Book Image

Taking Blender to the Next Level

By : Ruan Lotter
Book Image

Taking Blender to the Next Level

By: Ruan Lotter

Overview of this book

If you're ready to start exploring the more advanced workflows and processes in Blender to create intricate 3D models, then Taking Blender to the Next Level is for you. This book focuses on a few different VFX-related workflows such as geometry nodes, organic modeling, 3D camera tracking, photogrammetry, sculpting, compositing, and physics simulations. You’ll learn how to use geometry nodes to create dynamic motion graphic scenes as well as perform 3D scanning of real-world objects using photogrammetry. You’ll also find out how to model, rig, and animate your own 3D characters from scratch. Next, you’ll progress to using simulations to break objects apart and then use cloth and hair simulations to add realism to your 3D creations. Finally, you’ll go over the final render settings and export your 3D animation masterpiece as a video. By the end of this Blender book, you’ll be able to model your own 3D characters, objects, and landscapes; rig, animate, and texture your characters; 3D track live-action footage; and composite your 3D characters into live-action scenes.
Table of Contents (19 chapters)
1
Part 1: Modeling, Materials, and Animation Workflows
10
Part 2: Let's Do Some Physics
14
Part 3: Match Moving and Compositing

Solving and refining the track and orienting the scene

In this section, we will solve our camera track using the trackers from the previous section to create a tracked camera in our scene. Then, we will refine the track by making some adjustments and deleting any problematic trackers. This is an important step to ensure that the camera track is as accurate as possible.

Tracking errors or bad trackers can cause 3D objects to slide and not stick to the track – this will break the illusion that the 3D objects are really in the scene. Finally, we will orient our tracked scene so that it aligns with our grid.

Let's get started:

  1. Click the Solve tab to the right of the viewport to open the Solve settings:

Figure 12.43 – The Solve settings to the right of the viewport

  1. Click the Solve Camera Motion button to solve our camera track.

You should now see the Solve Error value to the top right of the viewport. The lower this...