57,59 €
If you're ready to start exploring the more advanced workflows and processes in Blender to create intricate 3D models, then Taking Blender to the Next Level is for you.
This book focuses on a few different VFX-related workflows such as geometry nodes, organic modeling, 3D camera tracking, photogrammetry, sculpting, compositing, and physics simulations. You’ll learn how to use geometry nodes to create dynamic motion graphic scenes as well as perform 3D scanning of real-world objects using photogrammetry. You’ll also find out how to model, rig, and animate your own 3D characters from scratch. Next, you’ll progress to using simulations to break objects apart and then use cloth and hair simulations to add realism to your 3D creations. Finally, you’ll go over the final render settings and export your 3D animation masterpiece as a video.
By the end of this Blender book, you’ll be able to model your own 3D characters, objects, and landscapes; rig, animate, and texture your characters; 3D track live-action footage; and composite your 3D characters into live-action scenes.
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Seitenzahl: 456
Veröffentlichungsjahr: 2022
Implement advanced workflows such as geometry nodes, simulations, and motion tracking for Blender production pipelines
Ruan Lotter
BIRMINGHAM—MUMBAI
Copyright © 2022 Packt Publishing
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First published: May 2022
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I would like to take a moment to thank everyone who supported me during the writing process of this book. I want to dedicate this book to my mother, Ronel, who is the number one reason I'm doing what I'm doing today. She bought my first computer when I was about 8 years old and she always allowed me to spend my younger days tinkering at the computer, day and night, which changed my life forever! Thanks Mom, I love you lots! I also want to thank everyone who has motivated me constantly and given me the confidence that I can do this! And a huge thanks to all the Blender developers for creating this amazing free application! You are the best!
Ruan Lotter
Ruan Lotter is a 3D generalist and visual effects (VFX) artist specializing in motion graphics, compositing, 3D tracking, and 3D simulations. He currently works as a VFX artist and compositor in the advertising industry and also teaches multiple 3D and VFX-related classes online. He also created the YouTube channel, TunnelvizionTV where he shares tutorials on multiple creative topics.
Everton Velho is a Brazilian 3D artist focused on Environment Art for games. He is passionate about games, music, movies, and cats. He graduated in Information Technology and Animation Design, combining creativity with the technical aspects.
If you're ready to start exploring the more advanced workflows and processes in Blender to create intricate 3D models, then Taking Blender to the Next Level is for you.
This book focuses on a few different VFX-related workflows such as geometry nodes, organic modeling, 3D camera tracking, photogrammetry, sculpting, compositing, and physics simulations. You'll learn how to use geometry nodes to create dynamic motion graphic scenes as well as perform 3D scanning of real-world objects using photogrammetry. You'll also find out how to model, rig, and animate your own 3D characters from scratch. Next, you'll progress to using simulations to break objects apart and then use cloth and hair simulations to add realism to your 3D creations. Finally, you'll go over the final render settings and export your 3D animation masterpiece as a video.
By the end of this Blender book, you'll be able to model your own 3D characters, objects, and landscapes; rig, animate, and texture your characters; 3D track live-action footage; and composite your 3D characters into live-action scenes.
This Blender 3D book is for 3D modelers, texture artists, character animators, technical animators, match-moving artists, compositors and anyone interested in learning about advanced concepts in Blender. Motion graphics artists will also benefit from this book. Readers are expected to have a very basic understanding of 3D concepts and the Blender UI.
Chapter 1, Using Geometry Nodes to Create Dynamic Scenes, focuses on creating interesting and dynamic scenes.
Chapter 2, Creating a Motion Graphics Scene Using Geometry Nodes, uses Geometry Nodes to create a motion graphics scene that you can easily modify using different nodes.
Chapter 3, Organic Modeling P1: Creating a Mushroom, focuses on modeling an organic Mushroom, using tools such as Sculpting, Proportional Editing, and Lattice.
Chapter 4, Organic Modeling P2: Creating the Landscape around the Mushroom, deals with creating the landscape and grass around the mushroom using tools such as Proportional Editing and Geometry Nodes.
Chapter 5, PBR Materials: Texturing our Mushroom Scene, teaches you how to add color to our scene using the Shader Editor node system to create realistic and customizable materials.
Chapter 6, 3D Scanning and Photogrammetry: Creating Your Own 3D Scans, deals with creating 3D scans of almost any object using a camera, Meshroom, and Blender.
Chapter 7, Modeling an Alien Cartoon Character, teaches you how to create a cartoon character from scratch using your own reference images.
Chapter 8, Rigging and Animating Your 3D Cartoon Character, helps you understand how to rig your character using the Rigify add-on as well as animate a walk cycle.
Chapter 9, Rigid Body Simulation: Destroying a Statue Using Physics, teaches you how to destroy a statue dynamically using Cell Fracture and Rigid Body Simulations.
Chapter 10, Dynamic Cloth Simulations, assists in creating clothing for your characters using cloth simulations that interact with physics and forces.
Chapter 11, Creating Hair Using Particles, helps in creating hair for your character using particles, that interact with physics and forces, while also adding custom hair materials to create amazing-looking hair styles.
Chapter 12, Matching Blender's Camera Movement to Live Action Footage, helps you understand how to import footage and track the real-world camera to create a virtual camera that matches the real-world camera's movement.
Chapter 13, Compositing the Alien Cartoon Character onto the Live Action Footage, deals with compositing our cartoon character into the live-action footage and using the compositing nodes to enhance the look of our final shot.
Chapter 14, The Final Render, focusses on rendering the final animation to an image sequence and converting the image sequence into an MP4 that you can share easily.
You only need a copy of Blender 2.93.x to follow along – a basic understanding of Blender is recommended but not mandatory.
For Chapter 6, 3D Scanning and Photogrammetry: Creating Your Own 3D Scans, you will need a free copy of Meshroom 2021 which is only available on Windows and Linux.
All the projects in this book have been created and built on Blender 2.93.x. The projects should work perfectly fine with Blender 3.x versions too. There may obviously be slight changes going forward as they develop Blender 3, but most of the changes they usually do are minor and should not break any workflows. However, the Geometry nodes chapters will work strictly on versions 2.93.x, since these nodes are updated with every version change. Version 2.93 has Long Term Support (LTS) till 2023 and you can download it from here. https://www.blender.org/download/lts/2-93/
If you are using the digital version of this book, we advise you to type the code yourself or access the code from the book's GitHub repository (a link is available in the next section). Doing so will help you avoid any potential errors related to the copying and pasting of code.
You can download the example files for this book from GitHub at https://github.com/PacktPublishing/Taking-Blender-to-the-Next-Level. If there's an update to the code, it will be updated in the GitHub repository.
We also have other code bundles from our rich catalog of books and videos available at https://github.com/PacktPublishing/. Check them out!
We also provide a PDF file that has color images of the screenshots and diagrams used in this book. You can download it here: https://static.packt-cdn.com/downloads/9781803233567_ColorImages.pdf.
There are a number of text conventions used throughout this book.
Code in text: Indicates code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles. Here is an example: "You can also name your texture here – let's call it MyTexture."
Bold: Indicates a new term, an important word, or words that you see onscreen. For instance, words in menus or dialog boxes appear in bold. Here is an example: "Click on File and select New | General."
Tips or important notes
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In the first part of this book, we will be looking at some advanced ways to create geometry such as using Geometry Nodes, Sculpting, 3D Scanning and organic 3D modeling. We will also be focusing on creating advanced materials to make your scenes look amazing!
We will cover the following chapters in this section:
Chapter 1, Using Geometry Nodes to Create Dynamic ScenesChapter 2, Creating a Motion Graphics Scene Using Geometry NodesChapter 3, Organic Modeling P1: Creating a MushroomChapter 4, Organic Modeling P2: Creating the Landscape around the MushroomChapter 5, PBR Materials: Texturing our Mushroom SceneChapter 6, 3D Scanning and Photogrammetry: Creating Your Own 3D ScansChapter 7, Modeling an Alien Cartoon CharacterChapter 8, Rigging and Animating Your 3D Cartoon Character