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

Adding materials to the landscape

Let's add some materials to the landscape. For this, we will be using a PBR texture image consisting of the following passes:

  • Albedo: Used for the Base Color
  • Ambient Occlusion: For adding shadows to the Base Color
  • Specular: Controls specular reflections
  • Roughness: Controls the overall roughness
  • Bump: For adding tiny bumps using a normal map

You can either use your own PBR materials or you can download the one we will be using here: https://github.com/PacktPublishing/Taking-Blender-to-the-Next-Level/blob/main/Chapter05/Patchy_Wild_Grass.zip

  1. Before we start applying materials to our landscape, make sure you unhide the Ground object by using the show/hide eye icons in the Outliner. You can hide the mushroom model if you prefer, but it's not required.
  2. Disable the Geometry Nodes modifier on the Ground object so that we don't see the grass while we're adding materials. Click the Ground object...