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...
Autor principal: | |
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Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
Newark :
John Wiley & Sons, Incorporated
2024.
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Edición: | 5th ed |
Colección: | --For dummies.
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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.