09.08.2014
The new breed of ultra high definition, promise better resolution and more detail than hd sets. Are ultra hd tvs worth the extra money those ultra high-definition sets consumer reports tested cost between $2,000 1080-pixel high-definition tv costs far. With ultra hd consumer reports: $1,500 ultra hd tv mediocre “ applaud seiki offering ultra hd tv reasonable. Copyright © 2012 Share The Knownledge, All trademarks are the property of the respective trademark owners. The Book’s first few chapters focus on getting users up to speed with Cycles and how it differs from the traditional renderer blender users are use too. While the book does use some texture based material in each chapter the primary focus of the book is procedurally generated materials.
Also included with the book is a number of downloadable blender files to accompany all the exercises as well as high-resolution versions of all the images in the books. Right, so now you know what the book is all about, I’ll tell you a little about the man who wrote it!
A lot of the recopies also include a how it works section which goes into the why you were told to do things a certain way. The pictures that accompany the text are plentiful and are a great aid when trying to build complex node set-ups and are included in the downloads so you can get a bigger version if needed. There are a couple of down points to the book but don’t take these the wrong way they are in the end fairly minor points. The difficulty curve of the book can be steep at times but then the node systems in cycles are not a simple thing and thus not simple to explain. The last and most minor negative is that at times it can become a little dry to read through at points, though entertainment wasn’t the authors purpose for writing this book. This is the 2nd of my blender tutorials for the first tutorial which covers the Blender User Interface take a look here. For most navigation in the 3D view, blender uses the mouse wheel in combination with modifier keys.
Holding down the mouse wheel  and moving the mouse will allow you to rotate the view around an invisible target point, though by default that point will be inside the starting cube!
You can easily reset the cameras focus back to the cube by hitting del on the Numeric keypad of your keyboard while the cube is selected(has an orange outline).
Blender has an little bit of a quirky feature that you may already be noticing and perhaps having a little trouble with. One of the features I absolutely LOVE in blender (and any other software that offers it) is the great amount of customisation it allows. Blender allows two different types of view rotation, which it names Trackball(this is the default) and Turntable. Feel free to take a look around the User preferences window if you mess something up badly you can always change back to the blender defaults present or open the File menu and click on Revert to factory settings if things get too out of hand.
Down the bottom of the 3D view there is a button that’ll have either a  white sphere  or a grey sphere with black lines running down it .
Now you have probably been wondering exactly how to change the cube from a cube into something interesting. First make sure the cube is selected and then its as simple as hitting the Tab key on your keyboard. Objects will be added at the 3D cursor, which as stated earlier in the tutorial can be repositioned by pointing somewhere and pressing the mouse button that not set to select. If there is something you want to do in blender and you have some idea of what its called you can bring up the search menu and search for it.
As always there is a heap more that I could have gone into but Blender is a very complex piece of software. The purpose of this tutorial is to introduce people to the world Blender 3D and serve as a brief overview of Blenders user interface. This tutorial is an introduction and as such It’s really aimed at the absolute beginner that has never touched a 3D Modeling program in their life. Installing Blender should be pretty straight forward if you have done any software installation before so I’ll keep this brief!
Now hopefully you have successfully managed to install a copy of Blender, Fire it up and lets get started!
This Screen is more useful then just simply telling you what version of the software you are running. On The Right under the title recent you’ll find… well, not a lot at the moment if its a fresh install but this is where a list of recently used files will appear, so you can simply click on one to open the latest project you have been working on as soon as you start up blender! To get rid of the splash screen simply click anywhere that’s not part of the splash screen. At the very top the program you’ll find a some what familiar looking menu bar featuring the File Menu for loading and saving work. To the far right on the menu bar you’ll see the blender Icon (clicking it will show the splash screen) then the version number of blender, the number of vertices, faces triangles, objects in the scene.
The 3D view is  a view into the 3D world that you are creating, while you use tools to achieve the look you want. The context buttons  are a row of buttons along the top of the panel and can be used to select what setting are displayed .
I haven’t even touched on how to navigate or begin to model within blender and there is a lot more that could be said about the blender interface so I strongly encourage you to check out the blender manual! Recently I’ve been receiving some murmurings of a upcoming 7DFPS Challenge via my twitter feed.
One of the stumbling block I encounter the first time round was getting the First Person Models to match up in game the same as it did in the 3D modelling software.


Ok so before I can set the cameras FoV I need to decided what I’m going to set it at.
Right, so now that I’ve settled on a FoV that I’m going to use lets see how I go about making my unity camera use it! As it happens unity’s camera FoV setting is for the vertical Field of View and we have entered the horizontal Field of View value.
Setting the FoV for Blenders camera setting is fairly straight forward once you know where the setting is! I imported this file into unity and placed the asset into the camera object so that it would move with the players view. With the FoV matched up it should just be up to your regular modelling skills to make some first person assets that should remain consistent between Blender and Unity.
My intentions for this blog are to show work in progress for my personal projects, so content you find here might not be the highest quality examples of my work, for that you should visit my portfolio. The book is targeted towards users who know their way around Blender but haven’t had much exposure to cycles. After the introductory chapters the next chapters focus on two categories of materials, these being Natural Material and Man Made Materials. That said most of the procedural materials could easily be incorporated into material using image maps and image maps are touched on in several of the chapters.
He is also a Blender Foundation certified trainer, but what got me most excited to read this book was when I learned that he was lead artist on Project Peach the Blender Foundation open movie project which produced the short film, “Big Buck Bunny”.  Enrico Valenza knows his stuff about Blender and its great that he is sharing it with the community through this book! This is great as is means you can use what you learn and are not stuck simply connecting the dots to create pre-determined materials.
I feel that in this case the E-book is a better deal then the print version due to the fact that you need to download additional files anyway. This tutorial will go over the basic operations of blender including viewport navigation, basic object  creation and editing. The most basic navigation function is Zoom, Scrolling the mouse wheel forward will zoom the view in and scrolling backwards naturally zoom back  out. This will move the camera to look straight at the select object (and is often just a little bit too close) and you will now rotate around it once again. Offcourse this will work for any object such as the camera or the light that are in the scene.
By default to select an object in the 3D view you use the right button of the mouse not the left as you might expect. Click on the file menu then click on User Preferences to open up the user preferences window.
To the left of this window you’ll see the Presents drop-down list on the left. This is just like the one that appears on the splash screen except the  and  buttons that allow you to create your own presents! On the left a little underneath the presents drop-down you should see a section title Select With: Under this title are the buttons Left and Right. Hopefully this tutorial has wet your apatite for blender and given you enough of a basic understanding to start experimenting with it on your own and perhaps makings some basic 3D models. I’ve chosen Blender for this tutorials, as its my software of choice and as such I have build up a fair about of knowledge about it. So while a more advanced student might get some benefit from it there are probably other tutorials around that are better suited for you.
When you first start Blender you will be greeted with a splash screen in the centre of your monitor.
On the left under the title of links there is a list of shortcuts to blender related websites. If you click on this box you’ll get a drop down list of different set-ups for blender that make it behave a little more like other 3D packages, such as Maya and 3DSMax, by changing shortcut keys and the like. As with all 3D programs Blender 3D in a complex and in-depth system so going over every single part of the User interface(UI) would take a VERY long time so I’ll briefly give an overview then go over the stuff you need to get started. This is the Layout box clicking on the  button to the left of it will give you a list of all the different layouts you can chose from feel free to take a look at some of the others but set it back to default when you are finished . This is a very large section of blender and and contains a great many of the tools you’ll be using. There is two ways to do this, firstly you can click and drag on the  mark in the upper right or lower left corner of each panel.
With this basic understanding of the blender interface hopefully you can begin to explore blender on your own for now.  In the near future I hope to  follow this tutorial up with a Navigating within blender tutorial to enable you to fully explore blender on your own.
There is a science to getting the correct FoV that takes into account the distance between your eyes and your monitor but I’m just going to use a value of 90.
Luckily others have done most of the work for us here, we just need to find a FoV calculator.
In the camera properties, beside the Focal length text entry, is drop down box that says millimetres in it. This process should be fairly similar when trying to make First person assets with other 3D modelling packages such as Maya or 3DSMax or using other game engines. This blog will be more about process then product and a lot of the content will be learning exercises I am constantly doing to improve my skills with blender and digital art in general. So the rest of this post will in regards to a recently completed personal project I like to call the Checker Manhattan Project, not to be confused with THE Manhattan Project as they really are quite different things after all! I tend to like building up the base mesh first as much as I can before I move on to materials. I really wanted to improve my material and found that with a little research the car paint shader  was surprisingly simple. The checker trims, taxi sign and number plates where the only sections of the car that I needed to UV mapping. This language and structure should allow people who are beginers to rendering grasp the concepts.


If you now rotate the view you’ll notice its no longer rotating around the cube but the invisible centre point I mentioned earlier. There are a lot of setting available in this window so if you change something make sure you remember how it was before so that you can set it back!
Yep you guessed it, these buttons refer to the buttons on your mouse and which one is used to select with in the 3D View Port. Note that saving user setting will also save the current scene setup so when you next open blender the default scene will look exactly like what you have at the moment. This shows that all parts of the cube are selected hit the A key once on your keyboard to deselect everything.
Make sure that you are in object mode not Edit mode with your mouse cursor in the 3D viewport and hit Shift+A on your keyboard, this should bring up the Add Menu.
Before you exit don’t for get to save your work as blender won’t prompt you to do so! This first tutorial will be about the interface only however another tutorial is planed that will cover basic operation of the software. Probably of most concern to you at the moment is the Manual link which will take you straight to the online Blender Manual! I’ve left mine on the default setting with just a couple of changes that I made in the user preferences.
You could have a model house in one and a model cat in the other, each not effecting the other. This section is extremely useful when working on 3D models that need to be efficient such as making models for video games or any other real-time uses or just trying to optimise your work. Lets start with that grey panel, the Tool Shelf, as it’s got some of the most commonly used controls on it (although I hardly every use the buttons directly).
What’s more this section is context sensitive so its different depending on what you have selected and what mode you are in. The simplest of these customisations is the fact that you can change any of the panels to a different type of with the button that appears in the top or bottom corner or the panel.
This control also allows you to merge panels back into one, by just clicking and dragging the other way! A much better way however is to match the 2 virtual cameras setting to each other, in particular the Field of View. Then I created a cube entered editing mode and scaled it down a little and moved it to where it was visible to the camera. I find that if I get the base mesh as good as I can first up It’ll save me a lot of work with UV mapping and material editing latter on down the track! So with the help of a blender cookie tutorial and reading through the blender artist forums its wasn’t long before I got my taxi mesh to look more like an actual taxi.
I’d planned from the begging of the project what section of the car would need UV mapping and so it was no big deal. Although this project is completed for now in the future I’d like to create an old style Manhattan scene that the taxi will feature in prominently! By creating a custom present you’ll easily be able to revert back to the blender defaults to see what you like best or in case you make a mistake! I suggest you take a look at the manual as it goes over the interface in great detail and will teach you a lot about blender!
The render menu is for “rendering” your work out to an image or animation and the other two menus should be fairly self explanatory being in may common programs. This section of blender allows you to apply modifier to object change lighting brightness, adjust material setting and much much more! How I most often do it though, is by right clicking on the border of two panels, selecting split from the menu that appears, then moving the mouse to position where the new border will appears and left clicking to confirm its position. Its actually a fairly straight forward process with a couple of little tricks to looks out for. I had to make sure that it was centred in the cameras view but its origin point was still at 0,0,0. Also be warned that FoV is reliant on the aspect ratio so be aware that if you put things too close to the edge or allow the player to modify the aspect ration things could get cut off or look distorted. A vertex is a single point, and edge is the line between two points and a face is the area contain within multiple edges in this case 4 (you should try and keep faces having 4 edges as much as possible). There starts out with just one scene but you can make as many as you like and again with  and  buttons.
Its just as simple to remove it simply right click on the newly created border position your mouse within the panel you want to remove and click! I added a couple more cube to the object and placed them at the edges of the cameras view so the I could easily see how they get effected by the FoV and if they look the same in both software packages. Pick face from the Mesh Select Menu (Ctrl + Tab Menu) then Click on one of the faces of the cube to select it. The next phase I add in creases and in the third I adding all the little details like the headlights, the mirrors and trims around the windows.
If you press the G key (G for Grab) you’ll get the same tool without having to move over and click the button every time you want to use it. You should now be able to look through the right panel and learn some tools by reading the tool tips!



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