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Blender 2.5 materials and textures cookbook [[electronic resource] ] : over 80 great recipes to create life-like Blender objects / / Colin Litster
Blender 2.5 materials and textures cookbook [[electronic resource] ] : over 80 great recipes to create life-like Blender objects / / Colin Litster
Autore Litster Colin
Pubbl/distr/stampa Olton, Birmingham, : Packt Pub. Ltd., 2011
Descrizione fisica 1 online resource (312 p.)
Disciplina 006.693
Soggetto topico Computer animation
Three-dimensional display systems
Computer graphics
ISBN 1-282-99122-1
9786612991226
1-84951-289-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; Table of Contents; Preface; Chapter 1: Creating Natural Materials in Blender; Introduction; Creating a realistic pebble material using procedural textures; Creating a gray limestone pebble; Creating the quartz pebble material; Creating an opalescent quartz material; Creating a mask to represent the quartz veins; Combining two materials, to make a third, using Nodes; Creating a large rock material using procedural, and node textures; Creating a sea rock material; Creating a texture node to simulate seaweed at the base of a rock
Creating a large rock face using photo reference; Chapter 2: Creating Man-made Materials; Introduction; Creating a slate roof node material that; repeats but with ultimate variety; Using a tileable texture to add complexity; to a surface; Warping a texture to disguise seams in a; repeated texture; Adding weathering by copying and reusing; textures; Combining materials using nodes; Creating metals; Using specular maps to add age and; variety to man-made surface materials; Adding oxidization weathering to our; copper material; Adding grime and artistic interest to our; copper material
Creating a path or road material that never repeats; Repeating a tiled texture to duplicated objects; Deforming materials and textures in Blender; Chapter 3: Creating Animated Materials; Introduction; How to move textures and create animation; without moving a mesh; Manipulating the F-Curves of texture; movement; Using an Empty as a dummy object to; control texture movement over time; A barber pole with no moving parts; How to alter the color of materials and; textures over time; Creating a red hot iron bar; How to animate transparency in a texture; Creating a burning sheet of paper
How to change textures during an animation How to texture with movies creating; a TV screen; Chapter 4: Managing Blender Materials; Introduction; Setting a default scene for; materials creation; Additional settings for default scene; Creating an ideal Blender interface; for material creation; Creating an ideal texture animation setup; Naming materials and textures; Appending materials; Linking materials; Making blend files stand alone; Chapter 5: Creating More Difficult Man-made Materials; Introduction; Creating rust on iron-based metals; Creating a mesh object to provide good
reflective surfaces Using environment map textures to; simulate reflection; Varying environment map reflections; to simulate corrosion or wear; Using raytrace reflections; to simulate polished metals; Varying raytrace reflections to simulate; dirt and grime; Chapter 6: Creating More Difficult Natural Materials; Introduction; Creating realistic large-scale water in; Blender 2.5; Setting up an ocean vista environment; Creating a wave surface using textures; Creating an ocean surface material; Creating wake around objects in water; Creating a non-repeating leaf material
Creating image and bump maps,
Record Nr. UNINA-9910791414403321
Litster Colin  
Olton, Birmingham, : Packt Pub. Ltd., 2011
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Blender 2.5 materials and textures cookbook : over 80 great recipes to create life-like Blender objects / / Colin Litster
Blender 2.5 materials and textures cookbook : over 80 great recipes to create life-like Blender objects / / Colin Litster
Autore Litster Colin
Edizione [1st ed.]
Pubbl/distr/stampa Olton, Birmingham, : Packt Pub. Ltd., 2011
Descrizione fisica 1 online resource (312 p.)
Disciplina 006.693
Soggetto topico Computer animation
Three-dimensional display systems
Computer graphics
ISBN 1-282-99122-1
9786612991226
1-84951-289-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; Table of Contents; Preface; Chapter 1: Creating Natural Materials in Blender; Introduction; Creating a realistic pebble material using procedural textures; Creating a gray limestone pebble; Creating the quartz pebble material; Creating an opalescent quartz material; Creating a mask to represent the quartz veins; Combining two materials, to make a third, using Nodes; Creating a large rock material using procedural, and node textures; Creating a sea rock material; Creating a texture node to simulate seaweed at the base of a rock
Creating a large rock face using photo reference; Chapter 2: Creating Man-made Materials; Introduction; Creating a slate roof node material that; repeats but with ultimate variety; Using a tileable texture to add complexity; to a surface; Warping a texture to disguise seams in a; repeated texture; Adding weathering by copying and reusing; textures; Combining materials using nodes; Creating metals; Using specular maps to add age and; variety to man-made surface materials; Adding oxidization weathering to our; copper material; Adding grime and artistic interest to our; copper material
Creating a path or road material that never repeats; Repeating a tiled texture to duplicated objects; Deforming materials and textures in Blender; Chapter 3: Creating Animated Materials; Introduction; How to move textures and create animation; without moving a mesh; Manipulating the F-Curves of texture; movement; Using an Empty as a dummy object to; control texture movement over time; A barber pole with no moving parts; How to alter the color of materials and; textures over time; Creating a red hot iron bar; How to animate transparency in a texture; Creating a burning sheet of paper
How to change textures during an animation How to texture with movies creating; a TV screen; Chapter 4: Managing Blender Materials; Introduction; Setting a default scene for; materials creation; Additional settings for default scene; Creating an ideal Blender interface; for material creation; Creating an ideal texture animation setup; Naming materials and textures; Appending materials; Linking materials; Making blend files stand alone; Chapter 5: Creating More Difficult Man-made Materials; Introduction; Creating rust on iron-based metals; Creating a mesh object to provide good
reflective surfaces Using environment map textures to; simulate reflection; Varying environment map reflections; to simulate corrosion or wear; Using raytrace reflections; to simulate polished metals; Varying raytrace reflections to simulate; dirt and grime; Chapter 6: Creating More Difficult Natural Materials; Introduction; Creating realistic large-scale water in; Blender 2.5; Setting up an ocean vista environment; Creating a wave surface using textures; Creating an ocean surface material; Creating wake around objects in water; Creating a non-repeating leaf material
Creating image and bump maps,
Record Nr. UNINA-9910825315603321
Litster Colin  
Olton, Birmingham, : Packt Pub. Ltd., 2011
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Blender 3D [[electronic resource] ] : architecture, buildings, and scenery : create photorealistic 3D architectural visualizations of buildings, interiors, and environmental scenery / / Allan Brito
Blender 3D [[electronic resource] ] : architecture, buildings, and scenery : create photorealistic 3D architectural visualizations of buildings, interiors, and environmental scenery / / Allan Brito
Autore Brito Allan
Pubbl/distr/stampa Birmingham [England], : Packt, c2008
Descrizione fisica 1 online resource (332 p.)
Disciplina 005.1
Soggetto topico Architectural design
Computer animation
Computer graphics
Three-dimensional display systems
Soggetto genere / forma Electronic books.
ISBN 1-281-38644-8
9786611386443
1-84719-368-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Table of Contents; Preface; Chapter 1: Introduction to Blender and Architectural Visualization; Architectural Visualization; How about Blender 3D?; Download Blender; Hardware and Software Requirements for Blender; Other Tools for Visualization; CAD and 3D-Architectural Modeling; 3D Models from the Internet; Visualization with Blender; Summary; Chapter 2: Blender 3D: Quick Start; Interface; Windows and Menus; Multiple Windows; Merge Windows; Header; Add and Remove a Header; Active Window; Keyboard Shortcuts; 3D Visualization; Selecting Objects; Selecting by Name; Renaming Objects
3D CursorCursor Snap; Modes; Creating Objects; Duplicating Objects; Transforming Objects; Cameras; Render Basics; Render Preview; Summary; Chapter 3: Modeling; Types of Objects; Mesh Primitives; Mesh Editing; Transformations; Transforming with Precision; Loop Subdivide; Knife Tool; Selecting Loops; New Edges and Faces; Merge; Removing Double Vertices; Extrude; Extrude with Vertex; Extrude with Edges; Extrude with Faces; Constraining the Extrude; Modeling Example; Modifiers; Subsurf Modifier; Smoothing Faces; Array Modifier; Array Example; Boolean Modifier; Mirror Modifier; Groups
How to Create a Group?Proportional Editing; Summary; Chapter 4: Modeling for Architecture; Architectural Modeling; Modeling by Proportions; Planning Is the Key to Success; Precision Modeling; Edge Length; Transforming with Precision; Layers; Modeling in Practice; Walls; Rounded Corners; Symmetry; Openings; Floors and Lining; Modeling Using the Walls; Modeling with Separated Objects; Starting From a CAD Drawing; Preparing the DXF Files; Importing DXF files; Summary; Chapter 5: Modeling Details; Level of Detail; Windows; Doors; Summary; Chapter 6: Modeling Furniture
Create Models or Use a Library?How to Get Started?; Appending Models; Importing Models; Modeling a Chair; Modeling a Sofa; Summary; Chapter 7: Materials; Creating and Organizing Materials; Material Color; Gradient Colors; Shaders; Diffuse; Specular; Ray Tracing; Creating Glass; Simple Glass; Mirrors and Reflections; Ray-traced Shadows; Wireframe Materials; Self-illumination; Summary; Chapter 8: Textures; Procedural Textures vs. Bitmap Textures; Texture Library; Applying Textures; Mapping; Normal Map; UV Mapping; Unwrapping Scripts; Summary; Chapter 9: UV Mapping; What is UV Mapping?
Why UV Mapping?What Makes a Good Seam?; Unfold the Model; Editing the Unfolded Model; Export the Unfolded Mesh; Unwrapping Scripts; Summary; Chapter 10: Light Basics; Lamps; Energy; Distance; Color; Controlling Light; Hemi; Sun; Lamp; Area; Spot; Volumetric Shadows; Soft Shadows; Lighting Exercise; Summary; Chapter 11: Radiosity and Ambient Occlusion; Global Illumination; Radiosity; Vertex Paint; Ambient Occlusion; Outdoor Scene; Indoor Scene; Summary; Chapter 12: Global Illumination with YafRay; Installing YafRay; Blender and YafRay; YafRay Setup; YafRay GI Setup; SkyDome
Lighting with SkyDome
Record Nr. UNINA-9910455536503321
Brito Allan  
Birmingham [England], : Packt, c2008
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Blender 3D 2.49 incredible machines [[electronic resource] ] : modeling, rendering, and animating realistic machines with Blender 3D / / Allan Brito
Blender 3D 2.49 incredible machines [[electronic resource] ] : modeling, rendering, and animating realistic machines with Blender 3D / / Allan Brito
Autore Brito Allan
Pubbl/distr/stampa Birmingham, U.K., : Packt Pub., 2009
Descrizione fisica 1 online resource (316 p.)
Disciplina 006.696
Collana From technologies to solutions
Soggetto topico Computer graphics
Computer animation
Three-dimensional display systems
Soggetto genere / forma Electronic books.
ISBN 1-282-39730-3
1-84719-747-7
9786612397301
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; Table of Contents; Preface; Chapter 1: Machinery Modeling and Visualization with Blender; Blender history; Working with Blender; Blender 3D, YafaRay, and GIMP; What is an Incredible Machine?; How the book is organized; Do I have to know Blender already?; How to know more about Blender 3D; Summary; Chapter 2: Modeling a Handgun; Briefing and concept; Objectives; Why a hand weapon?; Parts of the model; Modeling workflow; Best modeling technique for this project; Effects and rendering; Summary
Chapter 3: Polygon Modeling of the WeaponStarting with a background image; Using subdivision to model; Modeling the hand wrap; Modeling the small and removable parts; Using hooks to place and align objects; Summary; Chapter 4: Adding Details; Tools and techniques for detailing; Face normals; Adding the handgrip; Using the spin tool to close a model; Adding creases and rounded details; Summary; Chapter 5: Rendering the Project with YafaRay; YafaRay renderer; Installing YafaRay; Creating a studio environment; Adding light to the scene; How YafaRay works; Setting lights in YafaRay
Adding materials to the weaponFraming the weapon; Final render with YafaRay; Summary; Chapter 6: Steampunk Spacecraft; Steampunk concept; Spacecraft concept; Project workflow; Building edges and planes for the spacecraft; Creating the first section of the spacecraft; Modeling the wing; Modeling the front; Summary; Chapter 7: Working with Smaller Areas; Modeling the front of the spacecraft; Adding details to the wing; Modeling the engines; Creating the bottom of the spacecraft; Creating the weapons; Mirroring the spacecraft; Closing the cockpit; Detailing the fuselage
Modeling auxiliary enginesAdding cables and wires; Using curves; Twisting the cables; Adding the cables to the model; Summary; Chapter 8: Advanced UV Mapping; UV mapping in Blender; What is UV mapping?; Using UV mapping in Blender; Using smart projections; UV test grid; Using the unwrap tool; Planning the unwrap; Controlling and editing the UV layout; Pinning and unpinning vertices; Live Unwrap Transform; Editing the UV; Exporting the layout; Editing the texture; Summary; Chapter 9: Putting the Spacecraft to Fly and Shoot with Special Effects; Blender particles; How particles work
Creating particlesAdding speed and force fields; The rear engine; The guns; Summary; Chapter 10: Rendering the Spacecraft with YafaRay; Environment setup in YafaRay-creating a physical sky; Single Color; Gradient; Texture; SunSky; DarkTide's SunSky; Materials and textures in YafaRay; Setting up a metal material; Creating the glass in the cockpit; Rendering the scene; Rendering a night view of the spacecraft; Summary; Chapter 11: Transforming Robot; What is a transforming robot?; How big will the robot be?; Textures and materials; Rendering with LuxRender; Mixing modeling and animation
Modeling the object with poly modeling
Record Nr. UNINA-9910459284103321
Brito Allan  
Birmingham, U.K., : Packt Pub., 2009
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Blender 3D 2.49 incredible machines [[electronic resource] ] : modeling, rendering, and animating realistic machines with Blender 3D / / Allan Brito
Blender 3D 2.49 incredible machines [[electronic resource] ] : modeling, rendering, and animating realistic machines with Blender 3D / / Allan Brito
Autore Brito Allan
Pubbl/distr/stampa Birmingham, U.K., : Packt Pub., 2009
Descrizione fisica 1 online resource (316 p.)
Disciplina 006.696
Collana From technologies to solutions
Soggetto topico Computer graphics
Computer animation
Three-dimensional display systems
ISBN 1-282-39730-3
1-84719-747-7
9786612397301
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; Table of Contents; Preface; Chapter 1: Machinery Modeling and Visualization with Blender; Blender history; Working with Blender; Blender 3D, YafaRay, and GIMP; What is an Incredible Machine?; How the book is organized; Do I have to know Blender already?; How to know more about Blender 3D; Summary; Chapter 2: Modeling a Handgun; Briefing and concept; Objectives; Why a hand weapon?; Parts of the model; Modeling workflow; Best modeling technique for this project; Effects and rendering; Summary
Chapter 3: Polygon Modeling of the WeaponStarting with a background image; Using subdivision to model; Modeling the hand wrap; Modeling the small and removable parts; Using hooks to place and align objects; Summary; Chapter 4: Adding Details; Tools and techniques for detailing; Face normals; Adding the handgrip; Using the spin tool to close a model; Adding creases and rounded details; Summary; Chapter 5: Rendering the Project with YafaRay; YafaRay renderer; Installing YafaRay; Creating a studio environment; Adding light to the scene; How YafaRay works; Setting lights in YafaRay
Adding materials to the weaponFraming the weapon; Final render with YafaRay; Summary; Chapter 6: Steampunk Spacecraft; Steampunk concept; Spacecraft concept; Project workflow; Building edges and planes for the spacecraft; Creating the first section of the spacecraft; Modeling the wing; Modeling the front; Summary; Chapter 7: Working with Smaller Areas; Modeling the front of the spacecraft; Adding details to the wing; Modeling the engines; Creating the bottom of the spacecraft; Creating the weapons; Mirroring the spacecraft; Closing the cockpit; Detailing the fuselage
Modeling auxiliary enginesAdding cables and wires; Using curves; Twisting the cables; Adding the cables to the model; Summary; Chapter 8: Advanced UV Mapping; UV mapping in Blender; What is UV mapping?; Using UV mapping in Blender; Using smart projections; UV test grid; Using the unwrap tool; Planning the unwrap; Controlling and editing the UV layout; Pinning and unpinning vertices; Live Unwrap Transform; Editing the UV; Exporting the layout; Editing the texture; Summary; Chapter 9: Putting the Spacecraft to Fly and Shoot with Special Effects; Blender particles; How particles work
Creating particlesAdding speed and force fields; The rear engine; The guns; Summary; Chapter 10: Rendering the Spacecraft with YafaRay; Environment setup in YafaRay-creating a physical sky; Single Color; Gradient; Texture; SunSky; DarkTide's SunSky; Materials and textures in YafaRay; Setting up a metal material; Creating the glass in the cockpit; Rendering the scene; Rendering a night view of the spacecraft; Summary; Chapter 11: Transforming Robot; What is a transforming robot?; How big will the robot be?; Textures and materials; Rendering with LuxRender; Mixing modeling and animation
Modeling the object with poly modeling
Record Nr. UNINA-9910784922703321
Brito Allan  
Birmingham, U.K., : Packt Pub., 2009
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Blender 3D 2.49 incredible machines : modeling, rendering, and animating realistic machines with Blender 3D / / Allan Brito
Blender 3D 2.49 incredible machines : modeling, rendering, and animating realistic machines with Blender 3D / / Allan Brito
Autore Brito Allan
Edizione [1st ed.]
Pubbl/distr/stampa Birmingham, U.K., : Packt Pub., 2009
Descrizione fisica 1 online resource (316 p.)
Disciplina 006.696
Collana From technologies to solutions
Soggetto topico Computer graphics
Computer animation
Three-dimensional display systems
ISBN 1-282-39730-3
1-84719-747-7
9786612397301
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; Table of Contents; Preface; Chapter 1: Machinery Modeling and Visualization with Blender; Blender history; Working with Blender; Blender 3D, YafaRay, and GIMP; What is an Incredible Machine?; How the book is organized; Do I have to know Blender already?; How to know more about Blender 3D; Summary; Chapter 2: Modeling a Handgun; Briefing and concept; Objectives; Why a hand weapon?; Parts of the model; Modeling workflow; Best modeling technique for this project; Effects and rendering; Summary
Chapter 3: Polygon Modeling of the WeaponStarting with a background image; Using subdivision to model; Modeling the hand wrap; Modeling the small and removable parts; Using hooks to place and align objects; Summary; Chapter 4: Adding Details; Tools and techniques for detailing; Face normals; Adding the handgrip; Using the spin tool to close a model; Adding creases and rounded details; Summary; Chapter 5: Rendering the Project with YafaRay; YafaRay renderer; Installing YafaRay; Creating a studio environment; Adding light to the scene; How YafaRay works; Setting lights in YafaRay
Adding materials to the weaponFraming the weapon; Final render with YafaRay; Summary; Chapter 6: Steampunk Spacecraft; Steampunk concept; Spacecraft concept; Project workflow; Building edges and planes for the spacecraft; Creating the first section of the spacecraft; Modeling the wing; Modeling the front; Summary; Chapter 7: Working with Smaller Areas; Modeling the front of the spacecraft; Adding details to the wing; Modeling the engines; Creating the bottom of the spacecraft; Creating the weapons; Mirroring the spacecraft; Closing the cockpit; Detailing the fuselage
Modeling auxiliary enginesAdding cables and wires; Using curves; Twisting the cables; Adding the cables to the model; Summary; Chapter 8: Advanced UV Mapping; UV mapping in Blender; What is UV mapping?; Using UV mapping in Blender; Using smart projections; UV test grid; Using the unwrap tool; Planning the unwrap; Controlling and editing the UV layout; Pinning and unpinning vertices; Live Unwrap Transform; Editing the UV; Exporting the layout; Editing the texture; Summary; Chapter 9: Putting the Spacecraft to Fly and Shoot with Special Effects; Blender particles; How particles work
Creating particlesAdding speed and force fields; The rear engine; The guns; Summary; Chapter 10: Rendering the Spacecraft with YafaRay; Environment setup in YafaRay-creating a physical sky; Single Color; Gradient; Texture; SunSky; DarkTide's SunSky; Materials and textures in YafaRay; Setting up a metal material; Creating the glass in the cockpit; Rendering the scene; Rendering a night view of the spacecraft; Summary; Chapter 11: Transforming Robot; What is a transforming robot?; How big will the robot be?; Textures and materials; Rendering with LuxRender; Mixing modeling and animation
Modeling the object with poly modeling
Record Nr. UNINA-9910819838003321
Brito Allan  
Birmingham, U.K., : Packt Pub., 2009
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Blender 3D basics beginner's guide [[electronic resource] ] : the complete novice's guide to 3D modeling and animation / / Gordon C. Fisher
Blender 3D basics beginner's guide [[electronic resource] ] : the complete novice's guide to 3D modeling and animation / / Gordon C. Fisher
Autore Fisher Gordon F
Pubbl/distr/stampa Birmingham, : Packt Pub., 2012
Descrizione fisica 1 online resource (468 p.)
Disciplina 006.696
Collana Open source : community experience distilled
Soggetto topico Computer animation
Three-dimensional imaging
Three-dimensional display systems
3-D films
Soggetto genere / forma Electronic books.
ISBN 1-281-09010-7
9786613775467
1-84951-691-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Introducing Blender and Animation; Welcome to the world of Blender 3D; Discovering Blender and animation; Learning Blender will literally change how you think; Installing Blender; Using Blender; Time for action - rendering your first scene in Blender; Time for action - closing Blender; Top 10 reasons to enjoy using Blender 3D; Learning from your animation hero's; Going back to the year 1922 on an animation field trip
Time for action - searching on Felix Turns the Tide + 1922 Moving ahead a few years in time, to 1928; Time for action - searching on Plane Crazy +1928; Arriving in 1938, the animation industry is at a peak; Time for action - searching on Goonland + 1938; Starting to use computers for animation in the 1960's; Beginnings of 3D animation in 1963; Time for action - searching on Ivan Sutherland + Sketchpad; Going to the late 1970's, a few companies are doing 3D animation; Time for action - searching on Triple I demo; Time for action - watching Information International, Inc. (Triple I) 1982 demo reel
Introducing Pixar - 1984, and everything comes together Time for action - searching for the video of The Adventures of André and Wally B; Back to the present time; Animation principles; Using 3D skills, what can you do with them?; Making 2D animation; TV and video; Films and pre-visualization; Stereoscopic 3D; Web animation; Games; Flight and driving simulators; Digital signage; Displaying scientific data; Legal evidence display; Architectural walkthroughs; Virtual reality; Virtual sets; Interactive instruction; Showing what can't otherwise be seen; Creating a portfolio to get a job
Product development and visualization. Summary; Chapter 2: Getting Comfortable using the 3D View; Exploring the Blender 3D interface; Setting up Blender the way you want it; Using the three basic Blender controllers; Using the numeric keypad with Blender; Emulating the three-button mouse and Numpad; Understanding how to use Blender Windows; Time for action - playing with the Blender windows; Time for action - resizing windows; Time for action - flipping the window header; Time for action - maximizing and tiling the window; Time for action - splitting Blender windows
Time for action - joining Blender windows Exploring the 3D View window, the heart of Blender; Time for action - discovering your tools; Looking at the 3D View window, what do you see?; Making pictures with computers; Making colors with a computer; Making millions of colors with just red, green, and blue; Measuring things in 3D; Navigating in the 3D View; Time for action - rotating the scene in 3D View; Time for action - zooming the scene in 3D View; Time for action - panning the scene in 3D View; Using the Numpad to change the angle in the 3D View
Time for action - seeing the top view, front view, and right side view
Record Nr. UNINA-9910462390003321
Fisher Gordon F  
Birmingham, : Packt Pub., 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Blender 3D basics beginner's guide [[electronic resource] ] : the complete novice's guide to 3D modeling and animation / / Gordon C. Fisher
Blender 3D basics beginner's guide [[electronic resource] ] : the complete novice's guide to 3D modeling and animation / / Gordon C. Fisher
Autore Fisher Gordon F
Pubbl/distr/stampa Birmingham, : Packt Pub., 2012
Descrizione fisica 1 online resource (468 p.)
Disciplina 006.696
Collana Open source : community experience distilled
Soggetto topico Computer animation
Three-dimensional imaging
Three-dimensional display systems
3-D films
ISBN 1-281-09010-7
9786613775467
1-84951-691-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Introducing Blender and Animation; Welcome to the world of Blender 3D; Discovering Blender and animation; Learning Blender will literally change how you think; Installing Blender; Using Blender; Time for action - rendering your first scene in Blender; Time for action - closing Blender; Top 10 reasons to enjoy using Blender 3D; Learning from your animation hero's; Going back to the year 1922 on an animation field trip
Time for action - searching on Felix Turns the Tide + 1922 Moving ahead a few years in time, to 1928; Time for action - searching on Plane Crazy +1928; Arriving in 1938, the animation industry is at a peak; Time for action - searching on Goonland + 1938; Starting to use computers for animation in the 1960's; Beginnings of 3D animation in 1963; Time for action - searching on Ivan Sutherland + Sketchpad; Going to the late 1970's, a few companies are doing 3D animation; Time for action - searching on Triple I demo; Time for action - watching Information International, Inc. (Triple I) 1982 demo reel
Introducing Pixar - 1984, and everything comes together Time for action - searching for the video of The Adventures of André and Wally B; Back to the present time; Animation principles; Using 3D skills, what can you do with them?; Making 2D animation; TV and video; Films and pre-visualization; Stereoscopic 3D; Web animation; Games; Flight and driving simulators; Digital signage; Displaying scientific data; Legal evidence display; Architectural walkthroughs; Virtual reality; Virtual sets; Interactive instruction; Showing what can't otherwise be seen; Creating a portfolio to get a job
Product development and visualization. Summary; Chapter 2: Getting Comfortable using the 3D View; Exploring the Blender 3D interface; Setting up Blender the way you want it; Using the three basic Blender controllers; Using the numeric keypad with Blender; Emulating the three-button mouse and Numpad; Understanding how to use Blender Windows; Time for action - playing with the Blender windows; Time for action - resizing windows; Time for action - flipping the window header; Time for action - maximizing and tiling the window; Time for action - splitting Blender windows
Time for action - joining Blender windows Exploring the 3D View window, the heart of Blender; Time for action - discovering your tools; Looking at the 3D View window, what do you see?; Making pictures with computers; Making colors with a computer; Making millions of colors with just red, green, and blue; Measuring things in 3D; Navigating in the 3D View; Time for action - rotating the scene in 3D View; Time for action - zooming the scene in 3D View; Time for action - panning the scene in 3D View; Using the Numpad to change the angle in the 3D View
Time for action - seeing the top view, front view, and right side view
Record Nr. UNINA-9910790494003321
Fisher Gordon F  
Birmingham, : Packt Pub., 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Blender 3D basics beginner's guide : the complete novice's guide to 3D modeling and animation / / Gordon C. Fisher
Blender 3D basics beginner's guide : the complete novice's guide to 3D modeling and animation / / Gordon C. Fisher
Autore Fisher Gordon F
Edizione [1st ed.]
Pubbl/distr/stampa Birmingham, : Packt Pub., 2012
Descrizione fisica 1 online resource (468 p.)
Disciplina 006.696
Collana Open source : community experience distilled
Soggetto topico Computer animation
Three-dimensional imaging
Three-dimensional display systems
3-D films
ISBN 1-281-09010-7
9786613775467
1-84951-691-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Introducing Blender and Animation; Welcome to the world of Blender 3D; Discovering Blender and animation; Learning Blender will literally change how you think; Installing Blender; Using Blender; Time for action - rendering your first scene in Blender; Time for action - closing Blender; Top 10 reasons to enjoy using Blender 3D; Learning from your animation hero's; Going back to the year 1922 on an animation field trip
Time for action - searching on Felix Turns the Tide + 1922 Moving ahead a few years in time, to 1928; Time for action - searching on Plane Crazy +1928; Arriving in 1938, the animation industry is at a peak; Time for action - searching on Goonland + 1938; Starting to use computers for animation in the 1960's; Beginnings of 3D animation in 1963; Time for action - searching on Ivan Sutherland + Sketchpad; Going to the late 1970's, a few companies are doing 3D animation; Time for action - searching on Triple I demo; Time for action - watching Information International, Inc. (Triple I) 1982 demo reel
Introducing Pixar - 1984, and everything comes together Time for action - searching for the video of The Adventures of André and Wally B; Back to the present time; Animation principles; Using 3D skills, what can you do with them?; Making 2D animation; TV and video; Films and pre-visualization; Stereoscopic 3D; Web animation; Games; Flight and driving simulators; Digital signage; Displaying scientific data; Legal evidence display; Architectural walkthroughs; Virtual reality; Virtual sets; Interactive instruction; Showing what can't otherwise be seen; Creating a portfolio to get a job
Product development and visualization. Summary; Chapter 2: Getting Comfortable using the 3D View; Exploring the Blender 3D interface; Setting up Blender the way you want it; Using the three basic Blender controllers; Using the numeric keypad with Blender; Emulating the three-button mouse and Numpad; Understanding how to use Blender Windows; Time for action - playing with the Blender windows; Time for action - resizing windows; Time for action - flipping the window header; Time for action - maximizing and tiling the window; Time for action - splitting Blender windows
Time for action - joining Blender windows Exploring the 3D View window, the heart of Blender; Time for action - discovering your tools; Looking at the 3D View window, what do you see?; Making pictures with computers; Making colors with a computer; Making millions of colors with just red, green, and blue; Measuring things in 3D; Navigating in the 3D View; Time for action - rotating the scene in 3D View; Time for action - zooming the scene in 3D View; Time for action - panning the scene in 3D View; Using the Numpad to change the angle in the 3D View
Time for action - seeing the top view, front view, and right side view
Record Nr. UNINA-9910818881703321
Fisher Gordon F  
Birmingham, : Packt Pub., 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Blender compositing and post processing : learn the techniques required to create believable and stunning visuals with Blender Compositor / / Mythravarun Vepakomma ; cover image by Mythravarun Vepakomma
Blender compositing and post processing : learn the techniques required to create believable and stunning visuals with Blender Compositor / / Mythravarun Vepakomma ; cover image by Mythravarun Vepakomma
Autore Vepakomma Mythravarun
Pubbl/distr/stampa Birmingham, England : , : Packt Publishing, , 2014
Descrizione fisica 1 online resource (114 p.)
Disciplina 006.696
Collana Community experience distilled
Soggetto topico Computer animation
Three-dimensional display systems
Computer graphics
Soggetto genere / forma Electronic books.
ISBN 1-78216-113-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; Acknowledgments; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Blender Compositing - Overview; Understanding CG compositing; Blender's significance as a compositor; Getting started; Supported image formats in Blender; Supported color modes in Blender; Supported color depths in Blender; Blender's color spaces; The RGB color space; The HSV color space; The YUV color space; The YCbCr color space; Render layers/passes; Render layers; Render passes; Summary; Chapter 2: Working with Blender Compositor; Architecture
Composite node typesGetting familiar with the compositing user interface; Node Editor; UV / Image Editor; Color management and linear workspace; Handy shortcuts for Blender Compositor; Summary; Chapter 3: Working with Input and Output Nodes; How to import or export from compositor?; Input nodes; Render Layers node; Image node; Movie Clip node; RGB node; Value Node; Texture node; Time node; Mask node; Bokeh Image node; Output nodes; Composite node; Viewer node; Split Viewer node; File Output node; Levels node; Summary; Chapter 4: Image Manipulation Techniques; Understanding image manipulation
The Bright/Contrast nodeThe Hue Saturation Value node; Hue; Saturation; Value; Factor; The Color Correction node; Master, Highlights, Midtones, and Shadows; Gamma, Gain, and Lift; Mask socket; The RGB Curves node; Grading by setting the black and white levels; Grading using the Bezier curve; The Color Balance node; The Mix node; Blending modes; Use Alpha; Factor; The Gamma node; Invert node; The Hue Correct node; Transformation tools; Summary; Chapter 5: Beyond Grading; Kudos; Relighting; Normal node; Fresnel effect; Depth of Field; The Defocus node; The Bokeh type; Angle; Gamma correct
FStopMaxblur; Threshold; Preview; Use Z-buffer; Z-Scale; The Bilateral Blur node; The Blur node; Optical distortions; The Glare node; The Lens Distortion node; The Despeckle node; The Filter node; Motion blur; The Vector Blur node; The Directional Blur node; Texture mapping; The Map UV node; Organizing; Grouping; Layout; Frame; Reroute; Switch; Summary; Chapter 6: Alpha Sports; What is an Alpha channel?; Alpha modes in Blender; Visualizing alpha in Blender; Significance of alpha in the layering concept; Layering in Blender with the alpha channel; Layering with the Mix node
Layering with the Alpha Over nodeFringe issue; Generating mattes using the ID Mask node; Edge filtering; Inverting values; Keying; Value and luminance; Luminance; Inspecting a green/blue screen footage; The Difference Key node; The Distance Key node; The Luminance Key node; The Color Key node; The Channel Key node; Summary; Index
Record Nr. UNINA-9910453367903321
Vepakomma Mythravarun  
Birmingham, England : , : Packt Publishing, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui