Blender All-In-One for Dummies

Create excellent 3D animations with free, open-source software When you're looking for help with creating animation with Blender, look no further than the top-selling Blender book on the market. This edition of Blender For Dummies covers every step in the animation process, from basic design al...

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Detalles Bibliográficos
Autor principal: van Gumster, Jason (-)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Newark : John Wiley & Sons, Incorporated 2024.
Edición:5th ed
Colección:--For dummies.
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009811315506719
Tabla de Contenidos:
  • Intro
  • Title Page
  • Copyright Page
  • Table of Contents
  • Introduction
  • About This Book
  • Foolish Assumptions
  • Icons Used in This Book
  • Beyond the Book
  • Where to Go from Here
  • Book 1 Wrapping Your Brain Around Blender
  • Chapter 1 Discovering Blender
  • Getting to Know Blender
  • Discovering Blender's origins and the strength of the Blender community
  • Understanding Blender release versions
  • Making open movies and games
  • Joining the community
  • Getting to Know the Interface
  • Working with an interface that stays out of your way
  • Understanding workspaces
  • Blender workflows
  • Resizing areas
  • Splitting and removing areas
  • Duplicating an area to a new window
  • Customizing headers
  • Maximizing an area
  • The menu that is a pie
  • Chapter 2 Understanding How Blender Thinks
  • Menus in Blender
  • Looking at Editor Types
  • General editors
  • Animation editors
  • Scripting editors
  • Data editors
  • Understanding the Properties Editor
  • Navigating in Three Dimensions
  • Orbiting, panning, and zooming the 3D Viewport
  • Changing views
  • The View menu
  • Behold the power of the numeric keypad!
  • Ways to see your 3D scene
  • Selecting objects
  • Using Blender's selection tools
  • Why right-click select?
  • Taking advantage of the 3D cursor
  • Extra Features in the 3D Viewport
  • Quad View
  • Regions
  • The Sidebar
  • The Toolbar
  • Tool Settings
  • The Last Operator panel
  • Collaborating (with others and yourself) with annotations
  • Don't know how to do something? Hooray for fully integrated search!
  • Customizing Blender to Fit You
  • Using preset workspaces
  • General
  • 2D Animation
  • Sculpting
  • VFX
  • Video Editing
  • Blender workflows
  • Creating a new workspace
  • Customizing your new workspace
  • Setting new defaults
  • Setting user preferences
  • Using custom event maps.
  • Speeding up your workflow with Quick Favorites
  • Chapter 3 Getting Your Hands Dirty Working in Blender
  • Grabbing, Scaling, and Rotating
  • Differentiating Between Coordinate Systems
  • Transforming an Object by Using Tools
  • Activating transform tools
  • Using transform gizmos
  • Creating Custom Transform Orientations
  • Saving Time by Using Hotkeys
  • Transforming with hotkeys
  • Hotkeys and coordinate systems
  • Numerical input
  • Other Ways to Transform Objects
  • The Sidebar
  • Object Properties
  • Chapter 4 Working in Edit Mode and Object Mode
  • Making Changes by Using Edit Mode
  • Switching between Object mode and Edit mode
  • Selecting vertices, edges, and faces
  • Understanding ngons and their limitations
  • Working with linked vertices
  • Still Blender's No. 1 modeling tool: Extrude
  • Modeling organically with Proportional Editing
  • Understanding Datablocks: Fundamental Elements in a Blender File
  • Adding to a Scene
  • Adding objects
  • Meet Suzanne, the Blender monkey
  • Joining and separating objects
  • Understanding the difference between joins and booleans
  • Creating duplicates and links
  • Linking data between objects
  • Unlinking datablocks
  • Discovering parents, children, and collections
  • Establishing parent-child relationships between objects
  • Creating collections
  • Using collections
  • Selecting with parents and collections
  • Saving, opening, and appending
  • Saving after the first time
  • Opening a file
  • Appending from an external file
  • Book 2 Creating Detailed 3D Scenes
  • Chapter 1 Creating Anything You Can Imagine with Meshes
  • Pushing Vertices
  • Getting familiar with Edit mode tools
  • Adding geometry by insetting
  • Using the Inset Faces tool
  • Advanced insetting with hotkeys
  • Cleaning up ugly geometry by merging
  • Cutting edges with the Knife
  • Using the Knife tool
  • Bisecting.
  • Rounding your corners by beveling
  • Using the Bevel tool
  • Taking the hotkey-and-tweak approach to beveling
  • Spiraling new geometry into existence with the Spin tool
  • Working with Loops and Rings
  • Understanding edge loops and face loops
  • Selecting edge rings
  • Creating new loops
  • The importance of good topology
  • Chapter 2 Simplifying Your Life as a Modeler with Modifiers
  • Accessing Blender's Modifiers
  • Understanding Modifier Types
  • Modify modifiers
  • Generate modifiers
  • Deform modifiers
  • Physics modifiers
  • Working with Commonly Used Modifiers
  • Doing half the work (and still looking good!) with the Mirror modifier
  • Smoothing things out with the Subdivision Surface modifier
  • Using the power of Arrays
  • Chapter 3 Sculpting in Virtual Space
  • Adding Background Images in the 3D Viewport
  • Mastering the types of image objects
  • Changing image object properties
  • Adjusting your image objects
  • Setting Up Your Sculpting Workspace
  • Understanding Matcaps: A Display Option for Sculpting
  • Sculpting a Mesh Object
  • Understanding sculpt tool types
  • Additive tools
  • Subtractive tools
  • Move tools
  • Simulation tools
  • Helper and paint tools
  • Mask and filter tools
  • Understanding the difference between tools and brushes
  • Tweaking brush properties
  • Refining control of your tools
  • Creating custom brushes
  • Using Blender's texture system to tweak brushes
  • Sculpting with the Multiresolution Modifier
  • Freeform Sculpting with Dynamic Topology (Dyntopo)
  • Sculpting with Voxel Remesh
  • Understanding the Basics of Retopology
  • Chapter 4 Using Blender's Non-Mesh Primitives
  • Using Curves and Surfaces
  • Understanding the different types of curves
  • The anatomy of a Bézier curve
  • Working with curves
  • Drawing curves
  • Changing 3D curves into 2D curves
  • Extruding, beveling, and tapering curves.
  • Adjusting curve tilt
  • Editing Bézier curves
  • Editing NURBS curves and surfaces
  • Understanding the strengths and limitations of Blender's surfaces
  • Using Metaball Objects
  • Meta-wha?
  • What metaball objects are useful for
  • Adding Text
  • Adding and editing text
  • Controlling text appearance
  • Changing fonts
  • Adjusting paragraph styles
  • Working with text boxes
  • Deforming text with a curve
  • Converting to curves and meshes
  • Chapter 5 Getting Procedural with Geometry Nodes
  • Discovering the Differences between Destructive and Procedural Modeling
  • Using the Geometry Nodes Workspace
  • Meet the Node editor
  • Spreadsheets? In a 3D Program? Yes.
  • Understanding Nodes
  • Working with Nodes
  • Identifying the parts of a node
  • Adding nodes to your network
  • Keeping your nodes organized
  • Organizing nodes with frames
  • Building reusable blocks with groups
  • Creating loops with the simulation zone
  • Getting Familiar with Commonly Used Geometry Nodes
  • Thinking Procedurally: Model Like a Rigger
  • Book 3 Working with Colors and Materials
  • Chapter 1 Changing That Boring Gray Default Material
  • Understanding Materials and Render Engines
  • Quick 'n' Dirty Coloring
  • Setting diffuse colors
  • Assigning multiple materials to different parts of a mesh
  • Using vertex colors
  • Defining color palettes
  • Creating painting masks
  • Making vertex paint renderable
  • Setting Up Node Materials
  • Adjusting your workspace to work with materials
  • Working with nodes
  • Understanding shaders
  • Playing with Materials in Blender
  • Understanding how light reflects
  • Demystifying the Principled BSDF
  • Color inputs
  • Reflection and refraction inputs
  • Subsurface scattering inputs
  • Combining shaders with the Mix Shader node
  • Playing with the Shader to RGB node
  • Chapter 2 Giving Models Texture
  • Adding Textures.
  • Discovering Procedural Textures
  • Using Color Ramps
  • Understanding Texture Mapping
  • Making simple adjustments with the Texture Mapping panel
  • Using texture coordinates
  • Understanding Object coordinates and the UV Project modifier
  • Unwrapping a Mesh
  • Marking seams on a mesh
  • Adding a test grid
  • Generating and editing UV coordinates
  • Painting Textures Directly on a Mesh
  • Preparing to paint
  • Working in Texture Paint mode
  • Using textures on your Draw tool
  • Saving Painted Textures and Exporting UV Layouts
  • Chapter 3 Lighting and Environment
  • Lighting a Scene
  • Understanding a basic three-point lighting setup
  • The key light
  • The fill light
  • The back light
  • Knowing when to use which type of light
  • Universal light options
  • Light-specific options
  • Using mesh lights in Cycles
  • Understanding shadow maps in Eevee
  • Lighting for Speedy Renders
  • Working with three-point lighting in Blender
  • Using light portals in Cycles
  • Using Material Preview to set up lighting
  • Setting Up the World
  • Changing the sky to something other than dull gray
  • Using high dynamic range images (HDRIs) for world lighting
  • Understanding ambient occlusion
  • Working with Light Probes in Eevee
  • Baking from your light probes
  • Understanding the limitations of light probes
  • Chapter 4 Exporting and Rendering Scenes
  • Blender's Render Engines
  • Rendering a Scene
  • Creating a still image
  • Viewing your rendered images in Blender
  • Picking an image format
  • Setting dimensions for your renders
  • Saving your still image
  • Creating a sequence of still images for editing or compositing
  • Rendering a sequence of images versus rendering video
  • Working with Assets in Blender
  • Building an asset library
  • Customizing assets in the Asset Browser
  • Creating a global asset library
  • Exporting to external formats.
  • Importing from other applications.