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

Summary

Congratulations! With that, you have created an amazing physics simulation using Rigid Body physics and constraints! You have learned how to install the required Blender add-ons, Cell Fracture and Import-Export STL, and how to use them. You should now be familiar with the Cell Fracture add-on and how to use it to break objects into smaller fragments by using automatic fracturing or making use of the Annotation Pencil to specify where to fracture objects.

You also learned how to apply Rigid Body physics to the fractured pieces and how to tweak the parameters to adjust your simulation. We also looked at how you can link the fractured pieces together using Rigid Body constraints to create a more realistic simulation. After that, we added an animated object to our scene that will interact with your simulation. Lastly, we learned how to bake the final simulation to cache.

Simulations are all about experimenting and tweaking parameters one at a time to see how they affect...