Taking Blender to the Next Level: Implement advanced workflows such as geometry nodes, simulations, and motion tracking for Blender production pipelines
- Length: 520 pages
- Edition: 1
- Language: English
- Publisher: Packt Publishing
- Publication Date: 2022-05-30
- ISBN-10: 1803233567
- ISBN-13: 9781803233567
- Sales Rank: #118897 (See Top 100 Books)
A comprehensive guide with key images printed in color to learning motion graphics, character modeling and rigging, creating dynamic hair and clothes, 3D scanning using photogrammetry, and more
Key Features
- Learn how to use geometry nodes to create motion graphics and dynamic scenes
- Understand organic 3D modeling and how to create and animate your own 3D characters
- Use physics simulations to create clothing and hair for characters that interact with forces like wind
Book Description
If you’re ready to start exploring the more advanced workflows and processes in Blender to create intricate 3D models, then Taking Blender to the Next Level is for you.
This book focuses on a few different VFX-related workflows such as geometry nodes, organic modeling, 3D camera tracking, photogrammetry, sculpting, compositing, and physics simulations. You’ll learn how to use geometry nodes to create dynamic motion graphic scenes as well as perform 3D scanning of real-world objects using photogrammetry. You’ll also find out how to model, rig, and animate your own 3D characters from scratch. Next, you’ll progress to using simulations to break objects apart and then use cloth and hair simulations to add realism to your 3D creations. Finally, you’ll go over the final render settings and export your 3D animation masterpiece as a video.
By the end of this Blender book, you’ll be able to model your own 3D characters, objects, and landscapes; rig, animate, and texture your characters; 3D track live-action footage; and composite your 3D characters into live-action scenes.
What you will learn
- Use geometry nodes to quickly create complex 3D scenes and motion graphics renders
- Create realistic textures using physically based rendering materials
- 3D scan real-life objects using a normal camera and clean up the model using Blender
- Understand how to model, rig, and animate your own 3D characters
- Use rigid body simulations to create dynamic scenes
- Understand how to perform 3D tracking within Blender
- Become well-versed with compositing 3D renders into live-action footage
Who this book is for
This Blender 3D book is for 3D modelers, texture artists, character and technical animators, matchmove artists, compositors, and anyone interested in learning advanced concepts in Blender. Motion graphics artists will also benefit from this book. A solid understanding of 3D concepts and the Blender UI is needed to grasp the concepts present in this book.
Taking Blender to the Next Level Contributors About the author About the reviewer Preface Who this book is for What this book covers To get the most out of this book Download the example files Download the color images Conventions used Get in touch Share Your Thoughts Part 1: Modeling, Materials, and Animation Workflows Chapter 1: Using Geometry Nodes to Create Dynamic Scenes Introduction to Geometry Nodes in Blender The Geometry Nodes workspace Geometry Nodes Creating and manipulating geometry using nodes Creating the base mesh Creating a new Geometry Nodes modifier Creating our instance object Creating our first nodes Specifying the instance object The Subdivide node The Point Scale node Different types of attributes The Point Rotate node The Point Translate node The Attribute Randomize node Randomizing the Scale attribute Randomizing the Position attribute Randomizing the Rotation attribute Changing the instance object Muting nodes Using textures to control attributes The Attribute Sample Texture node Animating with Math nodes The Attribute Vector Math node Summary Chapter 2: Creating a Motion Graphics Scene Using Geometry Nodes Creating our base mesh and instance object Creating the base mesh Creating the instance object Distributing the instance object across our base mesh Using an empty object to calculate proximity data Calculating the proximity Using the proximity data to modify the attributes Adding our nodes Naming the input value Animating our scene Adding keyframes Adjusting the overall scale of the instance objects Adding color using materials Summary Chapter 3: Organic Modeling P1: Creating a Mushroom Creating our base mesh for the mushroom Using primitive objects to create our base mesh Optimizing our topology UV unwrapping our model The UV Editing workspace Adding seams Unwrapping the faces Adding more seams Unwrapping the stem Optimizing the UV layout The multiresolution modifier Statistics overlay Sculpting finer details Setting up the sculpting workspace Sculpting basics Sculpting finer details onto our mushroom Using a lattice to shape your overall model The Lattice modifier Shaping your mesh using the lattice object Creating a low-poly and high-poly mesh Duplicating our models Applying the modifiers Baking the normal map Creating the blank normal map image texture Baking from the high-poly mesh to the image texture Saving the normal map texture Summary Chapter 4: Organic Modeling P2: Creating the Landscape around the Mushroom Creating the landscape Adding grass using Geometry Nodes Creating the individual grass blades Scattering the grass blades using Geometry Nodes Summary Chapter 5: PBR Materials: Texturing our Mushroom Scene Adding materials to the mushroom The mushroom stem The top part of the mushroom Adding materials to the landscape Creating a procedural grass material Using an HDRI, Sky Texture, and Sun to light our scene Summary Chapter 6: 3D Scanning and Photogrammetry: Creating Your Own 3D Scans Taking photos for 3D scanning/photogrammetry Camera settings and best practices Using Meshroom to convert photos into a 3D model Cleaning up a model using Blender Importing the model created by Meshroom Optimizing the topology of a model using Instant Meshes UV unwrapping and texture baking UV unwrapping Texture baking Summary Chapter 7: Modeling an Alien Cartoon Character Creating reference images of your character Setting up the reference images in Blender Modeling an alien cartoon character Modeling the body Modeling the head Modeling the legs and feet Modeling the arms and hands Modeling the eyes Modeling the mouth Adding smaller details to our character Summary Chapter 8: Rigging and Animating Your 3D Cartoon Character Installing the Rigify add-on Importing our character and getting it ready for the rigging process Importing our character model Applying any active modifiers Rigging the character using Rigify Rigging the upper part of the character Rigging the lower part of the character's body Rigging the torso, arms and hands of our character Final rig alignment IK versus FK and rig layers IK versus FK Rig layers Animating the walk cycle Setting up key pose number one Setting up key pose number two Setting up key pose number three Setting up key pose number four Creating inverted keyframes Looping the walk cycle Summary Part 2: Let's Do Some Physics Chapter 9: Rigid Body Simulation: Destroying a Statue Using Physics Installing the required add-ons Setting up the scene Using Cell Fracture to break our model into smaller pieces Fracturing the impact point using the Annotation Pencil Rigid Body physics Rigid Body physics properties Transferring Rigid Body physics properties to other objects Configuring mass, gravity, and speed Linking fractured pieces together using Rigid Body Constraints Animating a Rigid Body impact object Baking the final physics simulation Summary Chapter 10: Dynamic Cloth Simulations Importing our character and walk cycle Adding a rest pose Creating clothing for our character The cloth simulation Using forces to enhance the simulation Baking the cloth simulation Adding final modifiers Summary Chapter 11: Creating Dynamic Hair Using Particles Reusing our alien character and walk cycle animation Creating a Vertex Group Creating hair particles that interact with physics Grooming and styling Baking the hair simulation to cache Setting up a hair shader for rendering Summary Part 3: Match Moving and Compositing Chapter 12: Matching Blender's Camera Movement to Live Action Footage Creating an image sequence from a video Importing the image sequence into Blender Camera tracking or match moving Placing trackers in the viewport Tracking features that go off-screen Solving and refining the track and orienting the scene Testing the camera track with test objects Summary Chapter 13: Compositing the Alien Cartoon Character onto the Live Action Footage Importing our alien character and tracked camera into a new Blender project Converting the tracked camera to keyframes Importing the tracked camera into our new project Importing the live-action image sequence Positioning our character in the scene Matching the lighting to our live-action scene Adding an HDRI image to light our scene Configuring View Layers Using collections to separate render elements Compositing using nodes Rendering out one frame Initiating the compositing process Changing the backdrop image Color grading the live-action footage Blurring shadows Color grading our image Summary Chapter 14: The Final Render Understanding the render settings Enabling Motion Blur Rendering an animation as an image sequence Converting the image sequence into an MP4 video Summary Why subscribe? 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