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    Blender 3D 2.7x Cycles Rendering Engine: A practical approach (English Edition)

    Por Francesco Milanese

    Sobre

    Cycles is a rendering engine, a program that transforms a 3D virtual environment into a 2D image, or render. It does this by making calculations of the lighting and shading of the scene, taking into account factors such as the nature of “physical” objects - their textures, the effects - in order to produce the end result. From version 2.62 of Blender, Cycles comes ready-installed, and since then the list of functionality has grown, with new features in each release.

    This manual is aimed at those who have a basic knowledge of Blender and want to know the features, functions and capabilities of Cycles rendering engine; a basic knowledge of Blender Render is recommended, yet not required.

    Even those who already have a good knowledge of Cycles will find this manual useful, since they can expand and deepen the knowledge of the tools and key techniques of lighting and shading.


    Francesco Milanese is a Blender Foundation Certified Trainer; he publishes (video)tutorials and books on Blender and other CG software.


    === SUMMARY ===

    Introduction: Cycles Render
    Shaders and Nodes

    Insight: Global Illumination and Direct Lighting - Samples and Light Path Integrators
    BiDirectional Path Tracing
    Global Illumination
    Direct Lighting
    BSDF and BSSRDF

    Before you begin: Nodes Editor, and basic commands
    Engine choice, the rendering engine
    GPU Compute with CUDA devices
    Rendered Preview and real-time interactivity
    Final rendering
    Nodes and Node Editor
    Shaders, Colors and Object Color in the 3D View
    The Scene Files and Resources of This Manual

    Scene 1: Still Life
    Preliminary Operations and Settings
    Device: CPU and GPU Compute
    Render – Sampling and Clamping
    Render – Integrators and Light Paths
    Lighting: standard light sources (Area Lamp)
    Cloth: Velvet Shader (mixed with Diffuse), part I: overview
    The Diffuse Shader
    The Velvet Shader
    The Mix Shader Node
    Cloth: Velvet Shader (mixed with Diffuse), part II: the making
    Glass (and wine): not only Glass
    The Glass Shader
    The Glossy Shader
    The Transparent Shader
    Alternatives: The Translucent and the Refraction Shaders
    The Light Path Node; output "is Shadow Ray" as Mix Factor
    Final scheme of the Nodes for the glass
    Wine Nodes scheme
    The dish: ceramic (simple mix)
    Fruit, Part I: Diffuse Shaders; Image Textures
    UV Mapping Textures
    Bumping; grayscale for Displacement
    RGBtoBW and Math Multiply
    Tips
    Fruit, Part II: Normal vs. Displacement
    Material Output Displacement
    Bumping: Normal and Displacement
    Normal Map Node
    Final thoughts

    Scene 2: car
    Preliminary Operations and Settings
    Film – Transparent
    Samples and Other Settings
    Lighting: HDR Images; Equirectangular Environment
    LDR and HDR Images
    In Blender and Cycles: World Background and Environment Texture
    Equirectangular and MirrorBall
    Using an image as an HDR Environment Texture
    Ambient Occlusion
    The Body: Fresnel Mix
    The Fresnel Effect
    Using Holdout and Emission to Interpret Fresnel (and Other Effects)
    Alternatives: Layer Weight Node

    Scene 3: Interior
    Preliminary Operations and Settings; Base Materials
    Lighting: Planes with Emission and Ambient Occlusion
    Ambient Occlusion
    The Planes with Emission Shaders
    Anisotropic Shader

    Scene 4: Exterior
    Preliminary Operations and Settings
    Lighting: World Sky Background
    The Grass : Materials for Hair Strand
    CPU Experimental
    The Material to Use, Part I
    The Material to Use, Part II : Hair Info Node
    Cycles Hair Rendering
    Volumetric Effects
    Volume Absorption
    Volume Scatter
    Limitations

    Scene 5: Sub Surface Scattering
    The SSS Node; Comparison with Diffuse
    Example: Marble Chess Board
    Global Settings
    The Spot Lamp
    Volumetric Material (Cone of Light)
    Pieces and Chessboard Materials: SSS and Color Mix
    Depth of Field for the Camera Object
    Ray Length and Ray Depth

    Appendix A: Toon Shader
    Appendix B: OSL (Overview)
    Appendix C: Motion Blur; Object Info
    Motion Blur
    Object Info and Color Ramp
    Appendix D: Compositing the Render
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