Shading, Lighting, and Rendering with Blender's EEVEE Learn How to Create and Iterate Amazing Concept Art Using a Real-Time Rendering Engine

Blender is the most important up-and-coming 3D software package in the world. EEVEE, a state-of-the-art real-time rendering engine is a fairly new addition to Blender and provides the capacity to create artwork at blazing speed, almost 12 times faster than Cycles.

Detalles Bibliográficos
Otros Autores: Crowder, Sammie, author (author)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Birmingham : Packt Publishing 2022.
Edición:1st ed
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009660437506719
Tabla de Contenidos:
  • Cover
  • Title Page
  • Copyright and Credits
  • Contributors
  • Table of Contents
  • Preface
  • Section 1: Configuring in EEVEE - Mini-Project 1 - Stylized Scene
  • Chapter 1: Introducing EEVEE - A Real-Time Rendering Engine
  • Technical requirements
  • What is EEVEE? EEVEE as a rendering engine
  • Why use EEVEE and what are the advantages of using EEVEE?
  • Limitations of EEVEE
  • Setting up - configuring the start of mini-projects
  • File structure
  • An overview of the mini-projects
  • Summary
  • Chapter 2: Creating Materials Fast with EEVEE
  • Technical requirements
  • Materials in EEVEE
  • Why materials are a little different in EEVEE
  • Quickly previewing lighting ideas for fast iteration
  • Creating our first image-based material
  • Two-click Principled Setup
  • Shader to RGB
  • Creating our first procedural texture
  • The base mesh
  • Texture creation with procedural nodes
  • Adding shading to the material
  • Summary
  • Chapter 3: Lights, Camera...
  • Technical requirements
  • Adding lighting to our mini-project
  • World lighting system
  • Changing to the world shader editor
  • Changing the HDRI to fit our scene
  • Adding lights to our scene
  • Creating and configuring cameras
  • Adding a camera
  • Camera properties
  • Learning about the Line Art modifier
  • Summary
  • Chapter 4: Non-Physical Rendering
  • Technical requirements
  • Adding clouds to our composition
  • Configuring Render settings
  • Sampling
  • Ambient Occlusion
  • Bloom
  • Screen Space Reflections
  • Film
  • Compositing Render layers
  • Final compositing
  • Summary
  • Section 2: Real-Time Rendering - Mini-Project 2 - Creating a Realistic Environment Concept
  • Chapter 5: Setting Up an Environment with Geometry Nodes
  • Technical requirements
  • Setting up the scene - adding grass and rocks to the Asset Browser
  • Setting up the scene - adding grass and rocks.
  • Adding more complexity and applying the modifier to other objects
  • Adding rocks to the node tree
  • Customizing our Geometry Nodes system
  • Summary
  • Chapter 6: Screen Space Reflections - Adding Reflection to the Water
  • Technical requirements
  • Screen space reflections
  • Light probes - reflection planes
  • Advanced water - volume and transparency
  • Summary
  • Chapter 7: Faking Camera Effects for Better Renders
  • Technical requirements
  • Atmospheric lighting
  • Bloom
  • Ambient occlusion
  • Depth of field
  • Summary
  • Chapter 8: Using Alphas for Details
  • Technical requirements
  • Adding detail to the scene (with birds!)
  • Faking volumetric mist
  • Using an image to create a background
  • Summary
  • Section 3: Advanced Features - Mini-Project 3 - Creating a Sci-Fi Concept
  • Chapter 9: Lighting an Interior Scene
  • Technical requirements
  • Troubleshooting a common lighting error
  • Designing the lighting for our interior
  • Previewing render passes to inform our lighting decisions
  • Summary
  • Chapter 10: Working with Irradiance Volumes and Cubemaps for More Accurate Rendering
  • Technical requirements
  • Implementing an Irradiance Volume
  • Implementing a Reflection Cubemap
  • Summary
  • Chapter 11: Kitbashing - Adding Details Fast
  • Technical requirements
  • Kitbashing with small objects
  • Using Geometry Nodes to create sci-fi panels
  • Summary
  • Chapter 12: Special Effects with EEVEE - Fire and Smoke
  • Technical requirements
  • Creating fire with Quick Smoke
  • Tweaking the shader for fire and smoke in EEVEE
  • Optimal EEVEE render settings for the smoke and fire
  • How to combine renders in Cycles and EEVEE
  • Summary
  • Chapter 13: Exploring the Wide World of Blender
  • Technical requirements
  • Review of the main concepts covered in this book
  • Further reading (or watching)
  • Learning more about: Geometry Nodes.
  • Learning more about: The Asset Browser
  • Learning more about: Physics simulations
  • Learning more about: Character animation
  • Learning more about: Modeling
  • Learning more about: Materials
  • Learning more about: The Grease Pencil
  • Learning more about: Sculpting
  • Learning more about: Scripting
  • Add-ons for further improving your workflow
  • Free
  • Paid
  • Further projects to tackle
  • Environments
  • Characters
  • Grease Pencil
  • Studies
  • Summary
  • Index
  • Other Books You May Enjoy.