laye r, Im age , and Tim e node s . w h ich zoom in and out accordingl y s o th at you
us e d but, ifa s ce ne fil
e is cre ate d, you can us e it can fine tune th e curve and al ign it m ore e as ily to
as input w h ich w oul d de live r th e Al ph a and Z NOTE: At th e tim e ofth is w riting, CVS ve rs ions th e grid.
val ue s to be us e d. ofBl e nde r include ne w output node s .Th e s e
node s w il lnot be dis cus s e d in th is articl
e as Th e w re nch icon al l
ow s for controlove r th e grid
Val ue Node is a ve ry s im pl e node .You s e t a th e y h ave not ye t m ade it into th e official vie w and th e curve h andl ing (Auto and Ve ctor),
num e ric val ue (0.00 to 1.00)and th e value output Bl e nde r re l
e as e . You s h oul
d note , h ow e ve r, th at and it al s o al l
ow s you to re s e t th e curve to th e
de l ive rs it as a range .Program m e rs can th ink of advance d node s do e xis t and w il lprobabl y be line ar de faul t.An orange grid icon al low s for
th is as pre de fine d variabl e. m ak ing th e ir w ay into future Bl e nde r ve rs ions . cl ipping to controlth e m axim um val ue s .Th e “X”
icon de l e te s th e curre ntl
y se l
e cte d point.Points
RGB Node is bas ical l
y th e s am e th ing as a Val ue are s e le cte d us ing th e Le ft M ous e Button (LM B).
Node e xce pt th at it outputs an RGBA val ue ins te ad O utput Node s
ofa range val ue .Th is node contains a col or Ne w points are adding by us ing Ctrl + LM B.Th is
pal
e tte w h ich m ak e s it e as y to s e l
e ct th e de s ire d Com pos itor Node s ounds k ind ofre dundant but, it node is m os t com m onl y us e d for contras t control
col
or. is actual ly th e only w ay to output th e finalch ange s and for fine tuning th e col or range s .It is e as y to
to th e Re nde r Buffe r.Curre ntly, th e re can onl y be m ak e ve ry boring im age s inte re s ting us ing th is
Tim e Node is a ve ry practicalnode be caus e it is one Com pos itor pe r s ce ne and it onl y acce pts node .
e s s e ntiall
y a variable Val ue Node . Th e diffe re nce Im age , Al ph a, and Z inputs .Th e node us e s an
is th at th e variation is bas e d on th e num be r of Im age pre vie w for dis playing th e re s ults in th e
fram e s .Th e Factor output is a range val ue w h ich is Node W indow . Th e Re nde r Buffe r (F11)w il lal so
s e t us ing a curve .You can s e t th e Start and End dis play th e Com pos itor node output.Ifno
fram e for w h ich th e curve re pre s e nts .Th is node is Com pos itor node is found th e re nde re r w il l
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Bl
e nding - A Com pos itor Node O ve rvie w 33
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Bl
e nding - A Com pos itor Node O ve rvie w 34
Each one fil te rs diffe re ntly and any one ofth e m th e RGBA Im age input and can be us e d as s uch or Group Node s
can be us e d to obtain th e de s ire d e ffe ct.Th e as a value output.
re s ul
ting e ffe ct is appl ie d to th e im age and pas s e d Group node s are noth ing m ore th an cus tom node s
to th e Im age output.Th is is ve ry us e fulfor D e pth Se parate RGBA Node is ve ry ve rs atil e be caus e it w h ich are m ade by tak ing th e ge ne ric node s and
ofFie l d and m otion bl ur.It can al s o be us e d allow s you to m odify e ach col or ch anne l grouping th e m w ith Ctrl + Gk e y.Th is group is th e n
cle ve rly for inte re s ting titl
e w ork and ove rl ays . inde pe nde ntl y.It acce pts an RGBA Im age input avail abl e as a dupl icate to th e curre nt group.To
and outputs th e corre s ponding Re d, Gre e n, Bl ue , ungroup th e node s , you can pre s s Al t+ Gk e y.To
Ve ctor Bl ur Node is bas ical ly a one - purpos e node , and Al ph a ch anne l s as grays cal e value s .At th e add a group node you can e ith e r us e th e Add
but it doe s its job ve ry w e l l.It re q uire s th re e inputs tim e ofth is w riting, th e ne xt officialre l
e as e of m e nu or pre s s Sh ift+ Gk e y for a l is t ofcurre ntl y
to ge ne rate th e de s ire d output.Th e s e th re e inputs Bl e nde r w il
linclude a Com bine RGBA Node w h ich avail abl e node s .W ork ing w ith group node s can
are an Im age , a Z ch anne lm ap, and a Ve ctor w illdo th e re ve rs e ofth is node . s ave a l ot oftim e for re pe titive e ffe cts , but s h oul d
Spe e d input.Al lofth e s e can be gath e re d from th e be us e d w ith caution.A ne w group s h oul d be
s ce ne and Ve ctor Node s .Th is m e th od us e s al l Se parate H SVA Node is e s s e ntial l
y th e s am e as adde d, th e n ungroupe d and re groupe d as a
th re e ch anne l s toge th e r to bl ur th e im age bas e d a th e Se parate RGBA node but it s e parate s th e H ue , diffe re nt group node .Th is ge ts around th e
pixe ls tre tch ing m ode l .Th e inne r w ork ings ofth is Saturation, Val ue , and Al ph a ch anne ls for th e probl e m ofcopy node s ins te ad ofdupl icate node s .
m e th od are be yond th e s cope ofth is articl e but im age .Th e y are grays cal e val ue s jus t l
ik e th e Group node s are m os t ofte n us e d in th e de faul t
th e functional ity is a ve ry fas t and e fficie nt pos t- Se parate RGBA node .At th e tim e ofth is w riting, Bl e nde r fil
e , th at w ay com m onl y us e d e ffe cts can
production e ffe ct.It us e s a Sam pl e val ue to th e ne xt officialre le as e ofBl e nde r w il
lincl ude a be done q uick l y.
controlth e q ual ity ofth e bl ur, a M inSpe e d to s e t Com bine H SVA Node w h ich w il ldo th e re ve rs e of
th e m inim um s tre tch for e ve ry pixe land a th is node . Concl us ion
M axSpe e d for th e m axim um s tre tch for any pixe l .It Iw oul dlik e to e ncourage you to e xpl ore th e
th e n us e s a Bl urFactor w h ich can be us e d to fine - Se t Al ph a Node is good for titl e w ork and various s e ttings and us e s for th e node s .Al s o, vis it
tune th e bl ur from s trong to w e ak .Th e h igh e r th e ove rlays but h as it's purpos e in oth e r node s as th e s upport forum s for various re fe re nce
Sam pl e s and th e h igh e r th e Bl urFactor, th e wel l
.It acce pts an RGBA Im age and th e n al low s an s ch e m atics w h ich can h e l p you unde rs tand th e
s tronge r th e bl ur.It is im portant to s e t th e M in and Al ph a value to be s e t or ove rw ritte n by a Value m ath e m aticaland graph icalfunctional ity ofe ach
M ax s pe e ds to incl us ive e nough val ue s , but not input.Al ph a value of0.0 is trans pare nt and 1.0 is node .For practicalpurpos e s , th e Com pos itor is a
too broad to be com e m e m ory inte ns ive .Th is node opaq ue .Th e com bine d RGBA val ue s are pas s e d ve ry pow e rfultooland s h oul dn't be cons ide re d a
is m os t ofte n us e d for m otion bl ur. to th e Im age output.Th is node is ofte n us e d w ith a gl orifie d Se q ue nce r – you can do a l ot m ore w ith
Tim e node to controlth e fade in or fade out ofa th is th an you coul d e ve r do w ith th e Se q ue nce r.In
Conve rte r Node s s ce ne . fact, Iw oul dn't be a bit s urpris e d ifyou ne ve r us e
th e Se q ue nce r again!
Col orRam p Node is a dualpurpos e node in th at it Trans l ate Node is th e onl y m oving anim ation node
bl e nds col ors and val ue s , and outputs both an RGB avail abl e at th e m om e nt (m ore advance d node s Th is h as be e n a brie fde s cription ofth e
Im age output and a range val ue Alph a output.Th e for rotation, e tc.are be ing de ve l ope d).Th is node Com pos itor, w h ich is onl y h al
fofth e Node w indow .
al ph a output can be us e d as any val ue output but w illtrans late or m ove an Im age input a s e t val ue Th e re is m ore to le arn, s uch as th e inte rface , th e
is m os t ofte n us e d for trans pare ncy.Th e Factor from th e top l e ft ofth e bas e canvas s ize .It w il
lbe M ate rialnode s , and th e various w ays in w h ich
input can be e ith e r a range val ue or a tim e l
ine m ove d X (h orizontal )pixe ls by Y (ve rtical
)pixe l s. th e s e node s can be us e d toge th e r.
controlto controlth e infl ue nce ofth e node .Th e Th e s e val ue s can be variabl e X and Y inputs w h ich
ram p s lide r can us e col ors and trans pare ncie s to is us e fulfor anim ations w h e re a Tim e node can be Again, Ie ncourage e ach us e r to practice us ing
cre ate a gradie nt w h ich is us e fulfor gradie nt us e d to s lide a s ce ne or im age acros s th e canvas . node s and le arn th e “ins and outs ” ofth is tool
.
e ffe cts on ove rlays and for val ue tuning. Th e re s ulting Im age is output w h ich can th e n be H ave fun!
pl ace d on top ofanoth e r Im age for “m e rging dow n”.
RGB to BW Node is th e s im pl e s t node avail able .It
tak e s an RGBA Im age input and outputs a range
Val ue output.Th is is a grays cal e re pre s e ntation of
w w w .bl
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K now H ow - Inde x O f Re fl
e ction 35
Inde x O f Re fl
e ction Inde x of Re fraction th e gl
l
as s .As s uch , it is s l
igh t, and w il
ow e d dow n to a gre ate r e xte nt th an a w ave ofre d
lbe be nt to a gre ate r de gre e .Th is accounts for th e orde r ofth e
Re fraction occurs w h e n th e e ne rgy of col ors th at w e s e e in a rainbow .It is al s o w h at give s a diam ond th e rainbow
an incom ing l igh t w ave m atch e s th e fringe s th at m ak e it s o pl e as ing to th e e ye .
-by Sandra Gil
be rt naturalvibration fre q ue ncy ofth e
ele ctrons in a m ate rial .Th e l igh t w ave D e finition ofInde x ofRe fraction tak e n from
pe ne trate s de e pl y into th e m ate rial , h ttp://s cie nce .h ow s tuffw ork s .com /l
igh t12.h tm
and caus e s s m al lvibrations in th e e l
e ctrons .Th e e le ctrons pas s th e s e For a m ore te ch nicalde s cription you ch e ck out th e e xpl
anation at
vibrations on to th e atom s in th e m ate rial, and th e y s e nd out l igh t w ave s ofth e
s am e fre q ue ncy as th e incom ing w ave .But, th is al ltak e s tim e . h ttp://e n.w ik ipe dia.org/w ik i/Re fractive _ inde x
Th e part ofth e w ave ins ide th e m ate rials l ow s dow n, w h il e th e part ofth e Now w h y is th is im portant?W h e n cre ating m ate rial s , you ne e d to tak e Inde x
w ave outs ide th e obje ct m aintains its originalfre q ue ncy.Th is h as th e e ffe ct of ofRe fraction into account.O th e rw is e , your m ate rial s w il
lnot be convincing.
be nding th e portion ofth e w ave ins ide th e obje ct tow ard w h at is cal le d th e And w ith th e ne w trans m is s ivity fe ature adde d in th e l as t re le as e in addition
norm all ine , an im aginary s traigh t line th at runs pe rpe ndicul ar to th e s urface of to th e IO R s e ttings pane lalre ady in pl ace , bl
e nde r is capabl e ofconvincing
th e obje ct.Th e de viation from th e norm all ine ofth e l igh t ins ide th e obje ct w il
l IO R val ue s .
be l e s s th an th e de viation ofth e l igh t be fore it e nte re d th e obje ct.
H e re is a l
is t ofIO R val ue s for your re fe re nce .Th is im age is rath e r s m al
l
, for a
Th e am ount ofbe nding, or angle ofre fraction, ofth e l
igh t w ave de pe nds on cle are r copy pl e as e ch e ck th e pdfincl ude d w ith th is is s ue .
h ow m uch th e m ate rial
sl ow s dow n th e l igh t.
D iam onds w oul d not be
s o gl itte ry ifth e y did not
sl ow dow n incom ing
ligh t m uch m ore th an,
s ay, w ate r doe s .
D iam onds h ave a h igh e r
inde x ofre fraction th an
w ate r, w h ich is to s ay
th at th e y s low dow n
ligh t to a gre ate r
de gre e .
w w w .bl
e nde rart.org Is s ue 7 Nove m be r 2006
K now H ow - EducationalRe s ource s 36
Th e l
as t ye ar h as s e e n a m ajor incre as e in us e r docum e ntation.W ith th e Cours e W ork / Guide d Tutorial
s
arrivalofne w book s in s e ve rall anguage s , dow nl oadabl e m anual s and cl as s
book s /cours e s , l
e arning Bl e nde r h as be com e e as ie r th an e ve r.Le t’s tak e a ‘Ble nde r Bas ics ’ by Jim is th e s e cond e dition of‘Bl
e nde r Bas ics ’;h is
l
ook at w h at is curre ntl y availabl e for our e ducationale njoym e nt. clas s room tutorialbook .It is a ve ry th orough , re ady to us e guide of118
page s .
Book s
‘Introducing Ch aracte r Anim ation w ith Bl e nde r’ by Tony M ul
le n, w il
ls oon be Ne alH irs ig from Tufts Unive rs ity offe rs com pl e te cours e m ate rial s for Tufts
finis h e d and is now avail
abl e for pre - orde r at Am azon.com .It is 432 page s Unive rs ity 3D D e s ign clas s can be found at h ttp://ocw .tufts .e du/Cours e /28
and is an ide als tarting point for anybody inte re s te d in cre ating e ngaging,
convincing ch aracte r anim ation, giving a th orough and practicalintroduction or th e Bl ack board cours e s ite at: h ttp://bl ack board.tufts .e du Us e rw ord:
to th e functional ity ofBl
e nde r. bl
e nde r Pas s w ord: bl e nde r.Th e re is a l
ink to th e cours e s ite l
is te d unde r "M y
Cours e s "on th e h om e page dis pl aye d afte r l
ogin.Th e Bl ack board s ite is not
It com e s w ith a com panion DVD th at incl ude s th e com ple te Bl e nde r avail able dail y from 1:00AM - 2:00AM Eas te rn Standard Tim e .
ins tall
ation e xe cutabl e for W indow s , M ac, and Linux;th e s h ort fil m "El e ph ants
D re am ";al lth e Ble nde r and s ource fil e s us e d to produce th e e xam pl e s and Th e cours e contains w e e k l
yl e arning units cons is ting ofove r a h undre d
tutorial s in th e book ;e xte ns ive link s for tutorial s and Ble nde r- re l
ate d vide o tutorial s and s om e 25 PD F tutorial s .Al
las s ociate d fil
e s including
re s ource s ;and oth e r val uabl e O pe n Source s oftw are dis cus s e d in th e book , com pl e te d tutorial
s can be dow nl oade d.Th e vide o tutorial s are in s tre am ing
incl uding th e popul ar Ble nde rPe opl e s cript. Re alM e dia form at and re q uire broadband or D SLacce s s .Th e s ite al so
include s 4 cours e proje cts and e xam pl e s ofprior s tude nt w ork .
“La 3D l ibre ave c Ble nde r” (Fre nch m anual )by O l ivie r Saraja is available in
France .It is around 356 page s , fe aturing s om e col or pl ate s by w e l
lk now n Ne alinvite s com m e nts on th e cours e m ate rialand can be re ach e d at
artis ts ofth e com m unity (Ste fan Z s ol
t, Robe rtt, H ark ym an… ). nh irs ig@ tufts .e du
‘Ble nde r 3D - Guia do O s orio’ (Brazil ian / Portugue s e m anual
)by Al l
an Brito. O fficialD ocum e ntation
Th e book is aim e d both at th e be ginning and th e advance d Ble nde r us e r h ttp://m e diaw ik i.bl
e nde r.org/inde x.ph p/M ain_ Page
and it counts 448 page s . Us e r's M anual
Gam e Engine D ocum e ntation
‘Bl e nde r Be ginne r’s Bibl e ’ (Japane s e m anual ), by Sh inich i Tas ak i w as Gl os s ary
re le as e d in Se pte m be r.‘Bl e nde r Be ginne r’s Bible ’ is aim e d at th e be ginning Q uick Start
Bl e nde r us e r, cove ring allth e ne w fe ature s and tool s th at h ave be e n adde d Noob to Pro w ik ibook
to Bl e nde r s ince th e l
as t Japane s e book w as re l e as e d in 2003. Bl e nde r Sum m e r ofD ocum e ntation
Apre nde e n 24 H oras Bl e nde r & Yafray D is e no Grafico 3D con Softw are Introdu ction to Pyth on Scripting b y Ste ph e n Sw ane y (stivs)
Libre (Spanis h Bl e nde r 2.41 M anual ) Introdu ction to th e Gam e Engine by M al
h ttp://w w w .boxe l.info/m orcy/inde x.ph p?e ntry=e ntry060805- 185712
Introdu ction to Ch aracte r Anim ation b y Ryan D al e
Th e printe d book (or PD F ve rs ion)is actual
ly a com pilation ofth e tutorial s Introdu ction to Rigging Robe rt Ch ristian (w ave z)
from th e cours e 'Anim ation for Com m unication' w h ich w as taugh t at th e Introdu ction to Ph ysicalSim u l ation by Fe lipe Be rgam in Boral li
Es cue l
a Supe rior de Inform atica ofCas til l
a- La M anch a Unive rs ity in Spain, in Introdu ction to M ode l ing by M ich ae lW orce ste r (M ick M cM ack )
2005/2006, by Carl os Gonzal e z M orcil
l
o Introdu ction to Ligh ting by Gu il le rm o S. Rom e ro (gsrb 3d)
Introdu ction to th e Principl e s of Anim ation b y W il l
ian Padovani Ge rm ano (Ianw il
l)
Introdu ction to M ate rials and Proce du ralTe xtu ring b y Col in Litste r (Cog)
Introdu ction to th e Ble nde r D atab ase by Frédéric van de r Esse n (e fb ie )
w w w .bl
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Inte re s te d in w riting articl
e s for Bl
e nd e rArtM agazine ?
1. W e acce pt th e fol
low ing:
Tutorial s e xpl
aining ne w Bl e nde r fe ature s , 3d conce pts , te ch niq ue s or articl
e s bas e d on curre nt th e m e of th e m agazine .
Re ports on us e fulBl e nde r e ve nts , th rough out th e w orl
d.
Cartoons re l ate d to ble nde r w orl d.
Inte rvie w s ofw e l
lk now n Bl e nde rh e ads .
Som e guide l
ine s you m us t fol
low .
Im age s are pre fe re d in PNG but good q ual ity JPG can als o do.Im age s s h oul d be s e pe rate from th e te xt docum e nt.
M ak e s ure th at s cre e ns h ots are cl e ar and re adabl e and th e re nde rs s h oul
d be at l
e as t 800px, but not m ore th an 1600px at m axim um .
Se q ue ntialnam ing ofim age s l ik e im age 001.png...e tc.
Te xt s h oul
d be in e ith e r O DT, D O C, TXT or H TM L.
Arch ive th e m us ing 7zip or RAR or l e s s pre fe rabl
y zip.
3. Pl
e as e incl
ude th e fol
low ing in your e m ail
:
Nam e : Th is can be your ful l
nam e , nick nam e or a nam e ofyour ch oice .
Ph otograph : As PNG and m axim um w idth of256Px.(O nl y ifs ubm itting th e articl
e firs t tim e )
About yours e l f: M ax 25 w ords .
W e bs ite : (optional )
Note : Al
lth e approve d s ubm is s ions can be pl
ace d in th e finalis s ue or s ubs e q ue nt is s ue if de e m e d fit. Al
ls ubm is s ions can be
croppe d if ne ce s s ary.
w w w .bl
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Gal
le ria 38
LaBarge - Gam e r
Gal
le ria 39
Guil
h e rm e Lope s - Coca
Gal
le ria 40
Sal
vador Gracia Be rnal- H orm ijas
Gal
le ria 41
Z ol
tan M ik l
os i - Air Surfing
Gal
le ria 43
Z ol
tan M ik l
os i - Janine
Gal
le ria 44
Z ol
tan M ik l
os i - Je nny
Gal
le ria 45
Ge orge M - Coffe e xp
U pcom ing... 46
Is s ue 8 January 2007
Th e m e : Car M ode l
ing M e ga Spe cial
!!
M ode l
ing Cars
M ode l
ing Tyre s
Car Paint and m ore ...
Le arn h ow to contribute to Bl
e nde rart M agazine h e re !!
D is cl
aim e r
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e nde rart.org Is s ue 7 Nove m be r 2006