ne w fe ature s , and s e l
dom us e d/obs cure fe ature s .
found bl
e nde r, frie nds and a ne w w ay of l
ook ing at W e w il
ltak e a l
ook at ne w w ays of doing th ings
th e w orl
d around m e . D uring th is tim e , one of m y
favorite bl
e nde r re l
ate d activitie s h as be e n
Sandra Gil
be rt
fe ature s , tutorial
s and te ch niq ue s . O ve r th e l
as t
s om e th ing ne w .
w as s om e th ing coolto l
ook forw ard to. And
Ke e ping in l
ine w ith our th e m e , Ste fano s h are s h is
s om e th ing I s til
lm is s .
te ch niq ue s on m ode l
ing and anim ating ge ars , w ith
a s h ort tutorialon us ing th e Bl
e nde r M e ch anical
s h ow s us h ow to cal
cul
ate a pl
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W e al
s o h ave a s m al
lgal
l
e ry of m e ch anicalim age s
l
ate s t re -incarnation of a bl
e nde r m agazine . And
th is is it, Bl
e nde rart. W e l
com e to our m is s ion to
provide ne w s , tutorial
s and bl
e nde r re l
ate d
to s ubm it articl
e , tutorial
s and artw ork for future
e ditions .
A pl
ace to find out al
lth e l
ate s t ne w s conce rning
bl
e nde r. W e w il
lbe bringing you tutorial
s cove ring
w w w .bl
e nde rart.org
As k Bl
e ntuu
Wel
l
, s ince I h ave nt re ce ive d any q ue s tions ye t, I
th ough t I w oul
d k ick off our firs t is s ue w ith s om e
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ittl
e k now n/obs cure bl
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obje cts , a m e nu w il
lbe dis pl
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w indow al
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se l
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4. Sh ow al
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ctrl
-d in 3dvie w can s h ow al
ph a te xture as w ire .
ve ry us e fulfor pre vie w w ith out re nde ring.
3. H idde n O b je cts :
I don't k now h ow ol
d th is is (or w h e th e r it's be e n
m e ntione d be fore ) ... but I jus t dis cove re d it. Say
you are in front or s ide vie w and you w ant to
se l
e ct an obje ct, but it is h idde n be h ind oth e r
obje cts . If you pre s s Al
t RM B ove r a group of
Untilne xt tim e
Bl
e ntuu
w w w .bl
e nde rart.org
Ask Blentuu
manager@blenderart@
yahoo.com
grabbed. Note that in this case there are 4 possible rips, so positioning the mouse has to be done a bit careful.
I have a question for your section of the Blender art mag. Ive
used other 3d programs before like Maya, Max and XSI and they
all have a tool that allows you to split a polygon in half. I cant
figure out how to do this in Blender. Ive tried using the knife tool
to split a polygon but when it cuts, polygons on both sides of the
one I tried to cut would have cuts in them too.
Blentuu answers
Hi there Blentuu,
www.blenderart.org
When edges are selected, the rip seam is defined, so the mouse
cursor position only defines which part is being grabbed.
With only 1 vertex selected, you can step by step rip a mesh seam;
this also works on the edges of a mesh grid for example.
Hi,
I read and enjoyed your Blender art magazine, and have a question for your Ask Blentuu section.
I have an application in which I would like to use Blender, however, I have not been able to determine if the following feature
is available. (For my purposes I would be driving Blender from a
python script.)
Is it possible to have Blender calculate the volume of an object in
order to calculate the objects mass?
Many thanks,
Charlie Taylor
charlie@sallyandcharlie.com
Ask Blentuu
Hello Blentuu,
I have a question I would like to see answered in the next issue of
Blender art magazine.
I am new to Blender (using it about six months part time and have
worked through the tutorials in the Blender 2.3 Guide twice now). I
am just getting to the point where the application is familiar to me and
can easily follow most well written tutorials. I come from a scientific
background and I approach things the way I would, if I was executing a
laboratory protocol (read procedure, gather materials and tools, follow
instructions, collect data, analyse data, write a report). Now not having
any formal art education I have been thinking about how to approach
the work flow in Blender to produce a small animation project. Do the
professionals have a general methodology that they follow: model characters, add texture and lighting, rig for animation, create animation,
render animation files?
- Matt
Any work flow you use will be of course tailored to your individual work
style. That being said, a commonly used work flow.
A) Planning Stage.
B) Story line.
C) Concept sketches, perhaps even do up clay models.
D) Story boards ( even if only using stick figures).
E) The next part is done in progressive stages of detail. Set up your
shot/scenes with basic primitives, to get an idea of spacing and size Do
a quick render with basic colouring and lighting to judge timing.
F) Model low poly versions of everything, refining colouring, lighting
timing issues. Add in rough dialogue and sound effects. Add progressive
amounts of detail, materials and texturing and lighting, fine tune the
timing and sound issues
G) Final render
This type of setup works best in a team environment, with everyone
assigned specific tasks, but can be modified to an individual effort.
-- Blentuu
Some tips for a noob regarding typical work flow that professionals use
when approaching a small project would be of interest to me. I like the
first issue and am happily working on the included tutorials. Thanks for
the magazine hope to see something on work flow in one of your upcoming issues.
www.blenderart.org
News Flash
Gimp in news
SubSurf, Decimate, Wave, Build etc have found a new
home there, as well as a few new ones.
There have also been rather exciting changes and
improvements to the UV/Image Editing tool set. A
new Live LSCM gives instant feedback while UV
mapping, while a number of new tools allows cloning
and smudging of images within Blender itself. TIFF
support has also been added for import and export.
www.blenderart.org
Foss.in report
Foss.in report
The Linux Bangalore has always been a big event in
India. Bangalore being the IT capital of India, has tremendous interest in FOSS. This year the LB was aptly
renamed and transformed to FOSS.in as it has grown
greatly over the years and due to the amount of attendance it commands it is no longer correct to call it
a local LUG event any more.
Day 1
I was there as a Blender user presenting the ever
increasing quality and features of Blender at a booth.
The event was launched by Atul Chitnis, one of the
biggest supporters of FOSS in India.
After attending the inspirational talk by Alan Cox,
we went to fetch the machines which we were going
to use for our demos or projects. We got brand new
machines from the warehouse. Then I realised that I
had a problem on my hands, this being the first of any
such event for me, I didnt bring a copy of Blender
with me! Although I had duly burned all necessary
stuff for demonstration a day before. No worries, just
next to me was the strong contingent from Delhi LUG
and they had everything I needed ;).
After a short while I started demos of Blender animations, using the recent Suzanne award winners. Slowly
many people gathered and started to discuss among
themselves as to how Blender stands amongst other
commercial counterparts.
I did not answer any of those queries, but promptly
switched the animated demos to the rendered artwork. Their queries immediately changed to: how was
this stuff done in Blender? How much time it would
take to do so? Exactly the questions I was waiting to
answer :)
Things were going fine for us, though we did not have
net access until Atul came in and suggested that
we move to the Business Expo booth, as there was
plenty of empty space and ready net access there.
By the time lunch ended we had shifted there. At the
end of the day the crowd waned.
Day 3
Day 2
I was prompt to present myself at the event the next
morning, however it seems
morning does not wake
people faster. Since I had
nothing to do, I went and
attended my first FOSS
event of the day Ahem...
LinuxChix. After attending the event I returned
back to my stall and was
told that a few guys were
interested in Blender and
they were waiting for me
for some time. After a
while a small group of four
guys came over, and asked
what Blender could do. I
showed them some stuff,
Enricos Penguin Dance
was a favourite and so was
the Cycles animation.
www.blenderart.org
This was the busiest day for me. I gave about 5-6 Live
Blender sessions, it was as if my stall had a high PR
rating through word of mouth. Sartaj Kang, one of
the KDE developers (and few others who have been
watching the small groupings with amusement) were
of the view that I should have been giving a full
Foss.in report
talk instead, at other times they even wanted a BOF
entirely for themselves. I nodded in agreement but
luckily they were just too busy to attend one ;)
Just next to us was an HP stall. There they were
demoing a Blender version running on a modified
xserver which made use of three monitors and gave
a large desktop real-estate for Blender. There was
Mr. Manjunath from HP, with whom I discussed various
issues under which HP could be helping OSS. But as
they always say a commercial company has commercial interests in mind, well rightly so, but at-least he
agreed in theory that there can be a chance that HP
can make use of Blenders growing capabilities. The
talk went on to comparing the powerful features of
other commercial apps with Blender, which came
back to the development of features needed and
when I told him about the speed of actual development, I could see him getting excited.
Then there was Vaseem a engineering student, who
was interested in learning whether Blender can be
used for his academic project on photo geometry.
We discussed a lot on the issue and finally he agreed
that using python with Blender might help him.
Day 4
Again a slow start in the morning, but this was one
of the most productive days of all. A professor from
one of the Goa Universities wanted to learn the basics
of using Blender himself so that he can introduce
this useful tool to his students. There was only one
problem though, he was looking for CAD features
which Blender does not readily offer. I discussed a
work around with him, like importing the mechanical
drawings through images and building models with
reference. They might not be accurate, but 3d models
will keep students interest. I also suggested to him
other OSS CAD tools. Despite that, I spent a good 1-2
hrs. detailing for him how to use Blender, and I must
say he was really interested in learning. I hope he can
make use of the small learning session.
-- Gaurav Nawani
www.blenderart.org
Introduction
Just like any art form, when it comes down to it, it
isnt the tool being used, it is the artist and his/her
knowledge/skill. Animation is no different. While a
fancy program with lots of cool tools can make an
animators life easier, the animation will still fall flat
if not done properly.
It has long been held in the animation industry,
that there are 12 basic principles of animation. You
can find them written, re-written and paraphrased
all over the net. With the advent of Blenders new
animation features, it is a good idea to review these
principles before we all get animating.
Thats right, here is another incarnation of the golden
animation rules. :)
At a glance, here are the 12 Basic Principles of
Animation:
1. Squash and stretch
2. Anticipation
3. Staging
4. Straight Ahead Action and Pose to Pose
5. Follow through and Overlapping Action
6. Slow In and Slow Out
7. Arcs
42
8. Secondary Action
9. Timing
10. Exaggeration
11. Solid Drawing (same or different as Weight)
12. Appeal
Anticipation
Anticipation the act of starting a movement before
the movement actually starts. Generally staged as
a backward movement just preceding the forward
movement. It can be done broadly or subtly, depending on what effect you are going for, with broad
anticipation usually used for comic effect.
Staging
Staging is the animated equivalent of photography
composition. Use staging to convey your actions
www.blenderart.org
Arcs
Remember your math teacher saying youll use this
someday, here it is. Most all movements are on an
Arc. A soft semi circular motion that gives a more
natural feel to the movements. Test it yourself, raise
your arm and move it around, there is your arc. Look
for arcs in movements all around you.
Secondary Action
Secondary action provides the extra little details that
make a performance more believable. Adding arm
movements to a walk cycle, head bobs, and dialog all
are examples of secondary action.
Timing
Timing can make or break an animation. It is one of
those things that is best learnt through trial, error
and experience. A stopwatch can greatly increase
your grasp of timing. Go into a room, shut the door
and act out your scenes, using a stopwatch to record
when the actions start and stop. Dont forget to
overlap actions from different characters and objects.
43
Grab a friend and play out your scenes that involve
more than one character
Exaggeration
In computer animation it is very easy for your movements to look stiff and staged, minor exaggeration of
features and movements can soften your movements
and make them more fluid. But be careful with how
much you exaggerate, unless you are going for a very
comic look.
Solid Drawing
Solid drawing covers the basic principles of giving
form, weight, and volume solidity to your objects.
This actually applies more to traditional hand drawn
cell animation, but should be kept in mind even for
CG animators. Make sure that your characters and objects have the look and feel of a solid object. Check
from all angles to ensure that you havent forgotten
something.
Appeal
Often we get so caught up in all the mechanics of
animation that we forget all about appeal. The whole
reason for making the animation was to tell a story,
is your character believable, will it connect with the
audience? These are questions you need to keep in
mind when creating your characters. Make sure they
have personalities, even if they are evil ones.
Okay now we have covered the very basic of the
www.blenderart.org
Project Orange
by
Interview
b
by - Sandra Gilbert
44
agreed to sponsor the movie by providing all music and the full sound effect
editing for the project. Next Prof. Mark
Alan Matties, Department of Computer
Science at Bowie State University and
Director of the BSU Xseed xseed.bowiestate.edu, offered the BSU Xseed as
a rendering farm for the entire period
of the Orange Open Movie project.
The offer of a full render farm allowed
for more creative scenes using longer
render times, while still maintaining
the set production schedule.
And yet as all the organisational stuff
is going on, the real story revolves
around a team of brilliant artists, who
voluntarily locked themselves into a
studio in Amsterdam to work 16 hour
days. Bouncing ideas off each other and
helping solve road blocks and problems,
the Orange team has been hard at work
creating a style that will forever be all
their own.
When I decided to write this article
and had gotten permission to use information from the website, I thought it
would be a simple thing to summarise
all the information they have provided
on their website. That didnt prove to
be the case. They have posted such a
wealth of information that it cant simply
www.blenderart.org
45
to accomplish or take away from this
experience?
Lee J. Cooks (LohnC): Ah this is a
question with a thousand answers
hehe. I think mainly working with a
team on a project has been something
very new to all in the team, and being
halfway through the project we have
been really working out our specialities, and how to work together well. I
hope and believe we will have learnt a
lot about forming an idea of many, and
executing it. We may be like brothers
by the end.
Toni Alatalo (Antont): Learn about
all aspects of movie making. And also
get professional in Blender and related
software development. It has proved to
be fun too and a great group of people to get to know to, which is very
rewarding considering many aspects
of life.
Andy Goralczyk (@ndy): I would really love to make a *good* movie that
not only I enjoy watching, but also a
movie thats appealing to many other
people. And I really hope that this
is really not the average boring CG
short, we hope to treat it as art, as a
real movie. Besides, I just want to have
fun in the process and learn... thats
www.blenderart.org
all!
Bastian Salmela (basse): Hmm...,
personal goals.. I would say.. to learn
how to actually make a movie, like the
big boys do, and also what this weird
blender program is about.
Bassam Kurdali (slikdigit): Spending 6
months making a short animated movie
is my biggest personal motivation; its
what I would most want to do with my
time. Beyond that goal, Id say learning plays a big part in my motivation:
becoming a better animator, learning
from my teammates substantial abilities, learning more about film making.
I also wouldnt be displeased if project
orange enabled me to more easily do
similar projects in the future.
46
also some models or character rigs are
always being worked on and replaced
(sometimes due to a new feature). The
flexibility to work with Bassam on keeping everything consistent and keeping
up with the ever changing film along
with an ever changing program has been
by far the biggest.
Toni Alatalo (Antont): Dunno if it the
greatest, but a nice basic lesson is that
in animation programming it is not
needed to control frame-by-frame like
in game logic, but things can be done
nicely by creating IPO curves etc.
www.blenderart.org
47
and milk now) while Toni and I indulge
in the pleasures of Amsterdam.
In all seriousness, were mostly very
focused on the work we do, but the
online comments provide us with a nice
break from time to time. Most people
in the community seem enthusiastic
about the project, and have contributed freely their insights and ideas.
5- As hard as you are working to
meet project deadlines; has this
experience turned out to be more or
less fun" than you originally
expected?
Lee J. Cooks (LohnC): Oh, this is
another hard one. Its probably safe to
say that if I thought one thing before
the project started, when it did start
all my expectations were flipped upside
down. It really has
been a lot more
fun then I could
have hoped for,
but in such an
opposite way then
I could imagine
before I started
the project. The
challenges, hard
work, sharing ideas
and ogling over
others screens
after they finish a
www.blenderart.org
fix it!
Toni Alatalo (Antont): Perhaps being
allowed to concentrate on interesting
things, like animation scripting .. but
also being a part in the whole process.
Andy Goralczyk (@ndy): I think Im
enjoying mainly the fact that Im able to
work with people who share the same
interests, working on a common task,
in the same place! and I also like the
opportunity of really going insane with
style, animation, lighting, everything!
Bastian Salmela (basse): Maybe
the possibility to actually work
full time on just designing,
drawing, modelling, animating..
instead of what Ive used to at
home, having couple of hours to
blend after midnight.. oh, and all
the cheap beer of course.
48
www.blenderart.org
Bl
e ntuu s ay s
NEW S Fl
as h
Th e bigge s te ve ntin th e Bl
e nde r w orl
d is
jus taround th e corne r. Proje ctO range is
ne ar com pl
e tion and th e pre m ie r of
El
e ph ants Dre am h as be e n s ch e dul
ed
for M arch 24, 2006. Cine m a K e te l
h uis , a
wel
lk now n cine m a for docum e ntarie s and
art-h ous e m ovie s in Am s te rdam , h as
be e n ch os e n as th e l
ocation for th e l
ong
aw aite d pre m ie r.
Th e cine m a ope ns at17:30 and th e
s h ow ing w il
ls tartat18:00. In addition to
th e s cre e ning ofEl
e ph ants Dre am , th e re
w il
lal
s o be a pre vie w ofth e M ak ing of
docum e ntary. Ifyou m is s th e firs t
s h ow ing, th e re w il
lbe anoth e r at18:45.
Afte r th e pre m ie r, th e re is a ce l
e bration
pl
anne d atone ofth e h ippe s tnigh tcl
ubs ,
ironical
l
y nam e d Bl
e nde r. W h il
e th e
pre m ie r is fre e ofch arge , th e re is an
e ntrance fe e to th e afte r party.
Saturday 25 and Sunday 26 M arch , th e
Proje ctO range te am w il
lbe on h and al
l
bl
e nde r. In addition to YafRay, PO V-Ray,
M e gaPO V, th e re are now e xports cripts
avail
abl
e for th e fol
l
ow ing ne w e ngine s :
K e rk yth e a
Site :
h ttp://w w w .s oftl
ab.e ce .ntua.gr/~ jpanta/Gra
ph ics /K e rk yth e a/
Sunfl
ow
Site : h ttp://s unfl
ow .s ource forge .ne t/
Indigo
Site :
h ttp://h om e page s .paradis e .ne t.nz /nick am y
/indigo.h tm l
3De l
igh t
Site : h ttp://w w w .3de l
igh t.com /
M e tropol
igh t
Site : h ttp://w w w .3dvirtual
igh t.com /m l
t/
W O RK SH O P2D -
28
D PI de m y s tifie d
DPIde m ys tifie d
You did it! You h ave trul
y cre ate d a
m as te rpie ce . Butw h e n you printe d itout, it
l
ook e d al
lpixil
ate d and bl
ock y. Dang, you
m us th ave a bad s e tting s om e w h e re . You go
back , doubl
e ch e ck al
lyour s e ttings , h itre nde r
again and w ait. Its til
ll
ook s th e s am e w h e n
you printit. You s tartgl
aring s il
e ntth re ats at
your printe r. W e l
l
, be fore you de cide to m ak e
good on th os e th re ats , you m igh tw antto try
one m ore th ing (your printe r w il
lth ank you for
it).
You m ay h ave ove rl
ook e d th e w h ol
e DPI
is s ue . W h il
e its true th atBl
e nde r h as s om e
nice pre s e tre nde r s iz e s , ifyou dont
unde rs tand h ow th atre l
ate s to printing, you
w il
lbe fore ve r gl
aring atyour printe r.
Firs tl
e ts l
ook atw h atDPIactual
l
y is .
DPI is a printing te rm th atde s cribe s th e
num be r ofdots /pixe l
s th atare de fine d in th e
boundary ofa s q uare inch th atare us e d to
cre ate an im age . Th e m ore corre ctte rm is
pixe l
s pe r inch , h ow e ve r dots pe r inch is ofte n
us e d ins te ad (Th e im age can be a fontor
graph ic). In ge ne ral
, th e m ore dots , th e be tte r
and s h arpe r th e im age . DPI is printe r
re s ol
ution. DPI is notim age re s ol
ution
al
th ough fre q ue ntl
y us e d th atw ay.
O k , now th atw e k now w h atDPI is , l
e ts l
ook at
h ow itappl
ie s to Bl
e nde r. Bl
e nde r re nde rs
im age s outat72dpi, w h ich l
ook s ok ay on your
s cre e n, butnot
printe d out. In orde r
for itto l
ook good for
print, you h ave to
re nde r your im age
bigge r and th e n
re s iz e its m al
l
e r in
your favorite graph ic
program . Es s e ntial
l
y
w h atyou w il
lbe doing
is s w apping ph ys ical
dim e ns ions for
re s ol
ution. Tak e a
l
ook atth e fol
l
ow ing
ch art(fig. 1 be l
ow ). It
s h ow s s om e com m on
re nde r s iz e s in pixe l
s
and th e
corre s ponding ph ys icals iz e s at72dpi (w h ich
Bl
e nde r us e s ) and a good printre s ol
ution of
300dpi. You can s e e th atth e ph ys icals iz e s
be com e s m al
l
e r as you incre as e th e
re s ol
ution.
Th is m ay s e e m ove rl
y com pl
icate d, butre al
l
y
itis not. Th e re is a ve ry s im pl
e form ul
a you
can us e to ge tth e
prope r s e ttings .
Bas ical
l
y you m ul
tipl
y
th e de s ire d re s ol
ution
by th e de s ire d ph ys ical
s iz e to ge tth e pixe l
s e ttings /s iz e you ne e d
for Bl
e nde r (fig. 2).
W O RK SH O P2D -
29
D PI de m y s tifie d
Lizzy K now s
Izzy's Tal
k on Mode l
ing
Be fore you
can de cide
w h ich
m e th od of
m ode l
ing
w ork s for
you, it
h el
ps to
k now
e xactl
y
w h at
options are
avail
abl
e and h ow th e y w ork . Bl
e nde r offe rs a
gre at se t of core tool
s to m ak e w h ate ve r
m e th od you use as productive as possibl
e.
H e re is a l
ist of m e th ods and tool
s for you to
conside r as you start your ne xt proje ct:
Box Mode l
ing
Ge ne ral
l
y th e e asie st m e th od w h e n you first
start l
e arning. You'd be am az e d by h ow m any
th ings ge t th e ir start as a cube . Start by
adding a pre -m ade prim itive (usual
l
y a cube ,
but can be any of th e oth e r prim itive s i.e .
Sph e re , Cone , Tube e tc). Th e n e xtrude , de l
e te
e dge s and ve rtice s as ne e de d to ach ie ve your
de sire d sh ape .
Th e use of Box Mode l
ing is pre fe rabl
e if you
are abl
e to conce ive th e de sire d sh ape in
l
e sse r am ounts of de tailin th e be ginning.
Bl
e nde rartM agazine - Jul
y 20 0 6
Basical
l
y, you start by cre ating a basic box,
th e n de fining de tail
s as you carry on.
Curve s
Al
l
ow s you to cre ate sm ooth sh ape s and
com pl
e x ge om e try. Gre at for l
ogos.
Nurbs
O ne of th e m ore difficul
t m e th ods of
m ode l
ing. You cre ate patch e s th at are th e n
stitch e d toge th e r to cre ate sm ooth se am l
e ss
m ode l
s. Gre at for organic m ode l
ing.
Me tabal
l
s
Much l
ik e w ork ing w ith cl
ay. You add
additionalm e tabal
l
s w ith varying infl
ue nce
(can be positive or ne gative infl
ue nce ) to
buil
d up your m ode l
.
Tool
s th at can be use d in conjunction
- b y M ariano H id al
go
Le ve l:Inte rm e diate
'Bl
e nde r Library' is a pyth on s cript for Bl
e nde r
inte nde d to provide an e as y w ay to s tore ,
m anage and re trie ve fre q ue ntl
y us e d ite m s ;
s uch as m ate rial
s , te xture s , obje cts , e tc. It al
so
trie s to de fine a s tandardiz e d w ay of s h aring
s tuff be tw e e n th e re s t of th e Bl
e nde r
com m unity, w ith buil
t- in im port and e xport
functional
ity (Th is fe ature ne e ds a ful
lPyth on
ins tal
l
ation for th e com pre s s e d s upport, pl
e as e
re ad be l
ow for w ork around).
Since th e s cript is m e re l
y an inte rface buil
t on
top of th e curre nt Bl
e nde r appe nding s ys te m
[Sh ift+ F1] it w il
lbe m os t l
ik e l
y com patibl
e w ith
al
lfuture e nh ance m e nts in upcom ing Bl
e nde r
re l
e as e s . As an e xam pl
e th e m ate riall
ibrary w as
code d be fore th e de ve l
oping of th e ne w
M ate rialNode s and w ith out ch ange s in th e
s cript it can now s tore m ate rial
s w ith node s .
h ttp://us e l
e s s dre am e r.bye th os t32.com /s cripts /bl
e nde r
_l
ibrary.py
Bl
e nde rartM agazine - Jul
y 20 0 6
O nce dow nl
oade d, jus t pl
ace th e s cript in your
Bl
e nde r's s cripts fol
de r and s tart or re s tart
Bl
e nde r (you can al
s o us e (Scripts >> Update
Me nus ) to re fre s h your s cripts ). Th e s cript w il
l
now be l
is te d in th e (Scripts >> Obje ct>> Bl
e nde r
Library) s cripts m e nu.
O n th e firs t run it w il
las k
you to ch oos e a l
ocation
for th e l
ibrary fol
de r.
Pl
e as e try to ch oos e a
dire ctory not too de e p in
your fil
e s ys te m , th is w il
l
avoid pos s ibl
e probl
em s
w ith Pyth on's path
h andl
ing, e ve n th ough
us e rs re port th at th is is no
l
onge r an is s ue in l
ate s t
ve rs ions of th e s cript.
Firs ts te ps
Th e s cript s tarts in
brow s ing m ode . At th e
top, th e re are th re e dropdow n m e nus . Th e
uppe rm os t one is th e
curre ntl
y brow s e d l
ibrary,
th e oth e r tw o are
cate gorie s and s ubcate gorie s . Sub cate gorie s
are optional
, but th e y
be com e us e fulonce you
s tart fil
l
ing th e l
ibrary w ith
Fig2. Th e M ate riall
ib rary in b row sing m od e .
l
ots of s tuff. Th e l
ittl
e arrow s on th e s ide of th e
m e nus al
l
ow to q uick l
y brow s e th e conte nt.
Bl
e nde rartM agazine - Jul
y 20 0 6
Adding Ite m s
Exporting Ite m s
As an al
te rnative you can run a s e arch on
googl
e or you favorite s e arch e ngine and l
ook
for th e s e tw o fil
e s : s h util
.py and tarfil
e .py;
dow nl
oad and pl
ace in your Bl
e nde r's fol
de r.
Now you can e xport and im port com pre s s e d
ite m s .
W h e n you e xport com pre s s e d ite m s th e s cript
give s you a JPG im age al
ong w ith th e TAR
pack age . Th e im age is not ne e de d to im port th e
ite m back , rath e r it provide d s naps h ot w h ich
you can s h ow as pre vie w in th e forum s or
w e bs ite s w h e n you m ay be pos ting your s tuff.
If you are e xporting uncom pre s s e d ite m s , th e n
th e th re e re s ul
ting fil
e s are ne e de d and you
s h oul
d dis tribute th e m al
l
. It w oul
d be a good
ide a to pack th e m m anual
l
y as a TAR fil
e by
h and.
Th e Librarie s
Le ts tak e a l
ook at s om e of th e l
ibrarie s .
Th e Mate rialand Te xture Libs Th e m ate rial
l
ibrary is th e s tar of th e s h ow . It can s tore
re gul
ar m ate rial
s , m ate rial
s w ith node s and
e ve n m ate rial
s w ith IPO s attach e d. If th e
m ate rialus e s Im age ' te xture s , th e im age fil
es
w il
lbe autom atical
l
y pack e d. Th e te xture l
ibrary
is coolfor s torage of proce durals e ttings and
e nvironm e nt m aps . As a pl
us , te xture s of type
Bl
e nd can be us e d to s tore col
or bands .
Th e (Gam e ) Logic Lib Th is is inte nde d for gam e
de ve l
ope rs and is a q uick w ay to s tore l
ogic
brick s . Th is w ay you can s tore your k e yboard
m appings or th e brick s ne e de d to m ak e a pan
and rotate vie w tooland q uick l
y re us e th e m
l
ate r. To s tore gam e m ode l
s is be tte r to us e th e
O bje ct l
ibrary ins te ad, th e TEXFACE button w il
l
al
l
ow you to ge t a righ t pre vie w for UV te xture d
m ode l
s.
Th e Sce ne Lib Al
lth e tim e pe opl
e dow nl
oad
from th e ne t bl
e nds w ith e xam pl
e s and
conce pts , us ual
l
y w ith a s ingl
e s ce ne . W ith th is
l
ib you can e as il
y catal
og th at fil
e s and al
s o its
a good pl
ace to s tore s e ve ralas s orte d ite m s
you m ay w ant to l
oad at once .
Bl
e nde rartM agazine - Jul
y 20 0 6
Th e Particl
e Lib.
Can s tore s tatic (h air, fur, gras s ) or anim ate d
particl
e s ys te m s , th e l
ate r w ith attach e d force
fie l
ds and de fl
e ctors .
For th e l
ate r to w ork , you ne e d to nam e e ach
force fie l
d and de fl
e ctor be ginning w ith th e
nam e of th e particl
e obje ct, pl
us a dot, pl
us
th e ir nam e
(for e xam pl
e : PARTICLEO BJECT.FO RCEFIELD ,
PARTICLEO BJECT.D EFLECTO R.001)
Th e Arm ature , Action,
Pos e and IPO Libs .
Favorite s for anim ators ,
th e y s tore anim ation
re l
ate d databl
ock s and
e ve n s ingl
e pos e s .
Th e pos e l
ibrary curre ntl
y
doe s n't s tore th os e pos e s
w h ich us e attach e d Targe t
IK s , but th is m ay ch ange
in future ve rs ions . Th e
autom atic IK w ork s jus t
fine .
Fig5. A com pl
e te anim ate d particl
e sy ste m justone
cl
ick aw ay
Th e W orl
d Lib
It is pos s ibl
e to s tore anim ate d w orl
ds , a ve ry
coolfe ature for pe opl
e us ing Bl
e nde r for
adve rtis ing or m ul
tim e dia de s ign. In th e l
ate s t
ve rs ion of th e s cript, you can al
s o ch oos e to
jus t l
oad Particl
e or M is t s e ttings , to m e rge w ith
your curre nt w orl
d.
Extra Functional
ity
H ope th e Bl
e nde r H e ads around th e w orl
d find
th is toolus e fuland w e 'l
ls oon s tart cre ating a
h uge com m unity of pe opl
e s h aring al
lk ind of
gre at Bl
e nde r conte nt.
- Se e ya around
M ariano H id al
go
M ariano H idal
go A.K.A.
use l
e ssdre am e r
Bl
e nde rartM agazine - Jul
y 20 0 6
38
- By Ed ouard d e M ah ie u
Le ve l
: Inte rm e diate
Us ing Bl
ue prints in Bl
e nde r
M ode l
ing com pl
e x s h ape s and m ode l
s in
Bl
e nde r, or in any oth e r 3D appl
ication, m ay
se e m l
ik e a daunting tas k if you do not k now
w h e re and h ow to s tart. H ow are you s uppos e d
to m ode la car w ith its com pl
e x h ood or fe nde r
curve s ?Th is is w h e re Bl
ue prints com e in. Th e y
w il
lact as a m ode l
ing guide to h e l
p m ak e th e
s h ape s you w oul
d norm al
l
y h ave troubl
e
m ak ing w ith out bl
ue prints . Th is articl
e w il
ls tart
by e xpl
aining h ow to prope rl
y s e t up bl
ue print
guide l
ine s in Bl
e nde r and th e n e xpl
ain h ow to
us e th e m for m ode l
ing.
Se tup
Th e firs t s te p is obvious l
y obtaining bl
ue prints
to w ork w ith . If you do not h ave th e m al
re ady,
th e n Googl
e is your frie nd. You s h oul
d al
so
ch e ck out h ttp://w w w .th e - bl
ue prints .com . W e
w il
lbe us ing th e bl
ue prints of a Ford Es cort
us e d in ral
l
y racing.
Fig1. Ad d ing b l
ue printas b ack ground in Bl
e nd e r
Fig2. Bl
ue printfrom d iffe re ntsid e s
Bl
e nde rartM agazine - Jul
y 20 0 6
O nce th is is done , w e ne e d to s e t th e m up in
Bl
e nde r. Th e advantage of th is s e tup is th at you
can h ave s e ve ralbl
ue prints on th e s am e s cre e n
and be abl
e to vie w th e m at diffe re nt angl
es
w h il
e giving you a be tte r ide a of de pth and
m ak ing it e as ie r to m ode lth e pie ce s . To do
th is , s tart Bl
e nde r and go to th e top vie w port
and add th e firs t im age to th e back ground by:
(Vie w >> Back ground Im age >> Us e Back ground
Im age ) and s e l
e ct your im age . Your firs t im age ,
in th is cas e , th e top im age , appe ars in th e top
vie w port. Th e n add a pl
ane : (Add>> Me s h >>
Pl
ane ). And s cal
e to fit your back ground e xactl
y
us ing th e [S k e y]+ [X k e y, Y k e y or Z k e y].
Now go to th e m ate rialtab, add a ne w m ate rial
and give it an appropriate nam e . Add a ne w
Te xture and l
oad th e s am e im age as be fore . In
th e m ap input m e nu s e l
e ct UV. Spl
it th e
vie w port and ope n up th e UV/Im age Editor.
Load up th e s am e im age . Se l
e ct your obje ct and
go into th e UV Face Se l
e ct M ode .
Pre s s th e [U k e y]and s e l
e ct Cube from th e
m e nu. Th e pl
ane UV coordinate s w il
lnow
appe ar in th e UV/Im age Editor. Pos ition th e
ve rtice s as be fore to m ap th e im age corre ctl
y
on th e pl
ane . M ak e s ure th e y fit corre ctl
y. Now
go into th e (Draw Type >> Te xture d), us ing th e
[ALT-Z ] s h ortcut. Th e te xture w il
lappe ar
m appe d on th e pl
ane .
Re pe at w ith e ach of your im age s and pos ition
th e pl
ane s corre ctl
y as to h ave a re s ul
t s im il
ar
to th e fol
l
ow ing s cre e ns h ot: Fig3.
Bl
e nde rartM agazine - Jul
y 20 0 6
39
Fig3. Bl
ue prints proje cte d on pl
ain m e sh
Fig4.Ad d ing a pl
ane
Mode l
ing th e Pie ce s
Fig5.Extrud ing th e m e sh
40
As pointe d out by th e bl
ue arrow of th e l
as t top
s cre e ns h ot, th e h ood h as a curve al
ong its righ t
e dge . Subdivide th e pl
ane us ing Loop cuts :
[CTRL+ R] and us e your m ous e w h e e lto add
s e ve ralcuts at e q ualdis tance s . Al
ign th e ne w
ve rtice s to th e bl
ue prints . Th e m ode lof th e
h ood is now e s s e ntial
l
y finis h e d.
Concl
us ion
Bl
e nde rartM agazine - Jul
y 20 0 6
M os t bl
ue prints w il
lgive th e ge ne raloutl
ine of
your m ode lbut not e ve ry s ingl
e tiny de tail
.
H appy Bl
e nding
Edouard de M ah ie u A.K.A.
Ede e h e m or Sl
e pnyrl
Il
ive in Be l
gium and I am in m y l
astye ar
of h igh sch ool
. I h ave m any h ob b ie s such
as m ode l
ing or te nnis b utcom pute rs are
m y m ain occupation.
I h ave b e e n using Bl
e nde r for ab outtw o
and a h al
f ye ars now . I al
so spe nd a l
otof
tim e on th e Bl
e nde rArtistforum s trying
to m ak e m yse l
f use fuland participating
in th e conte sts h e l
d th e re .
-by Ye llow
Izzy Tal
ks
Bl
e nde r M ate rial
s
W ith th e
m ul
titude of
tool
s avail
abl
e
in Bl
e nde r, jus t
about any
m ate rialcan
be
convincingl
y
cre ate d.But
th e re is a
s aying in CG,
its not th e
tool
, its th e
artis t th at
cre ate s art.
Th e s am e can be s aid about m ate rial
s .Al
lth e
l
ate s t, ne w tool
s are nt going to cre ate re al
is tic or
am azing m ate rial
s for you.You s til
lh ave to k now
h ow to us e th e m and m ore im portantl
y, you h ave
to k now h ow m ate rial
s are cre ate d and w h at
m ak e s th e m convincing.
So, ins te ad offocus ing on tool
s , w e are going to
tak e a l
ook at w h at m ate rial
s are and w h at m ak e s
a good m ate rial
.W ith th at inform ation, you can
th e n us e al
lth e am azing tool
s m ore e ffe ctive l
y.
Le ts s tart w ith a fe w de finitions .
M ate rial
: is th e bas e s ubs tance ofa s urface
(i.e .w ood, m e tal
, gl
as s )
Te xture : is th e adje ctive ofth e m ate rial(i.e .
rus ty iron, brus h e d s te e l
, s oil
e d cl
oth , fros te d gl
as s )
Anytim e you cre ate a ne w m ate rial
, you s h oul
d
gath e r re fe re nce m ate rial
s .It can be an obje ct w ith
th e m ate rialyou are trying to cre ate or a good
ph otograph ofit.Th e s e re fe re nce m ate rial
s w il
l
h el
p you vis ual
ize w h at you are trying to cre ate .
W h e n gath e ring re fe re nce , ve ry rare l
y w il
lyou find
pris tine m ate rial
s w ith out s igns ofw e ar and te ar in
w w w .bl
e nde rart.org
04
re all
ife .Th e re w il
lbe dus t, rus t, s cratch e s , de nts
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
s igns ofw e ar and de cide ifth e y are s igns of
m ate rial
or te xture .
Te xture attribute s /q ual
itie s can be brok e n dow n by
ans w e ring th e fol
l
ow ing q ue s tions :
W h at are you?
O fte n th e s im pl
e act ofide ntifying an obje ct can
h el
p you unde rs tand w h at k ind ofm ate rial
s you w il
l
be cre ating.
Exam pl
e : a fire h ydrant te l
l
s you its s h ape ;th at it is
m ade ofth ick s te e ll
e ft out in th e w e ath e r, and
m os t ofte n painte d.
W h at is your e s s e nce ?Try to ide ntify th e m os t
im portant fe ature ofth e m ate rial
Exam pl
e : a radiators m os t im portant fe ature m igh t
be its rus ty q ual
ity.As you ide ntify th e m os t
im portant fe ature , k e e p l
ook ing de e pe r and
noticing e ach uniq ue fe ature ofth e m ate rial
, it w il
l
give you a l
is t offe ature s to add to th e m ate rial
;
adding m ore re al
is m and de pth w ith e ve ry one you
add.
W h at are you m ade of?Be fore dis s e cting th e
m any l
aye rs ofte xture s th at m ak e up a m ate rial
,
you ne e d to ide ntify th e bas e m ate rial
.By
ide ntifying th e bas e m ate rial
, you w il
lm ore e as il
y
s e e th e de tail
s (te xture s )th at m ak e it th at
particul
ar m ate rial
.
Exam pl
e : an ol
d m e tals ign;k now ing th at it is
m e tal
,l
e ads you to re al
ize th at s om e m e tal
s are
prone to rus ting, s o l
ook for s igns ofrus t and
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
s h iny and s om e w h at re fl
e ctive .)
W h at do you s ound l
ik e ?As odd as it m igh t
s ound, s om e tim e s your e ye s w il
lfoolyou.Tap on
th e obje ct, w h at doe s it s ound l
ik e ?M e tal
, gl
as s
pl
as tic...
W h at do you s m e l
ll
ik e ?
O fte n you can ide ntify im portant cl
ue s by noticing
h ow th e obje ct s m e l
l
s .Le ath e r s m e l
l
s diffe re nt
th an pl
as tic, diffe re nt m e tal
s h ave diffe re nt s m e l
l
s.
H ow can Is e e you?
Ide ntify th e l
igh t s ource , l
igh ting ofth e m ate rialw il
l
pl
ay an im portant part in h ow it is re cre ate d.W arm
l
igh t s ource s w oul
d produce w arm h igh l
igh ts or
h ots pots , cooll
igh ts th e oppos ite .W h e n gath e ring
your re fe re nce m ate rial
s , m ak e s ure to note in a
journalor m e ntal
l
y w h at th e l
igh t s ource w as , tim e
ofday (ifouts ide )s o you can re cre ate th e m ate rial
accurate l
y.
W h e re are you?
Is th e obje ct ins ide or outs ide ?Ifouts ide , it w il
lbe
e xpos e d to w e ath e r, h e at, m ois ture .Th is w il
laffe ct
its appe arance .Ne w obje cts q uick l
yl
os e th e ir
ne w appe arance by acq uiring de nts , dings ,
s cratch e s , dus t e tc.K now ing w h e re it is l
ocate d
w il
lh e l
p ide ntify th e s e q ual
itie s .
W h at do you l
ook l
ik e ?
Now com e s th e part w h e re you s tart de s cribing
th e te xture q ual
itie s .Th e be tte r you can de s cribe
w h at you s e e , th e e as ie r it w il
lbe to re cre ate .
Som e th ings to l
ook for:
Col
or te xture
Re fl
e ctions and s h adow s
Is th e obje ct trans pare nt?
Is th e obje ct l
um inous ?
W ith h e at?
W ith out h e at?
From an outs ide s ource ?
From th e obje ct its e l
f?
Is s ue 7 Nove m be r 2006
Bl
e nding -
w w w .bl
e nde rart.org
31
Inputs Val
ue s
Inputs are variabl
e s e ttings on al
lEffe ct and
O utput node s .Input node s do not contain inputs
th e m s e l
ve s , th e y us e th e inputs from th e actual
Sce ne .An input can e ith e r be an RGBA val
ue
(Im age inputs )or a range val
ue (Factor, Size , Val
ue
inputs ).Th e k e y diffe re nce be tw e e n RGBA val
ue s
and range val
ue s are th at e ach pixe lre pre s e nts a
col
or/al
ph a val
ue or a val
ue re pre s e nting an input
am ount (0- 255). RGBA val
ue s are typical
l
y th e
pixe l
s th at m ak e up th e finalim age w h e re as range
val
ue s are typical
l
y val
ue s th at controlth e
trans form ing ofth e pixe l
s and are us ual
l
y Z , Ve ctor,
Norm al
, Al
ph a or oth e r range val
ue s .
Inputs can onl
y acce pt one input ch anne land
re pre s e nt th e e ntire picture on a pe r pixe lbas is .
Inputs are e ith e r from th e s ce ne or tak e n from th e
output ofanoth e r node or a s e t val
ue (s uch as
Im age inputs , w h ich can s im pl
y us e an RGBA
val
ue ).
An RGBA val
ue input is al
w ays ye l
l
ow and a range
val
ue input is al
w ays gray.Bl
ue inputs are s pe cial
inputs w h ich onl
y w ork w ith th e as s ociate d s ce ne
data (Norm aland Ve ctor ch anne l
s ).An RGBA val
ue
input m ay h ave to be conve rte d to be us e d as a
range val
ue input.An input th at re pre s e nts e ach
pixe lin an im age is ofte n re fe rre d to as an pixe lor
im age m ap.
O utput Val
ue s
l
ik e Input Val
ue s , O utput Val
ue s are e ith e r RGBA or
range val
ue s .An RGBA val
ue output is al
w ays
ye l
l
ow and a range val
ue output is al
w ays gre y
and s pe cialch anne lval
ue s (Norm aland Ve ctor
ch anne l
s )are al
w ays bl
ue .To vie w range val
ue s ,
you m ay h ave to conve rt it to an RGBA val
ue or
us e s pe cialfil
te rs w h e n vie w ing.An output th at
re pre s e nts e ach pixe lin an im age is ofte n re fe rre d
to as a pixe l
m ap or im age m ap.
W ith th at q uick prim e r on inputs and outputs and
w h at can and cannot be us e d, l
e t us tak e a l
ook at
h ow th e s e inputs and outputs can be us e d
toge th e r w ith node s .Pl
e as e note th at in th e
fol
l
ow ing e xpl
anations , an actualw ork ing m ode l
w on't be de s cribe d but rath e r h ow e ach s e tting
can be us e d w ith in e ach node and h ow , w h e n
com bine d w ith oth e r inputs , th e y w il
lch ange .
Input Node s
Re nde r Laye r Node s are inputs from th e Sce ne .
Curre ntl
y th e onl
y avail
abl
e output s e ttings for th is
node incl
ude Im age (RGB), Al
ph a, Z (de pth ),
Norm al(m apping), and Spe e d (ve ctor).Th e Re nde r
Laye r Node contains an Im age Pre vie w and a
se l
e ctor for s e l
e cting Sce ne s and Re nde r Laye rs
from th e s e l
e cte d Sce ne .Note th at th e Norm al
and Spe e d val
ue outputs are col
ore d bl
ue , th is is
be caus e th e y are s pe cialval
ue outputs .Th e y can
be tre ate d th e s am e as any range val
ue , but onl
y
w ork for re l
ate d node s .
Th e Im age output dis pl
ays th e RGB col
or val
ue s
for e ach pixe l
.Th e Al
ph a output is a bl
ack and
w h ite range val
ue w h ich re pre s e nts th e opacity
for e ach pixe lw ith a range from 0
(bl
ack /trans pare nt)to 255 (w h ite /s ol
id).Th e Z
output is a range val
ue th at give s de pth
inform ation (th e dis tance from th e cam e ra to th e
virtualobje ct)on a pe r- pixe lbas is .
O utputs val
ue s are variabl
e s e ttings on al
lEffe ct
and Input node s .O utput node s do not contain
outputs th e m s e l
ve s , th e y dis pl
ay th e inputs .Jus t
Is s ue 7 Nove m be r 2006
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32
us e fulfor control
l
ing th e ch ange s th at occur during
an anim ation, and is ofte n us e d as an input for
anoth e r node .
Te xture Node is s im il
ar to th e Im age Node e xce pt
th at it us e s inte rnalte xture s from th e Bl
e nde r
s ce ne as th e inputs .Th is give s you a l
ot ofcontrol
be caus e you can us e Norm alm apping to control
th e O ffs e t and Scal
ing dynam ical
l
y and can us e
th e RGBA val
ue s as e ith e r a range Val
ue output or
an RGBA Col
or output.Th is node al
s o incl
ude s an
Im age pre vie w w h ich dis pl
ays th e te xture s e l
e cte d
from th e s ce ne .Th is is good for adding proce dural
te xture ove rl
ays and gradie nt e ffe cts .
O fal
lofth e Input Node s , onl
y th e Te xture Input
actual
l
y h as input s e ttings .Th e s e are l
im ite d to th e
Bl
e nde r s ce ne h ow e ve r, th e y are s til
ldynam ic.
O ve r al
l
, th e Input Node s are e s s e ntialto us ing th e
Com pos itor as th e y s e rve as th e bas e to w h ich
ch ange s are m ade .Th e y al
s o al
l
ow for control
ove r e ffe cts appl
ie d to oth e r inputs .Th e th re e
m os t com m onl
y us e d Input Node s are th e Re nde r
Laye r, Im age , and Tim e node s .
NOTE: At th e tim e ofth is w riting, CVS ve rs ions
ofBl
e nde r incl
ude 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 y h ave not ye t m ade it into th e official
Bl
e nde r re l
e as e . You s h oul
d note , h ow e ve r, th at
advance d node s do e xis t and w il
lprobabl
y be
m ak ing th e ir w ay into future Bl
e nde r ve rs ions .
O utput Node s
Com pos itor Node s ounds k ind ofre dundant but, it
is actual
l
y th e onl
y w ay to output th e finalch ange s
to th e Re nde r Buffe r.Curre ntl
y, th e re can onl
y be
one Com pos itor pe r s ce ne and it onl
y acce pts
Im age , Al
ph a, and Z inputs .Th e node us e s an
Im age pre vie w for dis pl
aying th e re s ul
ts in th e
Node W indow . Th e Re nde r Buffe r (F11)w il
lal
so
dis pl
ay th e Com pos itor node output.Ifno
Com pos itor node is found th e re nde re r w il
l
produce an e rror.
Vie w e r Node is ide nticalto th e Com pos itor node
e xce pt th at ins te ad ofdis pl
aying re s ul
ts to th e
Re nde r Buffe r, it util
ize s th e UVIm age Editor unde r
th e Vie w e r Im age .Th is is a dynam ic im age th at
dis pl
ays th e pre vie w ofth e curre ntl
y se l
e cte d
Vie w e r node .Th is m e ans th at you can h ave
m ul
tipl
e Vie w e r node s w h ich w il
ldis pl
ay th e
various outputs ofoth e r node s ...us e fulfor
de bugging and te s ting diffe re nt attribute s ofth e
com pos ition.
Col
or Node s
RGB Curve s Node is a ve ry pow e rfulnode
be caus e it can controlth e col
or ofth e im age by
varying th e infl
ue nce ofe ach col
or s e parate l
y, and
al
lofth e col
ors toge th e r.Th is node h as a Factor
Input (range val
ue )and an Im age Input (RGBA
val
ue ).Th e Im age O utput is a com bination ofal
lof
th e RGB Curve s w h ich incl
ude Com bine d, Re d,
Gre e n, and Bl
ue .Th e re are + and - s ym bol
s
w h ich zoom in and out accordingl
y s o th at you
can fine tune th e curve and al
ign it m ore e as il
y to
th e grid.
Th e w re nch icon al
l
ow s for controlove r th e grid
vie w and th e curve h andl
ing (Auto and Ve ctor),
and it al
s o al
l
ow s you to re s e t th e curve to th e
l
ine ar de faul
t.An orange grid icon al
l
ow s for
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
are s e l
e cte d us ing th e Le ft M ous e Button (LM B).
Ne w points are adding by us ing Ctrl
+ LM B.Th is
node is m os t com m onl
y us e d for contras t control
and for fine tuning th e col
or range s .It is e as y to
m ak e ve ry boring im age s inte re s ting us ing th is
node .
Is s ue 7 Nove m be r 2006
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titl
e w ork as w e l
las com pos iting s ce ne s .
Z Com bine Node is a ve ry inte re s ting node in th at
it can e as il
y ge t tangl
e d.It h as a s ingl
e Im age
output but acce pts tw o Im age inputs and tw o Z
range val
ue inputs .It com bine s th e pixe l
s bas e d on
th e Z range val
ue s and pas s e s th at com bine d
im age to th e output.Th e probl
e m w ith th is is th at
th e Z val
ue th at corre s ponds to th e Im age (at l
e as t
in th e s ce nario w h e re th is node is us e ful
)is th e
be l
ow th e oppos ite Im age input.
Th us , th e noodl
e s th at conne ct th e node s can
e as il
y ge t cros s e d and fol
l
ow ing th e m ge ts m e s s y
ifm ul
tipl
e node s are us e d.Th is node is m os t
com m onl
y us e d w ith s ce ne com pos iting.In th is
m e th od, th e s ce ne is re nde re d in s e ctions and
l
aye rs .Th e l
aye rs are re as s e m bl
e d afte r pos tproduction is com pl
e te d.Us ual
l
y th e s ce ne 's Z
ch anne lis us e d to do th is .
Ve ctor Node s
Norm alNode h as to be one ofth e cool
e s t node s
avail
abl
e .Ionl
y re ce ntl
y figure d out h ow am azing it
re al
l
y is .Bas ical
l
y, you can th ink ofit as a pos tproduction l
igh t.It us e s th e Norm alch anne las its
input and th e n you can m ove a l
ittl
e s ph e re around
to re l
ocate th e l
igh t s ource .Th e avail
abl
e outputs
incl
ude th e re m appe d Norm alch anne land a D ot
range val
ue output w h ich re pre s e nts th e l
igh t and
norm alinte ns ity in a grays cal
e pixe lm ap.Th e
pos s ibil
itie s for th is incl
ude s pe cul
ar m apping, nigh t
l
igh ting, s ubs urface s catte ring, and m uch m ore .
Ve ctor Curve s Node is s im il
ar to th e RGB Curve s
node in th at you can controlth e Ve ctor ch anne l
val
ue s for th e X, Y, and Z axis .Th e onl
y input and
output are Ve ctor ch anne ldata w h ich m us t be
l
oade d e ith e r from a Norm alnode or th e s ce ne
its e l
f.It contains th e s tandard curve w idge t and
controlfe ature s .Th is node is m os t us e fulfor
re m apping th e Ve ctor ch anne lfor fine tuning
m otion bl
ur, e tc.
M ap Val
ue Node is anoth e r us e fultoolfor
ch anging val
ue range s .It acce pts any range Val
ue
input and can l
im it its M inim um and M axim um
val
ue s and can be furth e r m odifie d bas e d on Size
and O ffs e t val
ue s .Th e s e s l
ide rs are not l
im ite d to
0.0 and 1.0 be caus e th is node is not de s igne d onl
y
for range val
ue s ofth at k ind.It al
s o acce pts Z ,
Norm al
, and Ve ctor ch anne l
s and can is ofte n us e d
in com bination w ith th e Z ch anne lto re m ap it for
fore ground and back ground bl
ur or in com bination
w ith a Ve ctor ch anne lto produce m otion bl
ur.
Fil
te r Node s
Fil
te r Node is th e m os t com m onl
y us e d node in
th is s e t.It can be us e d for a broad range of
e ffe cts , s uch as s oft bl
urring, e dge e nh ance m e nts
for cartoons , ne on s igns , de cal
s , and m uch m ore .
Th is node acce pts an Im age input w h ich can be
control
l
e d us ing a Factor range val
ue and w il
lth e n
m odify th e pixe l
s bas e d on a diffe re nt fil
te r or
e ffe ct type .Th e re s ul
t is pas s e d to th e Im age
output.Th e s ofte n fil
te r type appl
ie s a ve ry s m al
l
bl
ur to th e pixe lto e l
im inate s m al
lartifacts .
Sh arpe n atte m pts to e nh ance th e e dge s be tw e e n
th e pixe l
s to de fine th e e dge s be tte r (th is ofte n
cre ate s artifacts ).Lapl
ace , Sobe l
, Pre w itt, and
K irs ch are al
lve ry s im il
ar and th e y e nh ance th e
e dge s and dark e n th e re s t.Sh adow is k ind ofl
ik e
e ngraving and appl
ie s a s e l
fs h adow on th e
e dge s .Th is node is ofte n us e d to m ak e im age s
th at are too pe rfe ct s e e m cris pe r.
Bl
ur Node is a ve ry s im pl
e node .It tak e s an Im age
input and (bas e d on a Size range val
ue w h ich
infl
ue nce s th e am ount ofbl
ur)w il
lbl
ur th e pixe l
s
bas e d on diffe re nt fil
te rs or m e th ods .It w il
lfil
te r it
bas e d on an X and Y val
ue and can e ve n be
appl
ie d to Gam m a corre cte d val
ue s .Enabl
ing
Bok e h fil
te ring w il
lus e a circul
ar fil
te r ins te ad of
th e s im pl
e s q uare m e th od.Am ong th e fil
te r
m e th ods avail
abl
e are Fl
at, Q uadratic, Cubic,
Gaus s ian, CatRom , M itch , and Te nt.
Is s ue 7 Nove m be r 2006
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Group Node s
Group node s are noth ing m ore th an cus tom node s
w h ich are m ade by tak ing th e ge ne ric node s and
grouping th e m w ith Ctrl
+ Gk e y.Th is group is th e n
avail
abl
e as a dupl
icate to th e curre nt group.To
ungroup th e node s , you can pre s s Al
t+ Gk e y.To
add a group node you can e ith e r us e th e Add
m e nu or pre s s Sh ift+ Gk e y for a l
is t ofcurre ntl
y
avail
abl
e node s .W ork ing w ith group node s can
s ave a l
ot oftim e for re pe titive e ffe cts , but s h oul
d
be us e d w ith caution.A ne w group s h oul
d be
adde d, th e n ungroupe d and re groupe d as a
diffe re nt group node .Th is ge ts around th e
probl
e m ofcopy node s ins te ad ofdupl
icate node s .
Group node s are m os t ofte n us e d in th e de faul
t
Bl
e nde r fil
e , th at w ay com m onl
y us e d e ffe cts can
be done q uick l
y.
Concl
us ion
Iw oul
dl
ik e to e ncourage you to e xpl
ore th e
various s e ttings and us e s for th e node s .Al
s o, vis it
th e s upport forum s for various re fe re nce
s ch e m atics w h ich can h e l
p you unde rs tand th e
m ath e m aticaland graph icalfunctional
ity ofe ach
node .For practicalpurpos e s , th e Com pos itor is a
ve ry pow e rfultooland s h oul
dn't be cons ide re d a
gl
orifie d Se q ue nce r you can do a l
ot m ore w ith
th is th an you coul
d e ve r do w ith th e Se q ue nce r.In
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!
Th is h as be e n a brie fde s cription ofth e
Com pos itor, w h ich is onl
y h al
fofth e Node w indow .
Th e re is m ore to l
e arn, s uch as th e inte rface , th e
M ate rialnode s , and th e various w ays in w h ich
th e s e node s can be us e d toge th e r.
Again, Ie ncourage e ach us e r to practice us ing
node s and l
e arn th e ins and outs ofth is tool
.
H ave fun!
Is s ue 7 Nove m be r 2006
K now H ow -
35
Inde x O f Re fl
e ction
Inde x O f Re fl
e ction
Inde x of Re fraction
th e gl
as s .As s uch , it is s l
ow e d dow n to a gre ate r e xte nt th an a w ave ofre d
l
igh t, and w il
lbe be nt to a gre ate r de gre e .Th is accounts for th e orde r ofth e
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
fringe s th at m ak e it s o pl
e as ing to th e e ye .
D e finition ofInde x ofRe fraction tak e n from
h ttp://s cie nce .h ow s tuffw ork s .com /l
igh t12.h tm
For a m ore te ch nicalde s cription you ch e ck out th e e xpl
anation at
h ttp://e n.w ik ipe dia.org/w ik i/Re fractive _ inde x
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
ofRe fraction into account.O th e rw is e , your m ate rial
s w il
lnot be convincing.
And w ith th e ne w trans m is s ivity fe ature adde d in th e l
as t re l
e as e in addition
to th e IO R s e ttings pane lal
re ady in pl
ace , bl
e nde r is capabl
e ofconvincing
IO R val
ue s .
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
cl
e are r copy pl
e as e ch e ck th e pdfincl
ude d w ith th is is s ue .
w w w .bl
e nde rart.org
Is s ue 7 Nove m be r 2006
K now H ow -
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
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 ts tak e a
l
ook at w h at is curre ntl
y avail
abl
e for our e ducationale njoym e nt.
Book s
w w w .bl
e nde rart.org
36
EducationalRe s ource s
Is s ue 7 Nove m be r 2006