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

Setting up a hair shader for rendering

Once you have baked your hair simulation to cache, and you are happy with the way the simulation looks, it's time to add color and texture! In this section, we will focus on setting up a simple but effective hair shader to create realistic-looking hair renders.

Let's get started! Perform the following steps:

  1. Click on your character in the 3D Viewport to select it.
  2. Then, click on the Shading tab at the top of the 3D Viewport to switch to the Shading workspace section.

We need to create two shaders: one for the character and one for our hair particles. First, let's create a placeholder character shader that we can modify at a later stage.

  1. Just underneath the 3D Viewport in the Shading Workspace section, click on the New button to create a new shader.
  2. Give the shader a name by clicking on the default name at the top of the Shader Editor window. Let's call it Character.
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