Cover image for Mastering Blender.
Mastering Blender.
Title:
Mastering Blender.
Author:
Mullen, Tony.
ISBN:
9781118333396
Personal Author:
Edition:
2nd ed.
Physical Description:
1 online resource (722 pages)
Contents:
Mastering Blender -- Acknowledgments -- About the Author -- Contents -- Introduction -- Part I: Fundamentals of Blender 3D -- Chapter 1: Working in Blender -- Data and Data Access -- Using the Outliner -- Exploring the User Preferences -- Other Options -- Improving Your Workflow -- Viewport Hot Keys and Properties -- Grouping and Selection -- Object Manipulation -- The Bottom Line -- Chapter 2: Working with Textures and Materials -- Creating UV Textures with Blender and GIMP -- Textures and Texture Mapping -- UV Mapping -- Texturing a Locomotive Smokestack -- Smoothing the Seams with Texture Baking -- Advanced Materials with Material Nodes -- Adding Soot to the Smokestack -- Hot Lava with Nodes -- Transparency and Subsurface Scattering -- Transparent Shadows -- Subsurface Scattering -- Creating Convincing Real-Time Viewport Materials with Material Capture Images -- The Bottom Line -- Chapter 3: Sculpting and Retopo Workflow -- Sculpting with Blender -- Multiresolution Modeling -- Sculpting Tools -- Sculpting a Baby's Head -- The Sculpting Process -- Retopologizing the Mesh -- Normal Map Baking -- The Bottom Line -- Chapter 4: Rendering and Render Engines -- What Is Rendering? -- Real-Time and Viewport Rendering -- Rendering with Blender Internal -- Rendering with Cycles -- Cycles and Sampling -- Nodes Revisited -- Rendering with Renderfarm.fi -- Distributed Rendering for the People -- Contributing Resources -- The Bottom Line -- Part II: Physics and Simulations -- Chapter 5: Getting Flexible with Soft Bodies -- The Hard Facts on Soft Bodies -- Understanding Soft Body Basics -- Baking -- Animating a Spring with Soft Bodies -- Force Fields and Collision -- Simulating Cloth and Clothing -- Hanging the Drapes -- Clothing for Animation -- The Bottom Line -- Chapter 6: Working with Particles -- Introducing Emitter Particles -- Adding a Particle System.

Emitter Particles -- Baking -- Physics -- Display and Render Options -- Using Force Fields and Deflection -- Setting Up an Explode Modifier with Dynamic Particles -- Working with Boids -- Setting Up the Boids System -- Working with Goals and Predators -- Creating a Simple Flying Bird -- Hair Particles -- A Trip to the Beauty Salon -- Preparing the Mesh -- Editing Hair Particles -- Releasing Your Inner Hairdresser -- Materials and Textures for Hair -- Creating Clumping, Roughness, and Kink -- Lighting and Rendering -- The Bottom Line -- Chapter 7: Volumetric Fluid, Smoke, and Fire -- Using the Blender Fluid Simulator -- Getting Started with Fluids -- Inflow and Outflow -- Time, Size, and Resolution -- Particles -- Obstacles and Animation -- Animating Fluid Properties -- Getting the Shot -- Bottle of Pop -- Rushing Creek -- Going Further with Fluids -- Simulating Smoke and Fire -- Rendering Smoke -- Simulating Flames -- The Bottom Line -- Chapter 8: Bullet Physics and the Blender -- Physics in the BGE -- Getting Started with the Blender Game Engine -- Using Actions in BGE -- Rigid Body Simulation and F-Curves -- Baking Game F-Curves -- Frame Rate and Simulation Speed -- Recording Physics and Animation -- Actor Parameters, Boundaries, and Hull Types -- General Tips on Working with Bullet -- Using Physics Visualization -- Joints, Ragdolls, and Robots -- Using Rigid Body Joint Constraints -- Using Generic 6 DoF Joints -- Setting Up a Ragdoll Armature -- Controlling an Armature -- A Passive-Walking Robot -- Further Resources -- The Bottom Line -- Part III: Video Post-production in Blender -- Chapter 9: Compositing with Nodes -- Compositing with Render Layers and Passes -- What Is Compositing? -- What Are Nodes? -- A Closer Look at Render Layers and Nodes -- Reconstructing an Image with Render Passes -- Combining Passes -- Node Groups.

Pulling a Green Screen Matte with Nodes -- Working with Green Screen Video -- Working with Composite Nodes -- Using the AnimAll Add-on -- Animating the Garbage Matte -- Using Render Layers and Nodes -- Using Alpha Overlays and Premultiplication -- Spill Correction and Cleaning Up -- Tweaking Color Channels -- Finishing Off the Matte -- Muting Nodes -- Learning More about Compositing -- The Bottom Line -- Chapter 10: Advanced 3D/Video Compositing -- Camera Tracking and the Movie Clip Editor -- Camera Tracking from Video -- Anatomy of a Good Feature -- Tracking Markers and Track Settings -- Tracking -- Getting Good Tracks -- Camera Solving -- Setting Up the Scene in 3D -- Reconstruction Mode -- The Node Setup -- Masking in the Clip Editor -- Editing the Mask -- Compositing with Masks -- Other Mask Features -- The Bottom Line -- Chapter 11: Working with the Video Sequence Editor -- Introducing the Video Sequence Editor -- Importing Video and Image Sequences -- Setting Frame Rates -- Working with Sequence Strips -- Editing Sound -- Using Markers -- Accessing Other VSE Display Modes -- Adding Transitions and Compositing in the VSE -- Alpha Overlays -- Fades and Transitions -- Fading to Black -- Transform -- Other Effects -- Meta-Strips -- Working with Blender Scenes in the VSE -- Adding Captions to a Video -- Composited Scenes -- Rendering and Output -- The Bottom Line -- Part IV: Blender-Python -- Chapter 12: The Blender-Python Interpreter -- Introducing Python -- What Is Python? -- Why Python? -- Further Resources -- Understanding the Python Development Environment -- Using the Command-Line Shell -- Accessing the System Console -- Using the Text Editor -- Understanding Python Syntax -- Data Types and Structures -- Control Flow -- Functions -- Classes and OOP -- The dir() Function -- Modules -- The Bottom Line -- Chapter 13: Python Scripting for Blender.

Editing and Running Scripts in Blender -- Calling Functions from the Command Line -- Working with Text Editors -- The Blender Text Editor -- Script Format and Templates -- Adding a Simple Mesh Object to the Scene -- Creating an Interactive Add-on -- The Addon Add Object Template -- The bl_info Block -- Working with Custom Properties -- Composing the Add-on -- The Complete Add Bouncing Cone Code -- The Bottom Line -- Part V: Mastering the Blender Game Engine -- Chapter 14: Creating Assets for the Blender -- Creating Content for the Game Engine -- Modeling a Simple Low-Poly Character -- Texture Painting -- Rigging and Animating the Character -- Creating a Walk Cycle -- Setting Up the World -- Baking Procedural Textures for a Simple Skybox -- Creating a Simple Maze -- Getting More Familiar with the BGE Environment -- Placing Your Objects in the Game World -- Setting Material Options -- Using Lighting in the Game Engine -- Vertex Painting for Light Effects -- The Bottom Line -- Chapter 15: Making Things Happen in the -- Working with Logic Bricks -- Understanding Logic Brick Basics -- Setting Up the Camera -- Using Properties, Messages, and States -- Setting Up Bad Guys -- Collecting Treasure and Racking Up Points -- Creating Special Effects with Textures -- Creating Dynamic Text -- Creating Animated Textures -- Working with Sound in the BGE -- The Bottom Line -- Chapter 16: Python Power in the Blender -- From Logic Bricks to Python -- Controlling a Character with Python -- Python Power for the BGE -- Creating a Teleportation Machine with Python -- Creating a Login Screen -- Sound Effects and Multiple Viewports -- Working with Viewports -- Accessing Sound with Python -- Further Resources -- The Bottom Line -- Appendix: The Bottom Line -- Chapter 1: Working in Blender -- Chapter 2: Working with Textures and Materials.

Chapter 3: Sculpting and Retopo Workflow -- Chapter 4: Rendering and Render Engines -- Chapter 5: Getting Flexible with Soft Bodies and Cloth -- Chapter 6: Working with Particles -- Chapter 7: Volumetric Fluid, Smoke, and Fire -- Chapter 8: Bullet Physics and the Blender Game Engine -- Chapter 9: Compositing with Nodes -- Chapter 10: Advanced 3D/Video Compositing -- Chapter 11: Working with the Video Sequence Editor -- Chapter 12: The Blender-Python Interpreter -- Chapter 13: Python Scripting for Blender -- Chapter 14: Creating Assets for the Blender Game Engine -- Chapter 15: Making Things Happen in the Game Engine -- Chapter 16: Python Power in the Blender Game Engine -- Index -- Gallery.
Abstract:
Tony Mullen, PhD, has a broad background in CG-related work. He teaches at Tsuda College and Musashino Art University in Tokyo, where his courses include modeling and animation with Blender as well as the Python programming language. His screen credits include writer, codirector, or lead animator on several short films, including the award-winning short The Devices of Gustav Braüstache, Bachelor of Science. He is the author of Introducing Character Animation with Blender and several other books on Blender from Sybex. You can follow him on Twitter at @_tonymullen.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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