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.
Otros Autores: | |
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Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
Birmingham :
Packt Publishing
2022.
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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.