Ongoing project-Living room
Using what I have I’d say I have nailed it.Almost.But I can live with that.
REVIEW: BLENDER 2.5 LIGHTING AND RENDERING
REVIEW: BLENDER 2.5 LIGHTING AND RENDERING
Blender book written by Aaron Powell and published by Packtpub Publishers.
The book delves into lighting and rendering in Blender 2.5, the latest version of the Blender software.
The book has 217 pages in 9 chapters.
Chapter 1
This chapter covers an introduction to color and lighting basics.
For you to understand lighting and how to achieve it realistically you need to understand the basics of color and how they relate to each other.
From there we get to learn the different light s in blender then how to set up a lighting rig. There are of three types:
♣ 1 point light rig
♣ 2 point light rig
♣ 3 point light rig.
Chapter 2
After understanding that, he now sets up a scene.
Chapter 2 is now about setting up different lighting scenes depending on the environment like outdoor scenes.
When lighting up a scene, there are things that must be taken into consideration before going ahead and just lighting up a scene. For example, if it’s an indoor scene than an outdoor scene.
For better understanding of what is being described, Aaron provides files to be used as practical examples hence better understanding.
Chapter 3
Ambient light-its light reflected off of surfaces, that’s light not attributed to any specific light source.
In Blender 2.5, we have 3 ambient lighting features:
♣ Ambient Occlusion
♣ Environment Lighting
♣ Indirect Lighting
He further gets to explore and learn how to activate the different features of lighting, understanding how each feature affects a scene, how to customize each of the features for a particular scene and also how to use one rendering algorithm over the other.
After this you would be really pleased with yourself!
Chapter 4
Adding light to a scene is only half the battle, we also have to learn and know how to add material to achieve a particular feel.
Chapter 4 goes about breaking down the process of applying material to an object. Blender 2.5 has four material types having 2 new ones in this version not available in the previous ones.
♣ Surface
♣ Wire
♣ Volume
♣ Halo
This can be very useful and saves you a lot of time. Surface mesh is the typical mesh we get normally when creating an object. Wire renders out meshes in wire frame.
The newly added ones volume, which creates a volumetric fog effect and halo which enables mesh to emit light and glow.
It covers all aspects of a material from diffuse and specular properties and shader models.
We are taken through the functions of the each feature available to meshes when adding materials and as always there we have experimental files to download and work with.
Chapter 5
Chapter 5 explores indoor lighting. The previous chapter was about applying materials to an object depending on the scene/environment and the lighting to be used.
For this chapter we have been given a project file of an indoor scene to use in this chapter.
First, Layers. Using layers to enhance our render. To be able to light an object more than the rest. We explore this feature in this chapter. Apart from learning how to organize layers to achieve maximum render. This chapter is also about lighting an interior scene. What lights to use, how to place them and adding of ambient light.
A pretty good experience.
Chapter 6
It was hard at first for me to actually get to start learning UV mapping. I found it tedious ,hard to understand and wondering if the effort is worth it.
But, it is. Normally when I take a look at a complex render scene. I get amazed and impressed by the detail of modeling, lighting and texturing. Which means the effort is well worth it.
Continuing with the scene from the previous chapter, we map a bottle. Unwrapping and applying custom made labels at specific parts of the bottle using Gimp to create the texture..
By the end of it all, we should have a pretty good idea of how to go about UV mapping.
Chapter 7
Chapter 7 is a continuation in the texturing of the whole scene.
But we also get to learn about nodes and using them to create materials. In this case, glass material.
Chapter 8
Combining Indoor and Outdoor Lighting techniques
It’s not always that we use the same lighting techniques; sometimes we combine them to achieve another level of realism.
It’s called Hybrid Lighting.
It was pretty exciting reading through it and learning a few tricks about lighting a scene freestyle. Which is probably how we start out anyway but at least now we do it with more knowledge about lighting, material and textures.
Chapter 9
Hybrid Lighting: Materials and Textures
This chapter is continuation of building an indoor scene. We started out with light and in this chapter we continue with materials and texture side by side with reference image as a guide.
All Star Sneakers
I have a thing for sneakers especially All Star and the it blends into all professions of life.From the hip hop artist in the streets to the excutive in his office.
I call it Sketchy a5000
I did this while reading Incredible Machines.As i said earlier in the review,the explanation to me was on point so i got this idea in the process of reading the book and this is it minus any material or texture.Just it and lighting.


























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