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

What this book covers

Chapter 1, Using Geometry Nodes to Create Dynamic Scenes, focuses on creating interesting and dynamic scenes.

Chapter 2, Creating a Motion Graphics Scene Using Geometry Nodes, uses Geometry Nodes to create a motion graphics scene that you can easily modify using different nodes.

Chapter 3, Organic Modeling P1: Creating a Mushroom, focuses on modeling an organic Mushroom, using tools such as Sculpting, Proportional Editing, and Lattice.

Chapter 4, Organic Modeling P2: Creating the Landscape around the Mushroom, deals with creating the landscape and grass around the mushroom using tools such as Proportional Editing and Geometry Nodes.

Chapter 5, PBR Materials: Texturing our Mushroom Scene, teaches you how to add color to our scene using the Shader Editor node system to create realistic and customizable materials.

Chapter 6, 3D Scanning and Photogrammetry: Creating Your Own 3D Scans, deals with creating 3D scans of almost any object using a camera, Meshroom, and Blender.

Chapter 7, Modeling an Alien Cartoon Character, teaches you how to create a cartoon character from scratch using your own reference images.

Chapter 8, Rigging and Animating Your 3D Cartoon Character, helps you understand how to rig your character using the Rigify add-on as well as animate a walk cycle.

Chapter 9, Rigid Body Simulation: Destroying a Statue Using Physics, teaches you how to destroy a statue dynamically using Cell Fracture and Rigid Body Simulations.

Chapter 10, Dynamic Cloth Simulations, assists in creating clothing for your characters using cloth simulations that interact with physics and forces.

Chapter 11, Creating Hair Using Particles, helps in creating hair for your character using particles, that interact with physics and forces, while also adding custom hair materials to create amazing-looking hair styles.

Chapter 12, Matching Blender's Camera Movement to Live Action Footage, helps you understand how to import footage and track the real-world camera to create a virtual camera that matches the real-world camera's movement.

Chapter 13, Compositing the Alien Cartoon Character onto the Live Action Footage, deals with compositing our cartoon character into the live-action footage and using the compositing nodes to enhance the look of our final shot.

Chapter 14, The Final Render, focusses on rendering the final animation to an image sequence and converting the image sequence into an MP4 that you can share easily.