Blender all-in-one for dummies:
Create excellent 3D animations with free, open-source software When you're looking for help with creating animation with Blender, look no further than the top-selling Blender book on the market. This edition of Blender For Dummies covers every step in the animation process, from basic design al...
Gespeichert in:
1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Hoboken, New Jersey
Wiley
[2024]
|
Schriftenreihe: | ... for dummies
|
Schlagworte: | |
Online-Zugang: | DE-1050 |
Zusammenfassung: | Create excellent 3D animations with free, open-source software When you're looking for help with creating animation with Blender, look no further than the top-selling Blender book on the market. This edition of Blender For Dummies covers every step in the animation process, from basic design all the way to finished product. This book walks you through each project phase, including creating models, adding lighting and environment, animating objects, and building a final shareable file. Written by long-time Blender evangelist Jason van Gumster, this deep reference teaches you the full animation process from idea to final vision. With this fun and easy guide, you're on your way toward making your animation dreams a reality. Set up Blender and navigate the interface Learn how to build models in virtual space Texture, light, and animate your figures--then render your final product Get help and inspiration from the Blender community If you're new to Blender or an experienced user in need of a reference, Blender For Dummies is the easy-to-use guide for you |
Beschreibung: | 1 Online-Ressource (xiv, 751 Seiten) |
ISBN: | 9781394204052 |
Internformat
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490 | 0 | |a ... for dummies | |
505 | 8 | |a Intro -- Title Page -- Copyright Page -- Table of Contents -- Introduction -- About This Book -- Foolish Assumptions -- Icons Used in This Book -- Beyond the Book -- Where to Go from Here -- Book 1 Wrapping Your Brain Around Blender -- Chapter 1 Discovering Blender -- Getting to Know Blender -- Discovering Blender's origins and the strength of the Blender community -- Understanding Blender release versions -- Making open movies and games -- Joining the community -- Getting to Know the Interface -- Working with an interface that stays out of your way -- Understanding workspaces -- Blender workflows -- Resizing areas -- Splitting and removing areas -- Duplicating an area to a new window -- Customizing headers -- Maximizing an area -- The menu that is a pie -- Chapter 2 Understanding How Blender Thinks -- Menus in Blender -- Looking at Editor Types -- General editors -- Animation editors -- Scripting editors -- Data editors -- Understanding the Properties Editor -- Navigating in Three Dimensions -- Orbiting, panning, and zooming the 3D Viewport -- Changing views -- The View menu -- Behold the power of the numeric keypad! -- Ways to see your 3D scene -- Selecting objects -- Using Blender's selection tools -- Why right-click select? -- Taking advantage of the 3D cursor -- Extra Features in the 3D Viewport -- Quad View -- Regions -- The Sidebar -- The Toolbar -- Tool Settings -- The Last Operator panel -- Collaborating (with others and yourself) with annotations -- Don't know how to do something? Hooray for fully integrated search! -- Customizing Blender to Fit You -- Using preset workspaces -- General -- 2D Animation -- Sculpting -- VFX -- Video Editing -- Blender workflows -- Creating a new workspace -- Customizing your new workspace -- Setting new defaults -- Setting user preferences -- Using custom event maps | |
505 | 8 | |a Speeding up your workflow with Quick Favorites -- Chapter 3 Getting Your Hands Dirty Working in Blender -- Grabbing, Scaling, and Rotating -- Differentiating Between Coordinate Systems -- Transforming an Object by Using Tools -- Activating transform tools -- Using transform gizmos -- Creating Custom Transform Orientations -- Saving Time by Using Hotkeys -- Transforming with hotkeys -- Hotkeys and coordinate systems -- Numerical input -- Other Ways to Transform Objects -- The Sidebar -- Object Properties -- Chapter 4 Working in Edit Mode and Object Mode -- Making Changes by Using Edit Mode -- Switching between Object mode and Edit mode -- Selecting vertices, edges, and faces -- Understanding ngons and their limitations -- Working with linked vertices -- Still Blender's No. 1 modeling tool: Extrude -- Modeling organically with Proportional Editing -- Understanding Datablocks: Fundamental Elements in a Blender File -- Adding to a Scene -- Adding objects -- Meet Suzanne, the Blender monkey -- Joining and separating objects -- Understanding the difference between joins and booleans -- Creating duplicates and links -- Linking data between objects -- Unlinking datablocks -- Discovering parents, children, and collections -- Establishing parent-child relationships between objects -- Creating collections -- Using collections -- Selecting with parents and collections -- Saving, opening, and appending -- Saving after the first time -- Opening a file -- Appending from an external file -- Book 2 Creating Detailed 3D Scenes -- Chapter 1 Creating Anything You Can Imagine with Meshes -- Pushing Vertices -- Getting familiar with Edit mode tools -- Adding geometry by insetting -- Using the Inset Faces tool -- Advanced insetting with hotkeys -- Cleaning up ugly geometry by merging -- Cutting edges with the Knife -- Using the Knife tool -- Bisecting | |
505 | 8 | |a Rounding your corners by beveling -- Using the Bevel tool -- Taking the hotkey-and-tweak approach to beveling -- Spiraling new geometry into existence with the Spin tool -- Working with Loops and Rings -- Understanding edge loops and face loops -- Selecting edge rings -- Creating new loops -- The importance of good topology -- Chapter 2 Simplifying Your Life as a Modeler with Modifiers -- Accessing Blender's Modifiers -- Understanding Modifier Types -- Modify modifiers -- Generate modifiers -- Deform modifiers -- Physics modifiers -- Working with Commonly Used Modifiers -- Doing half the work (and still looking good!) with the Mirror modifier -- Smoothing things out with the Subdivision Surface modifier -- Using the power of Arrays -- Chapter 3 Sculpting in Virtual Space -- Adding Background Images in the 3D Viewport -- Mastering the types of image objects -- Changing image object properties -- Adjusting your image objects -- Setting Up Your Sculpting Workspace -- Understanding Matcaps: A Display Option for Sculpting -- Sculpting a Mesh Object -- Understanding sculpt tool types -- Additive tools -- Subtractive tools -- Move tools -- Simulation tools -- Helper and paint tools -- Mask and filter tools -- Understanding the difference between tools and brushes -- Tweaking brush properties -- Refining control of your tools -- Creating custom brushes -- Using Blender's texture system to tweak brushes -- Sculpting with the Multiresolution Modifier -- Freeform Sculpting with Dynamic Topology (Dyntopo) -- Sculpting with Voxel Remesh -- Understanding the Basics of Retopology -- Chapter 4 Using Blender's Non-Mesh Primitives -- Using Curves and Surfaces -- Understanding the different types of curves -- The anatomy of a Bézier curve -- Working with curves -- Drawing curves -- Changing 3D curves into 2D curves -- Extruding, beveling, and tapering curves | |
505 | 8 | |a Adjusting curve tilt -- Editing Bézier curves -- Editing NURBS curves and surfaces -- Understanding the strengths and limitations of Blender's surfaces -- Using Metaball Objects -- Meta-wha? -- What metaball objects are useful for -- Adding Text -- Adding and editing text -- Controlling text appearance -- Changing fonts -- Adjusting paragraph styles -- Working with text boxes -- Deforming text with a curve -- Converting to curves and meshes -- Chapter 5 Getting Procedural with Geometry Nodes -- Discovering the Differences between Destructive and Procedural Modeling -- Using the Geometry Nodes Workspace -- Meet the Node editor -- Spreadsheets? In a 3D Program? Yes. -- Understanding Nodes -- Working with Nodes -- Identifying the parts of a node -- Adding nodes to your network -- Keeping your nodes organized -- Organizing nodes with frames -- Building reusable blocks with groups -- Creating loops with the simulation zone -- Getting Familiar with Commonly Used Geometry Nodes -- Thinking Procedurally: Model Like a Rigger -- Book 3 Working with Colors and Materials -- Chapter 1 Changing That Boring Gray Default Material -- Understanding Materials and Render Engines -- Quick 'n' Dirty Coloring -- Setting diffuse colors -- Assigning multiple materials to different parts of a mesh -- Using vertex colors -- Defining color palettes -- Creating painting masks -- Making vertex paint renderable -- Setting Up Node Materials -- Adjusting your workspace to work with materials -- Working with nodes -- Understanding shaders -- Playing with Materials in Blender -- Understanding how light reflects -- Demystifying the Principled BSDF -- Color inputs -- Reflection and refraction inputs -- Subsurface scattering inputs -- Combining shaders with the Mix Shader node -- Playing with the Shader to RGB node -- Chapter 2 Giving Models Texture -- Adding Textures | |
505 | 8 | |a Discovering Procedural Textures -- Using Color Ramps -- Understanding Texture Mapping -- Making simple adjustments with the Texture Mapping panel -- Using texture coordinates -- Understanding Object coordinates and the UV Project modifier -- Unwrapping a Mesh -- Marking seams on a mesh -- Adding a test grid -- Generating and editing UV coordinates -- Painting Textures Directly on a Mesh -- Preparing to paint -- Working in Texture Paint mode -- Using textures on your Draw tool -- Saving Painted Textures and Exporting UV Layouts -- Chapter 3 Lighting and Environment -- Lighting a Scene -- Understanding a basic three-point lighting setup -- The key light -- The fill light -- The back light -- Knowing when to use which type of light -- Universal light options -- Light-specific options -- Using mesh lights in Cycles -- Understanding shadow maps in Eevee -- Lighting for Speedy Renders -- Working with three-point lighting in Blender -- Using light portals in Cycles -- Using Material Preview to set up lighting -- Setting Up the World -- Changing the sky to something other than dull gray -- Using high dynamic range images (HDRIs) for world lighting -- Understanding ambient occlusion -- Working with Light Probes in Eevee -- Baking from your light probes -- Understanding the limitations of light probes -- Chapter 4 Exporting and Rendering Scenes -- Blender's Render Engines -- Rendering a Scene -- Creating a still image -- Viewing your rendered images in Blender -- Picking an image format -- Setting dimensions for your renders -- Saving your still image -- Creating a sequence of still images for editing or compositing -- Rendering a sequence of images versus rendering video -- Working with Assets in Blender -- Building an asset library -- Customizing assets in the Asset Browser -- Creating a global asset library -- Exporting to external formats | |
520 | |a Create excellent 3D animations with free, open-source software When you're looking for help with creating animation with Blender, look no further than the top-selling Blender book on the market. This edition of Blender For Dummies covers every step in the animation process, from basic design all the way to finished product. This book walks you through each project phase, including creating models, adding lighting and environment, animating objects, and building a final shareable file. Written by long-time Blender evangelist Jason van Gumster, this deep reference teaches you the full animation process from idea to final vision. With this fun and easy guide, you're on your way toward making your animation dreams a reality. Set up Blender and navigate the interface Learn how to build models in virtual space Texture, light, and animate your figures--then render your final product Get help and inspiration from the Blender community If you're new to Blender or an experienced user in need of a reference, Blender For Dummies is the easy-to-use guide for you | ||
650 | 4 | |a Blender (Computer file) | |
650 | 4 | |a Computer animation | |
650 | 4 | |a Three-dimensional display systems | |
650 | 4 | |a Computer graphics | |
650 | 4 | |a Animation par ordinateur | |
650 | 4 | |a Affichage tridimensionnel | |
650 | 4 | |a Infographie | |
650 | 7 | |a computer animation |2 aat | |
650 | 7 | |a three-dimensional |2 aat | |
650 | 7 | |a computer graphics |2 aat | |
776 | 0 | 8 | |i Erscheint auch als |n Online-Ausgabe, ePub |z 978-1-394-20406-9 |
776 | 0 | 8 | |i Erscheint auch als |n Druck-Ausgabe, pbk |z 978-1-394-20404-5 |
912 | |a ZDB-30-PQE | ||
943 | 1 | |a oai:aleph.bib-bvb.de:BVB01-035247206 | |
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Datensatz im Suchindex
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adam_text | |
any_adam_object | |
author | Gumster, Jason van |
author_GND | (DE-588)1223565831 |
author_facet | Gumster, Jason van |
author_role | aut |
author_sort | Gumster, Jason van |
author_variant | j v g jv jvg |
building | Verbundindex |
bvnumber | BV049908389 |
collection | ZDB-30-PQE |
contents | Intro -- Title Page -- Copyright Page -- Table of Contents -- Introduction -- About This Book -- Foolish Assumptions -- Icons Used in This Book -- Beyond the Book -- Where to Go from Here -- Book 1 Wrapping Your Brain Around Blender -- Chapter 1 Discovering Blender -- Getting to Know Blender -- Discovering Blender's origins and the strength of the Blender community -- Understanding Blender release versions -- Making open movies and games -- Joining the community -- Getting to Know the Interface -- Working with an interface that stays out of your way -- Understanding workspaces -- Blender workflows -- Resizing areas -- Splitting and removing areas -- Duplicating an area to a new window -- Customizing headers -- Maximizing an area -- The menu that is a pie -- Chapter 2 Understanding How Blender Thinks -- Menus in Blender -- Looking at Editor Types -- General editors -- Animation editors -- Scripting editors -- Data editors -- Understanding the Properties Editor -- Navigating in Three Dimensions -- Orbiting, panning, and zooming the 3D Viewport -- Changing views -- The View menu -- Behold the power of the numeric keypad! -- Ways to see your 3D scene -- Selecting objects -- Using Blender's selection tools -- Why right-click select? -- Taking advantage of the 3D cursor -- Extra Features in the 3D Viewport -- Quad View -- Regions -- The Sidebar -- The Toolbar -- Tool Settings -- The Last Operator panel -- Collaborating (with others and yourself) with annotations -- Don't know how to do something? Hooray for fully integrated search! -- Customizing Blender to Fit You -- Using preset workspaces -- General -- 2D Animation -- Sculpting -- VFX -- Video Editing -- Blender workflows -- Creating a new workspace -- Customizing your new workspace -- Setting new defaults -- Setting user preferences -- Using custom event maps Speeding up your workflow with Quick Favorites -- Chapter 3 Getting Your Hands Dirty Working in Blender -- Grabbing, Scaling, and Rotating -- Differentiating Between Coordinate Systems -- Transforming an Object by Using Tools -- Activating transform tools -- Using transform gizmos -- Creating Custom Transform Orientations -- Saving Time by Using Hotkeys -- Transforming with hotkeys -- Hotkeys and coordinate systems -- Numerical input -- Other Ways to Transform Objects -- The Sidebar -- Object Properties -- Chapter 4 Working in Edit Mode and Object Mode -- Making Changes by Using Edit Mode -- Switching between Object mode and Edit mode -- Selecting vertices, edges, and faces -- Understanding ngons and their limitations -- Working with linked vertices -- Still Blender's No. 1 modeling tool: Extrude -- Modeling organically with Proportional Editing -- Understanding Datablocks: Fundamental Elements in a Blender File -- Adding to a Scene -- Adding objects -- Meet Suzanne, the Blender monkey -- Joining and separating objects -- Understanding the difference between joins and booleans -- Creating duplicates and links -- Linking data between objects -- Unlinking datablocks -- Discovering parents, children, and collections -- Establishing parent-child relationships between objects -- Creating collections -- Using collections -- Selecting with parents and collections -- Saving, opening, and appending -- Saving after the first time -- Opening a file -- Appending from an external file -- Book 2 Creating Detailed 3D Scenes -- Chapter 1 Creating Anything You Can Imagine with Meshes -- Pushing Vertices -- Getting familiar with Edit mode tools -- Adding geometry by insetting -- Using the Inset Faces tool -- Advanced insetting with hotkeys -- Cleaning up ugly geometry by merging -- Cutting edges with the Knife -- Using the Knife tool -- Bisecting Rounding your corners by beveling -- Using the Bevel tool -- Taking the hotkey-and-tweak approach to beveling -- Spiraling new geometry into existence with the Spin tool -- Working with Loops and Rings -- Understanding edge loops and face loops -- Selecting edge rings -- Creating new loops -- The importance of good topology -- Chapter 2 Simplifying Your Life as a Modeler with Modifiers -- Accessing Blender's Modifiers -- Understanding Modifier Types -- Modify modifiers -- Generate modifiers -- Deform modifiers -- Physics modifiers -- Working with Commonly Used Modifiers -- Doing half the work (and still looking good!) with the Mirror modifier -- Smoothing things out with the Subdivision Surface modifier -- Using the power of Arrays -- Chapter 3 Sculpting in Virtual Space -- Adding Background Images in the 3D Viewport -- Mastering the types of image objects -- Changing image object properties -- Adjusting your image objects -- Setting Up Your Sculpting Workspace -- Understanding Matcaps: A Display Option for Sculpting -- Sculpting a Mesh Object -- Understanding sculpt tool types -- Additive tools -- Subtractive tools -- Move tools -- Simulation tools -- Helper and paint tools -- Mask and filter tools -- Understanding the difference between tools and brushes -- Tweaking brush properties -- Refining control of your tools -- Creating custom brushes -- Using Blender's texture system to tweak brushes -- Sculpting with the Multiresolution Modifier -- Freeform Sculpting with Dynamic Topology (Dyntopo) -- Sculpting with Voxel Remesh -- Understanding the Basics of Retopology -- Chapter 4 Using Blender's Non-Mesh Primitives -- Using Curves and Surfaces -- Understanding the different types of curves -- The anatomy of a Bézier curve -- Working with curves -- Drawing curves -- Changing 3D curves into 2D curves -- Extruding, beveling, and tapering curves Adjusting curve tilt -- Editing Bézier curves -- Editing NURBS curves and surfaces -- Understanding the strengths and limitations of Blender's surfaces -- Using Metaball Objects -- Meta-wha? -- What metaball objects are useful for -- Adding Text -- Adding and editing text -- Controlling text appearance -- Changing fonts -- Adjusting paragraph styles -- Working with text boxes -- Deforming text with a curve -- Converting to curves and meshes -- Chapter 5 Getting Procedural with Geometry Nodes -- Discovering the Differences between Destructive and Procedural Modeling -- Using the Geometry Nodes Workspace -- Meet the Node editor -- Spreadsheets? In a 3D Program? Yes. -- Understanding Nodes -- Working with Nodes -- Identifying the parts of a node -- Adding nodes to your network -- Keeping your nodes organized -- Organizing nodes with frames -- Building reusable blocks with groups -- Creating loops with the simulation zone -- Getting Familiar with Commonly Used Geometry Nodes -- Thinking Procedurally: Model Like a Rigger -- Book 3 Working with Colors and Materials -- Chapter 1 Changing That Boring Gray Default Material -- Understanding Materials and Render Engines -- Quick 'n' Dirty Coloring -- Setting diffuse colors -- Assigning multiple materials to different parts of a mesh -- Using vertex colors -- Defining color palettes -- Creating painting masks -- Making vertex paint renderable -- Setting Up Node Materials -- Adjusting your workspace to work with materials -- Working with nodes -- Understanding shaders -- Playing with Materials in Blender -- Understanding how light reflects -- Demystifying the Principled BSDF -- Color inputs -- Reflection and refraction inputs -- Subsurface scattering inputs -- Combining shaders with the Mix Shader node -- Playing with the Shader to RGB node -- Chapter 2 Giving Models Texture -- Adding Textures Discovering Procedural Textures -- Using Color Ramps -- Understanding Texture Mapping -- Making simple adjustments with the Texture Mapping panel -- Using texture coordinates -- Understanding Object coordinates and the UV Project modifier -- Unwrapping a Mesh -- Marking seams on a mesh -- Adding a test grid -- Generating and editing UV coordinates -- Painting Textures Directly on a Mesh -- Preparing to paint -- Working in Texture Paint mode -- Using textures on your Draw tool -- Saving Painted Textures and Exporting UV Layouts -- Chapter 3 Lighting and Environment -- Lighting a Scene -- Understanding a basic three-point lighting setup -- The key light -- The fill light -- The back light -- Knowing when to use which type of light -- Universal light options -- Light-specific options -- Using mesh lights in Cycles -- Understanding shadow maps in Eevee -- Lighting for Speedy Renders -- Working with three-point lighting in Blender -- Using light portals in Cycles -- Using Material Preview to set up lighting -- Setting Up the World -- Changing the sky to something other than dull gray -- Using high dynamic range images (HDRIs) for world lighting -- Understanding ambient occlusion -- Working with Light Probes in Eevee -- Baking from your light probes -- Understanding the limitations of light probes -- Chapter 4 Exporting and Rendering Scenes -- Blender's Render Engines -- Rendering a Scene -- Creating a still image -- Viewing your rendered images in Blender -- Picking an image format -- Setting dimensions for your renders -- Saving your still image -- Creating a sequence of still images for editing or compositing -- Rendering a sequence of images versus rendering video -- Working with Assets in Blender -- Building an asset library -- Customizing assets in the Asset Browser -- Creating a global asset library -- Exporting to external formats |
ctrlnum | (OCoLC)1466934846 (DE-599)BVBBV049908389 |
format | Electronic eBook |
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Hooray for fully integrated search! -- Customizing Blender to Fit You -- Using preset workspaces -- General -- 2D Animation -- Sculpting -- VFX -- Video Editing -- Blender workflows -- Creating a new workspace -- Customizing your new workspace -- Setting new defaults -- Setting user preferences -- Using custom event maps</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">Speeding up your workflow with Quick Favorites -- Chapter 3 Getting Your Hands Dirty Working in Blender -- Grabbing, Scaling, and Rotating -- Differentiating Between Coordinate Systems -- Transforming an Object by Using Tools -- Activating transform tools -- Using transform gizmos -- Creating Custom Transform Orientations -- Saving Time by Using Hotkeys -- Transforming with hotkeys -- Hotkeys and coordinate systems -- Numerical input -- Other Ways to Transform Objects -- The Sidebar -- Object Properties -- Chapter 4 Working in Edit Mode and Object Mode -- Making Changes by Using Edit Mode -- Switching between Object mode and Edit mode -- Selecting vertices, edges, and faces -- Understanding ngons and their limitations -- Working with linked vertices -- Still Blender's No. 1 modeling tool: Extrude -- Modeling organically with Proportional Editing -- Understanding Datablocks: Fundamental Elements in a Blender File -- Adding to a Scene -- Adding objects -- Meet Suzanne, the Blender monkey -- Joining and separating objects -- Understanding the difference between joins and booleans -- Creating duplicates and links -- Linking data between objects -- Unlinking datablocks -- Discovering parents, children, and collections -- Establishing parent-child relationships between objects -- Creating collections -- Using collections -- Selecting with parents and collections -- Saving, opening, and appending -- Saving after the first time -- Opening a file -- Appending from an external file -- Book 2 Creating Detailed 3D Scenes -- Chapter 1 Creating Anything You Can Imagine with Meshes -- Pushing Vertices -- Getting familiar with Edit mode tools -- Adding geometry by insetting -- Using the Inset Faces tool -- Advanced insetting with hotkeys -- Cleaning up ugly geometry by merging -- Cutting edges with the Knife -- Using the Knife tool -- Bisecting</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">Rounding your corners by beveling -- Using the Bevel tool -- Taking the hotkey-and-tweak approach to beveling -- Spiraling new geometry into existence with the Spin tool -- Working with Loops and Rings -- Understanding edge loops and face loops -- Selecting edge rings -- Creating new loops -- The importance of good topology -- Chapter 2 Simplifying Your Life as a Modeler with Modifiers -- Accessing Blender's Modifiers -- Understanding Modifier Types -- Modify modifiers -- Generate modifiers -- Deform modifiers -- Physics modifiers -- Working with Commonly Used Modifiers -- Doing half the work (and still looking good!) with the Mirror modifier -- Smoothing things out with the Subdivision Surface modifier -- Using the power of Arrays -- Chapter 3 Sculpting in Virtual Space -- Adding Background Images in the 3D Viewport -- Mastering the types of image objects -- Changing image object properties -- Adjusting your image objects -- Setting Up Your Sculpting Workspace -- Understanding Matcaps: A Display Option for Sculpting -- Sculpting a Mesh Object -- Understanding sculpt tool types -- Additive tools -- Subtractive tools -- Move tools -- Simulation tools -- Helper and paint tools -- Mask and filter tools -- Understanding the difference between tools and brushes -- Tweaking brush properties -- Refining control of your tools -- Creating custom brushes -- Using Blender's texture system to tweak brushes -- Sculpting with the Multiresolution Modifier -- Freeform Sculpting with Dynamic Topology (Dyntopo) -- Sculpting with Voxel Remesh -- Understanding the Basics of Retopology -- Chapter 4 Using Blender's Non-Mesh Primitives -- Using Curves and Surfaces -- Understanding the different types of curves -- The anatomy of a Bézier curve -- Working with curves -- Drawing curves -- Changing 3D curves into 2D curves -- Extruding, beveling, and tapering curves</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">Adjusting curve tilt -- Editing Bézier curves -- Editing NURBS curves and surfaces -- Understanding the strengths and limitations of Blender's surfaces -- Using Metaball Objects -- Meta-wha? -- What metaball objects are useful for -- Adding Text -- Adding and editing text -- Controlling text appearance -- Changing fonts -- Adjusting paragraph styles -- Working with text boxes -- Deforming text with a curve -- Converting to curves and meshes -- Chapter 5 Getting Procedural with Geometry Nodes -- Discovering the Differences between Destructive and Procedural Modeling -- Using the Geometry Nodes Workspace -- Meet the Node editor -- Spreadsheets? In a 3D Program? Yes. -- Understanding Nodes -- Working with Nodes -- Identifying the parts of a node -- Adding nodes to your network -- Keeping your nodes organized -- Organizing nodes with frames -- Building reusable blocks with groups -- Creating loops with the simulation zone -- Getting Familiar with Commonly Used Geometry Nodes -- Thinking Procedurally: Model Like a Rigger -- Book 3 Working with Colors and Materials -- Chapter 1 Changing That Boring Gray Default Material -- Understanding Materials and Render Engines -- Quick 'n' Dirty Coloring -- Setting diffuse colors -- Assigning multiple materials to different parts of a mesh -- Using vertex colors -- Defining color palettes -- Creating painting masks -- Making vertex paint renderable -- Setting Up Node Materials -- Adjusting your workspace to work with materials -- Working with nodes -- Understanding shaders -- Playing with Materials in Blender -- Understanding how light reflects -- Demystifying the Principled BSDF -- Color inputs -- Reflection and refraction inputs -- Subsurface scattering inputs -- Combining shaders with the Mix Shader node -- Playing with the Shader to RGB node -- Chapter 2 Giving Models Texture -- Adding Textures</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">Discovering Procedural Textures -- Using Color Ramps -- Understanding Texture Mapping -- Making simple adjustments with the Texture Mapping panel -- Using texture coordinates -- Understanding Object coordinates and the UV Project modifier -- Unwrapping a Mesh -- Marking seams on a mesh -- Adding a test grid -- Generating and editing UV coordinates -- Painting Textures Directly on a Mesh -- Preparing to paint -- Working in Texture Paint mode -- Using textures on your Draw tool -- Saving Painted Textures and Exporting UV Layouts -- Chapter 3 Lighting and Environment -- Lighting a Scene -- Understanding a basic three-point lighting setup -- The key light -- The fill light -- The back light -- Knowing when to use which type of light -- Universal light options -- Light-specific options -- Using mesh lights in Cycles -- Understanding shadow maps in Eevee -- Lighting for Speedy Renders -- Working with three-point lighting in Blender -- Using light portals in Cycles -- Using Material Preview to set up lighting -- Setting Up the World -- Changing the sky to something other than dull gray -- Using high dynamic range images (HDRIs) for world lighting -- Understanding ambient occlusion -- Working with Light Probes in Eevee -- Baking from your light probes -- Understanding the limitations of light probes -- Chapter 4 Exporting and Rendering Scenes -- Blender's Render Engines -- Rendering a Scene -- Creating a still image -- Viewing your rendered images in Blender -- Picking an image format -- Setting dimensions for your renders -- Saving your still image -- Creating a sequence of still images for editing or compositing -- Rendering a sequence of images versus rendering video -- Working with Assets in Blender -- Building an asset library -- Customizing assets in the Asset Browser -- Creating a global asset library -- Exporting to external formats</subfield></datafield><datafield tag="520" ind1=" " ind2=" "><subfield code="a">Create excellent 3D animations with free, open-source software When you're looking for help with creating animation with Blender, look no further than the top-selling Blender book on the market. This edition of Blender For Dummies covers every step in the animation process, from basic design all the way to finished product. This book walks you through each project phase, including creating models, adding lighting and environment, animating objects, and building a final shareable file. Written by long-time Blender evangelist Jason van Gumster, this deep reference teaches you the full animation process from idea to final vision. With this fun and easy guide, you're on your way toward making your animation dreams a reality. Set up Blender and navigate the interface Learn how to build models in virtual space Texture, light, and animate your figures--then render your final product Get help and inspiration from the Blender community If you're new to Blender or an experienced user in need of a reference, Blender For Dummies is the easy-to-use guide for you</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">Blender (Computer file)</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">Computer animation</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">Three-dimensional display systems</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">Computer graphics</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">Animation par ordinateur</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">Affichage tridimensionnel</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">Infographie</subfield></datafield><datafield tag="650" ind1=" " ind2="7"><subfield code="a">computer animation</subfield><subfield code="2">aat</subfield></datafield><datafield tag="650" ind1=" " ind2="7"><subfield code="a">three-dimensional</subfield><subfield code="2">aat</subfield></datafield><datafield tag="650" ind1=" " ind2="7"><subfield code="a">computer graphics</subfield><subfield code="2">aat</subfield></datafield><datafield tag="776" ind1="0" ind2="8"><subfield code="i">Erscheint auch als</subfield><subfield code="n">Online-Ausgabe, ePub</subfield><subfield code="z">978-1-394-20406-9</subfield></datafield><datafield tag="776" ind1="0" ind2="8"><subfield code="i">Erscheint auch als</subfield><subfield code="n">Druck-Ausgabe, pbk</subfield><subfield code="z">978-1-394-20404-5</subfield></datafield><datafield tag="912" ind1=" " ind2=" "><subfield code="a">ZDB-30-PQE</subfield></datafield><datafield tag="943" ind1="1" ind2=" "><subfield code="a">oai:aleph.bib-bvb.de:BVB01-035247206</subfield></datafield><datafield tag="966" ind1="e" ind2=" "><subfield code="u">https://ebookcentral.proquest.com/lib/th-deggendorf/detail.action?docID=31227182</subfield><subfield code="l">DE-1050</subfield><subfield code="p">ZDB-30-PQE</subfield><subfield code="q">FHD01_PQE_Kauf</subfield><subfield code="x">Aggregator</subfield><subfield code="3">Volltext</subfield></datafield></record></collection> |
id | DE-604.BV049908389 |
illustrated | Not Illustrated |
indexdate | 2024-12-06T15:08:10Z |
institution | BVB |
isbn | 9781394204052 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-035247206 |
oclc_num | 1466934846 |
open_access_boolean | |
owner | DE-1050 |
owner_facet | DE-1050 |
physical | 1 Online-Ressource (xiv, 751 Seiten) |
psigel | ZDB-30-PQE ZDB-30-PQE FHD01_PQE_Kauf |
publishDate | 2024 |
publishDateSearch | 2024 |
publishDateSort | 2024 |
publisher | Wiley |
record_format | marc |
series2 | ... for dummies |
spelling | Gumster, Jason van Verfasser (DE-588)1223565831 aut Blender all-in-one for dummies by Jason van Gumster Hoboken, New Jersey Wiley [2024] 1 Online-Ressource (xiv, 751 Seiten) txt rdacontent c rdamedia cr rdacarrier ... for dummies Intro -- Title Page -- Copyright Page -- Table of Contents -- Introduction -- About This Book -- Foolish Assumptions -- Icons Used in This Book -- Beyond the Book -- Where to Go from Here -- Book 1 Wrapping Your Brain Around Blender -- Chapter 1 Discovering Blender -- Getting to Know Blender -- Discovering Blender's origins and the strength of the Blender community -- Understanding Blender release versions -- Making open movies and games -- Joining the community -- Getting to Know the Interface -- Working with an interface that stays out of your way -- Understanding workspaces -- Blender workflows -- Resizing areas -- Splitting and removing areas -- Duplicating an area to a new window -- Customizing headers -- Maximizing an area -- The menu that is a pie -- Chapter 2 Understanding How Blender Thinks -- Menus in Blender -- Looking at Editor Types -- General editors -- Animation editors -- Scripting editors -- Data editors -- Understanding the Properties Editor -- Navigating in Three Dimensions -- Orbiting, panning, and zooming the 3D Viewport -- Changing views -- The View menu -- Behold the power of the numeric keypad! -- Ways to see your 3D scene -- Selecting objects -- Using Blender's selection tools -- Why right-click select? -- Taking advantage of the 3D cursor -- Extra Features in the 3D Viewport -- Quad View -- Regions -- The Sidebar -- The Toolbar -- Tool Settings -- The Last Operator panel -- Collaborating (with others and yourself) with annotations -- Don't know how to do something? Hooray for fully integrated search! -- Customizing Blender to Fit You -- Using preset workspaces -- General -- 2D Animation -- Sculpting -- VFX -- Video Editing -- Blender workflows -- Creating a new workspace -- Customizing your new workspace -- Setting new defaults -- Setting user preferences -- Using custom event maps Speeding up your workflow with Quick Favorites -- Chapter 3 Getting Your Hands Dirty Working in Blender -- Grabbing, Scaling, and Rotating -- Differentiating Between Coordinate Systems -- Transforming an Object by Using Tools -- Activating transform tools -- Using transform gizmos -- Creating Custom Transform Orientations -- Saving Time by Using Hotkeys -- Transforming with hotkeys -- Hotkeys and coordinate systems -- Numerical input -- Other Ways to Transform Objects -- The Sidebar -- Object Properties -- Chapter 4 Working in Edit Mode and Object Mode -- Making Changes by Using Edit Mode -- Switching between Object mode and Edit mode -- Selecting vertices, edges, and faces -- Understanding ngons and their limitations -- Working with linked vertices -- Still Blender's No. 1 modeling tool: Extrude -- Modeling organically with Proportional Editing -- Understanding Datablocks: Fundamental Elements in a Blender File -- Adding to a Scene -- Adding objects -- Meet Suzanne, the Blender monkey -- Joining and separating objects -- Understanding the difference between joins and booleans -- Creating duplicates and links -- Linking data between objects -- Unlinking datablocks -- Discovering parents, children, and collections -- Establishing parent-child relationships between objects -- Creating collections -- Using collections -- Selecting with parents and collections -- Saving, opening, and appending -- Saving after the first time -- Opening a file -- Appending from an external file -- Book 2 Creating Detailed 3D Scenes -- Chapter 1 Creating Anything You Can Imagine with Meshes -- Pushing Vertices -- Getting familiar with Edit mode tools -- Adding geometry by insetting -- Using the Inset Faces tool -- Advanced insetting with hotkeys -- Cleaning up ugly geometry by merging -- Cutting edges with the Knife -- Using the Knife tool -- Bisecting Rounding your corners by beveling -- Using the Bevel tool -- Taking the hotkey-and-tweak approach to beveling -- Spiraling new geometry into existence with the Spin tool -- Working with Loops and Rings -- Understanding edge loops and face loops -- Selecting edge rings -- Creating new loops -- The importance of good topology -- Chapter 2 Simplifying Your Life as a Modeler with Modifiers -- Accessing Blender's Modifiers -- Understanding Modifier Types -- Modify modifiers -- Generate modifiers -- Deform modifiers -- Physics modifiers -- Working with Commonly Used Modifiers -- Doing half the work (and still looking good!) with the Mirror modifier -- Smoothing things out with the Subdivision Surface modifier -- Using the power of Arrays -- Chapter 3 Sculpting in Virtual Space -- Adding Background Images in the 3D Viewport -- Mastering the types of image objects -- Changing image object properties -- Adjusting your image objects -- Setting Up Your Sculpting Workspace -- Understanding Matcaps: A Display Option for Sculpting -- Sculpting a Mesh Object -- Understanding sculpt tool types -- Additive tools -- Subtractive tools -- Move tools -- Simulation tools -- Helper and paint tools -- Mask and filter tools -- Understanding the difference between tools and brushes -- Tweaking brush properties -- Refining control of your tools -- Creating custom brushes -- Using Blender's texture system to tweak brushes -- Sculpting with the Multiresolution Modifier -- Freeform Sculpting with Dynamic Topology (Dyntopo) -- Sculpting with Voxel Remesh -- Understanding the Basics of Retopology -- Chapter 4 Using Blender's Non-Mesh Primitives -- Using Curves and Surfaces -- Understanding the different types of curves -- The anatomy of a Bézier curve -- Working with curves -- Drawing curves -- Changing 3D curves into 2D curves -- Extruding, beveling, and tapering curves Adjusting curve tilt -- Editing Bézier curves -- Editing NURBS curves and surfaces -- Understanding the strengths and limitations of Blender's surfaces -- Using Metaball Objects -- Meta-wha? -- What metaball objects are useful for -- Adding Text -- Adding and editing text -- Controlling text appearance -- Changing fonts -- Adjusting paragraph styles -- Working with text boxes -- Deforming text with a curve -- Converting to curves and meshes -- Chapter 5 Getting Procedural with Geometry Nodes -- Discovering the Differences between Destructive and Procedural Modeling -- Using the Geometry Nodes Workspace -- Meet the Node editor -- Spreadsheets? In a 3D Program? Yes. -- Understanding Nodes -- Working with Nodes -- Identifying the parts of a node -- Adding nodes to your network -- Keeping your nodes organized -- Organizing nodes with frames -- Building reusable blocks with groups -- Creating loops with the simulation zone -- Getting Familiar with Commonly Used Geometry Nodes -- Thinking Procedurally: Model Like a Rigger -- Book 3 Working with Colors and Materials -- Chapter 1 Changing That Boring Gray Default Material -- Understanding Materials and Render Engines -- Quick 'n' Dirty Coloring -- Setting diffuse colors -- Assigning multiple materials to different parts of a mesh -- Using vertex colors -- Defining color palettes -- Creating painting masks -- Making vertex paint renderable -- Setting Up Node Materials -- Adjusting your workspace to work with materials -- Working with nodes -- Understanding shaders -- Playing with Materials in Blender -- Understanding how light reflects -- Demystifying the Principled BSDF -- Color inputs -- Reflection and refraction inputs -- Subsurface scattering inputs -- Combining shaders with the Mix Shader node -- Playing with the Shader to RGB node -- Chapter 2 Giving Models Texture -- Adding Textures Discovering Procedural Textures -- Using Color Ramps -- Understanding Texture Mapping -- Making simple adjustments with the Texture Mapping panel -- Using texture coordinates -- Understanding Object coordinates and the UV Project modifier -- Unwrapping a Mesh -- Marking seams on a mesh -- Adding a test grid -- Generating and editing UV coordinates -- Painting Textures Directly on a Mesh -- Preparing to paint -- Working in Texture Paint mode -- Using textures on your Draw tool -- Saving Painted Textures and Exporting UV Layouts -- Chapter 3 Lighting and Environment -- Lighting a Scene -- Understanding a basic three-point lighting setup -- The key light -- The fill light -- The back light -- Knowing when to use which type of light -- Universal light options -- Light-specific options -- Using mesh lights in Cycles -- Understanding shadow maps in Eevee -- Lighting for Speedy Renders -- Working with three-point lighting in Blender -- Using light portals in Cycles -- Using Material Preview to set up lighting -- Setting Up the World -- Changing the sky to something other than dull gray -- Using high dynamic range images (HDRIs) for world lighting -- Understanding ambient occlusion -- Working with Light Probes in Eevee -- Baking from your light probes -- Understanding the limitations of light probes -- Chapter 4 Exporting and Rendering Scenes -- Blender's Render Engines -- Rendering a Scene -- Creating a still image -- Viewing your rendered images in Blender -- Picking an image format -- Setting dimensions for your renders -- Saving your still image -- Creating a sequence of still images for editing or compositing -- Rendering a sequence of images versus rendering video -- Working with Assets in Blender -- Building an asset library -- Customizing assets in the Asset Browser -- Creating a global asset library -- Exporting to external formats Create excellent 3D animations with free, open-source software When you're looking for help with creating animation with Blender, look no further than the top-selling Blender book on the market. This edition of Blender For Dummies covers every step in the animation process, from basic design all the way to finished product. This book walks you through each project phase, including creating models, adding lighting and environment, animating objects, and building a final shareable file. Written by long-time Blender evangelist Jason van Gumster, this deep reference teaches you the full animation process from idea to final vision. With this fun and easy guide, you're on your way toward making your animation dreams a reality. Set up Blender and navigate the interface Learn how to build models in virtual space Texture, light, and animate your figures--then render your final product Get help and inspiration from the Blender community If you're new to Blender or an experienced user in need of a reference, Blender For Dummies is the easy-to-use guide for you Blender (Computer file) Computer animation Three-dimensional display systems Computer graphics Animation par ordinateur Affichage tridimensionnel Infographie computer animation aat three-dimensional aat computer graphics aat Erscheint auch als Online-Ausgabe, ePub 978-1-394-20406-9 Erscheint auch als Druck-Ausgabe, pbk 978-1-394-20404-5 |
spellingShingle | Gumster, Jason van Blender all-in-one for dummies Intro -- Title Page -- Copyright Page -- Table of Contents -- Introduction -- About This Book -- Foolish Assumptions -- Icons Used in This Book -- Beyond the Book -- Where to Go from Here -- Book 1 Wrapping Your Brain Around Blender -- Chapter 1 Discovering Blender -- Getting to Know Blender -- Discovering Blender's origins and the strength of the Blender community -- Understanding Blender release versions -- Making open movies and games -- Joining the community -- Getting to Know the Interface -- Working with an interface that stays out of your way -- Understanding workspaces -- Blender workflows -- Resizing areas -- Splitting and removing areas -- Duplicating an area to a new window -- Customizing headers -- Maximizing an area -- The menu that is a pie -- Chapter 2 Understanding How Blender Thinks -- Menus in Blender -- Looking at Editor Types -- General editors -- Animation editors -- Scripting editors -- Data editors -- Understanding the Properties Editor -- Navigating in Three Dimensions -- Orbiting, panning, and zooming the 3D Viewport -- Changing views -- The View menu -- Behold the power of the numeric keypad! -- Ways to see your 3D scene -- Selecting objects -- Using Blender's selection tools -- Why right-click select? -- Taking advantage of the 3D cursor -- Extra Features in the 3D Viewport -- Quad View -- Regions -- The Sidebar -- The Toolbar -- Tool Settings -- The Last Operator panel -- Collaborating (with others and yourself) with annotations -- Don't know how to do something? Hooray for fully integrated search! -- Customizing Blender to Fit You -- Using preset workspaces -- General -- 2D Animation -- Sculpting -- VFX -- Video Editing -- Blender workflows -- Creating a new workspace -- Customizing your new workspace -- Setting new defaults -- Setting user preferences -- Using custom event maps Speeding up your workflow with Quick Favorites -- Chapter 3 Getting Your Hands Dirty Working in Blender -- Grabbing, Scaling, and Rotating -- Differentiating Between Coordinate Systems -- Transforming an Object by Using Tools -- Activating transform tools -- Using transform gizmos -- Creating Custom Transform Orientations -- Saving Time by Using Hotkeys -- Transforming with hotkeys -- Hotkeys and coordinate systems -- Numerical input -- Other Ways to Transform Objects -- The Sidebar -- Object Properties -- Chapter 4 Working in Edit Mode and Object Mode -- Making Changes by Using Edit Mode -- Switching between Object mode and Edit mode -- Selecting vertices, edges, and faces -- Understanding ngons and their limitations -- Working with linked vertices -- Still Blender's No. 1 modeling tool: Extrude -- Modeling organically with Proportional Editing -- Understanding Datablocks: Fundamental Elements in a Blender File -- Adding to a Scene -- Adding objects -- Meet Suzanne, the Blender monkey -- Joining and separating objects -- Understanding the difference between joins and booleans -- Creating duplicates and links -- Linking data between objects -- Unlinking datablocks -- Discovering parents, children, and collections -- Establishing parent-child relationships between objects -- Creating collections -- Using collections -- Selecting with parents and collections -- Saving, opening, and appending -- Saving after the first time -- Opening a file -- Appending from an external file -- Book 2 Creating Detailed 3D Scenes -- Chapter 1 Creating Anything You Can Imagine with Meshes -- Pushing Vertices -- Getting familiar with Edit mode tools -- Adding geometry by insetting -- Using the Inset Faces tool -- Advanced insetting with hotkeys -- Cleaning up ugly geometry by merging -- Cutting edges with the Knife -- Using the Knife tool -- Bisecting Rounding your corners by beveling -- Using the Bevel tool -- Taking the hotkey-and-tweak approach to beveling -- Spiraling new geometry into existence with the Spin tool -- Working with Loops and Rings -- Understanding edge loops and face loops -- Selecting edge rings -- Creating new loops -- The importance of good topology -- Chapter 2 Simplifying Your Life as a Modeler with Modifiers -- Accessing Blender's Modifiers -- Understanding Modifier Types -- Modify modifiers -- Generate modifiers -- Deform modifiers -- Physics modifiers -- Working with Commonly Used Modifiers -- Doing half the work (and still looking good!) with the Mirror modifier -- Smoothing things out with the Subdivision Surface modifier -- Using the power of Arrays -- Chapter 3 Sculpting in Virtual Space -- Adding Background Images in the 3D Viewport -- Mastering the types of image objects -- Changing image object properties -- Adjusting your image objects -- Setting Up Your Sculpting Workspace -- Understanding Matcaps: A Display Option for Sculpting -- Sculpting a Mesh Object -- Understanding sculpt tool types -- Additive tools -- Subtractive tools -- Move tools -- Simulation tools -- Helper and paint tools -- Mask and filter tools -- Understanding the difference between tools and brushes -- Tweaking brush properties -- Refining control of your tools -- Creating custom brushes -- Using Blender's texture system to tweak brushes -- Sculpting with the Multiresolution Modifier -- Freeform Sculpting with Dynamic Topology (Dyntopo) -- Sculpting with Voxel Remesh -- Understanding the Basics of Retopology -- Chapter 4 Using Blender's Non-Mesh Primitives -- Using Curves and Surfaces -- Understanding the different types of curves -- The anatomy of a Bézier curve -- Working with curves -- Drawing curves -- Changing 3D curves into 2D curves -- Extruding, beveling, and tapering curves Adjusting curve tilt -- Editing Bézier curves -- Editing NURBS curves and surfaces -- Understanding the strengths and limitations of Blender's surfaces -- Using Metaball Objects -- Meta-wha? -- What metaball objects are useful for -- Adding Text -- Adding and editing text -- Controlling text appearance -- Changing fonts -- Adjusting paragraph styles -- Working with text boxes -- Deforming text with a curve -- Converting to curves and meshes -- Chapter 5 Getting Procedural with Geometry Nodes -- Discovering the Differences between Destructive and Procedural Modeling -- Using the Geometry Nodes Workspace -- Meet the Node editor -- Spreadsheets? In a 3D Program? Yes. -- Understanding Nodes -- Working with Nodes -- Identifying the parts of a node -- Adding nodes to your network -- Keeping your nodes organized -- Organizing nodes with frames -- Building reusable blocks with groups -- Creating loops with the simulation zone -- Getting Familiar with Commonly Used Geometry Nodes -- Thinking Procedurally: Model Like a Rigger -- Book 3 Working with Colors and Materials -- Chapter 1 Changing That Boring Gray Default Material -- Understanding Materials and Render Engines -- Quick 'n' Dirty Coloring -- Setting diffuse colors -- Assigning multiple materials to different parts of a mesh -- Using vertex colors -- Defining color palettes -- Creating painting masks -- Making vertex paint renderable -- Setting Up Node Materials -- Adjusting your workspace to work with materials -- Working with nodes -- Understanding shaders -- Playing with Materials in Blender -- Understanding how light reflects -- Demystifying the Principled BSDF -- Color inputs -- Reflection and refraction inputs -- Subsurface scattering inputs -- Combining shaders with the Mix Shader node -- Playing with the Shader to RGB node -- Chapter 2 Giving Models Texture -- Adding Textures Discovering Procedural Textures -- Using Color Ramps -- Understanding Texture Mapping -- Making simple adjustments with the Texture Mapping panel -- Using texture coordinates -- Understanding Object coordinates and the UV Project modifier -- Unwrapping a Mesh -- Marking seams on a mesh -- Adding a test grid -- Generating and editing UV coordinates -- Painting Textures Directly on a Mesh -- Preparing to paint -- Working in Texture Paint mode -- Using textures on your Draw tool -- Saving Painted Textures and Exporting UV Layouts -- Chapter 3 Lighting and Environment -- Lighting a Scene -- Understanding a basic three-point lighting setup -- The key light -- The fill light -- The back light -- Knowing when to use which type of light -- Universal light options -- Light-specific options -- Using mesh lights in Cycles -- Understanding shadow maps in Eevee -- Lighting for Speedy Renders -- Working with three-point lighting in Blender -- Using light portals in Cycles -- Using Material Preview to set up lighting -- Setting Up the World -- Changing the sky to something other than dull gray -- Using high dynamic range images (HDRIs) for world lighting -- Understanding ambient occlusion -- Working with Light Probes in Eevee -- Baking from your light probes -- Understanding the limitations of light probes -- Chapter 4 Exporting and Rendering Scenes -- Blender's Render Engines -- Rendering a Scene -- Creating a still image -- Viewing your rendered images in Blender -- Picking an image format -- Setting dimensions for your renders -- Saving your still image -- Creating a sequence of still images for editing or compositing -- Rendering a sequence of images versus rendering video -- Working with Assets in Blender -- Building an asset library -- Customizing assets in the Asset Browser -- Creating a global asset library -- Exporting to external formats Blender (Computer file) Computer animation Three-dimensional display systems Computer graphics Animation par ordinateur Affichage tridimensionnel Infographie computer animation aat three-dimensional aat computer graphics aat |
title | Blender all-in-one for dummies |
title_auth | Blender all-in-one for dummies |
title_exact_search | Blender all-in-one for dummies |
title_full | Blender all-in-one for dummies by Jason van Gumster |
title_fullStr | Blender all-in-one for dummies by Jason van Gumster |
title_full_unstemmed | Blender all-in-one for dummies by Jason van Gumster |
title_short | Blender all-in-one for dummies |
title_sort | blender all in one for dummies |
topic | Blender (Computer file) Computer animation Three-dimensional display systems Computer graphics Animation par ordinateur Affichage tridimensionnel Infographie computer animation aat three-dimensional aat computer graphics aat |
topic_facet | Blender (Computer file) Computer animation Three-dimensional display systems Computer graphics Animation par ordinateur Affichage tridimensionnel Infographie computer animation three-dimensional computer graphics |
work_keys_str_mv | AT gumsterjasonvan blenderallinonefordummies |