Книга: Mastering Blender
Назад: Acknowledgments
Дальше: Part I: Fundamentals of Blender 3D

Introduction

Since the publication of the first edition of this book, things have continued to change rapidly in the world of Blender. The availability of training material has continued to grow, the Blender code base has grown another 50 percent since 2009, and Blender has seen wider user adoption than ever. The new interface and underlying event recode of version 2.5 has helped usher Blender into a whole new era. With the recent camera and object-tracking functionality and the development of the built-in Cycles unbiased render engine, Blender has begun to make serious inroads into visual effects, as evidenced by the latest Blender Foundation Open Movie, the live-action/CG effects bonanza Tears of Steel.

All of this progress is driven by the ongoing explosion of the Blender user base. Blender is widely used by students, hobbyists, artists, scientists, and CG professionals, and its use by these groups and others is growing every day. As the world of 3D software applications has become increasingly consolidated, Blender has emerged as the major alternative for people who want a free, open, and independent 3D solution. The Blender community is active in its support for the software, and as it grows and gains momentum, so does every aspect of Blender—from the availability of professional support and training to the stability and functionality of the software itself.

This book is also a product of that expanding user base. Until a few years ago, there were not enough intermediate or advanced Blender users to warrant a book like this. Those intrepid users who did gain a high degree of expertise did so by studying the code and release notes, participating in extensive forum and chat discussions, and putting in endless hours of experimenting with the software itself. My intention in writing this book is to provide today’s intermediate and advanced users with the book those early pioneers might have wished for. This is not a book for beginners. This is a book for Blender users.

The second edition of this book is completely revised and expanded to match the most recent versions of Blender and the most exciting new features. Furthermore, the book you hold in your hands contains not just revised material from the first edition of Mastering Blender but also fully revised material from my previous book, 2008’s Bounce, Tumble, and Splash!: Simulating the Physical World with Blender 3D. The content of the latter book seemed to be a natural fit with the overall goals of Mastering Blender. It has become the basis for the new section on physical simulation.

Who Should Read This Book

To get the most out of this book, you should already know how to get things done in Blender. You should know your way around a polygon mesh, and you should be able to set a keyframe and tweak an Ipo curve. In some areas, you may be pretty confident of your skills. Perhaps you are an expert modeler or a master at texturing and materials. You might be able to create beautiful, photorealistic scenes and render them in eye-popping quality. Maybe you’re a top-notch character animator.

If you’re like the vast majority of Blender users, however, there’s a lot you’ve been quietly ignoring about your application of choice. You may have long since stopped wondering about that obscure buttons panel that you never touch. You may have disregarded some new development and now feel left too far behind to bother trying to catch up on it. You may have been under the impression that some areas of functionality, such as scripting, were too dry and difficult to get into, or maybe you’ve simply never been clear on how they might be useful to you and what you want to accomplish. Hopefully, this book will be a step in the direction of changing that.

In short, this book is for Blender users who wish to deepen and expand their knowledge of the software. As the title suggests, this book is for people who want to master Blender. If there are areas of Blender that you’ve wondered about but never looked into deeply, if there is functionality you’ve toyed with but never truly mastered, then this book is for you.

What You Will Learn from This Book

This book is an attempt to cover functionality in Blender that has not been sufficiently dealt with in other books and to cover specific workflow topics that will help intermediate Blender users boost their productivity and improve the quality of their work. The functionality of Blender is so extensive that even with the available books and training materials, there remains a great deal that has not received the attention it deserves.

For this reason, the subject matter covered here is broad. The first part of the book is the most varied, with chapters on a wide variety of Blender 3D features. The second part of the book focuses on Python and scripting for Blender, and the third part of the book deals with the Blender Game Engine. The only background that is assumed is an intermediate or advanced level of standard Blender usage. No knowledge of Python or the game engine is required. By the end of the book, you will have an advanced skill set in both of these areas, as well as numerous new insights in other areas of Blender.

How to Use This Book

The chapters in Parts I, II, and III of this book are organized in a loosely logical order but do not depend on each other in any significant way. As an intermediate or advanced Blender user, you should have no trouble reading them in whatever order you choose. Parts IV and V are more strictly ordered. Both of these parts of the book are organized in such a way as to give complete introductions to the topics they cover. Part IV first presents an introduction to Python itself and then works through Blender Python scripting topics, starting with the most generally applicable and finishing with the most specialized. The information is presented sequentially, so you should skip only what you feel confident that you already know. Correspondingly, Part V begins by describing how to create assets for use in the game engine and ends with the relatively advanced topic of using Python in the game engine environment.

A Word about Software Versions

The version release scheduling of open-source software is not constrained by co-marketing considerations, and it is inevitable (and wonderful) that development will continue at a brisk pace regardless of the publication schedules of books. Experienced Blender users know this, and they know that mastery of one version sows the seeds for mastery of the next version.

In general, this book was written to be accurate to Blender version 2.63. However, some parts, notably those concerning the Clip Editor in Chapter 10, have been written based on developmental versions looking ahead to 2.64. The usual caveats apply: For the most predictable results, you should use the appropriate version of Blender to follow the tutorials in the book. I heartily encourage you to forge ahead into newer versions, armed with this book and the online release notes, in order to keep your knowledge as up to date as possible and to cultivate the mindset of regarding Blender as a constantly developing tool. Even as you read this, new and exciting functionality is being added to Blender and released in official or unofficial versions that you will be eager to learn about.

My advice on keeping up with all the latest developments: Read fast!

The Mastering Series

The Mastering series from Sybex provides outstanding instruction for readers with intermediate and advanced skills, in the form of top-notch training and development for those already working in their field and clear, serious education for those aspiring to become pros. Every Mastering book features the following:

How This Book Is Organized

As I mentioned previously, the book is organized into five parts. Part I includes Chapters 1 through 4. This part deals with general Blender topics, and each chapter within it covers a specific aspect of Blender functionality. Part II covers physics simulation in its various forms, from soft bodies and cloth, to particles and hair, to volumetric fluids and smoke, and finally to rigid body simulations using the Bullet Physics library and the Blender Game Engine (BGE). Part III covers Blender’s video post-production functionality, including nonlinear video editing node-based compositing and camera tracking. Part IV gives a complete overview of Python scripting in Blender, beginning with a basic introduction to Python itself, suitable for nonprogrammers. Part V gives a thorough introduction to the BGE, including using Python in context of the BGE. In more detail, the chapters’ contents are as follows:

Part I: Fundamentals of Blender 3D
Chapter 1: Working in Blender introduces you to some of the fundamental concepts behind data organization in Blender and shows you a variety of ways you can customize your Blender environment and streamline your workflow.
Chapter 2: Working with Textures and Materials takes an in-depth look at Blender’s powerful sculpting tools and shows you how to use them in conjunction with the retopo and normal mapping functionality to obtain highly detailed sculpt effects while maintaining good model geometry and manageable polygon counts.
Chapter 3: Sculpting and Retopo Workflow shows you how to take your texturing skills to the next level, with tutorials on using GIMP in conjunction with Blender’s multiple UV texturing functionality to create totally seamless photographic textures and on using the material node system to combine materials for highly realistic effects.
Chapter 4: Rendering and Render Engines gives you the lowdown on render layers, passes, and their uses in both the Blender Internal render engine and the new built-in unbiased render engine Cycles.
Part II: Physics and Simulations
Chapter 5: Getting Flexible with Soft Bodies and Cloth shows you how to make things bounce, flutter, and jiggle with Blender’s soft body and cloth simulation modifiers and how to use your simulations in animated scenes.
Chapter 6: Working with Particles shows you the wide variety of features and uses of Blender’s particle simulation system, including dynamic particles with standard physics and boids simulation as well as static particles for simulating hair and other strand-like behavior.
Chapter 7: Volumetric Fluid, Smoke, and Fire discusses Blender’s two volumetric physics simulation systems: the fluid simulation system and smoke and flame simulation. You’ll learn how to set up, tweak, and render the simulations with suitable materials.
Chapter 8: Bullet Physics and the Blender Game Engine takes a look at Blender’s built-in Bullet Physics Library for rigid body collision simulation. This chapter focuses on creating rigid body simulations and incorporating them into animated scenes using the existing stable method Blender 2.63 (namely via the Blender Game Engine). You’ll also explore setting up simple ragdoll simulation.
Part III: Video Post-production in Blender
Chapter 9: Compositing with Nodes shows how to break down a render into its basic components and build it back up in the compositor, teaching you the basics of the composite node system along the way. It also shows you a simple example of pulling a green screen matte.
Chapter 10: Advanced 3D/Video Compositing shows you how to extract camera movement from live-action video using camera tracking in the new Clip Editor and how to add CG content into live-action video shot with a moving camera. You will also learn the right way to do masking using bleeding-edge mask features.
Chapter 11: Working with the Video Sequence Editor brings Part III to its logical conclusion, showing you how to put everything together in Blender’s versatile Video Sequence Editor. You’ll learn to edit sound and video, do sophisticated transitions and overlays, and bring the full power of the compositing system to bear in a fully integrated, nonlinear video-editing environment.
Part IV: Blender-Python
Chapter 12: The Blender-Python Interpreter provides a quick and painless introduction to the Python programming language itself. Assuming no programming experience at all, this chapter takes it from the top, giving you all the Python basics you need to know to sink your teeth into the next few chapters.
Chapter 13: Python Scripting for Blender gets down to business with Blender-Python. You’ll learn how to use Python to access 3D information, automate tasks, and build your own user interface for scripts. You’ll gain familiarity with the Blender-Python API and learn how to find the information you need to do what you need to do.
Part V: Mastering the Blender Game Engine
Chapter 14: Creating Assets for the Blender Game Engine walks you through the creation of a simple game world and a fully rigged character for a game. Among other things, you’ll learn about texture baking and 3D texture painting and how to set up armature actions for use in the game engine.
Chapter 15: Making Things Happen in the Game Engine gives an in-depth overview of a plethora of things you can do in the BGE: controlling characters and scenes with logic blocks, using properties and states to create complex interactions, creating dynamic text and in-game animated textures, and creating 3D sound effects.
Chapter 16: Python Power in the Blender Game Engine brings several threads together and takes it all a step further, showing you how to use Python to create more streamlined, organized, and powerful game logic than can be created with logic blocks alone. You’ll learn how Python can enable you to create effects and logic that wouldn’t be possible otherwise, with examples such as a simple teleportation machine and a login screen. You’ll see how to handle multiple cameras and split-screen effects and to gain even more control over in-game sound.

To help ensure maximum clarity for the illustrations, there is a 16-page color insert full of images from the discussions and tutorials throughout the book.

What’s on the Website

You will find a variety of .blend files intended to support the text on the Sybex website for this book: .

How to Contact the Author

If you run into trouble at any point in reading this book, or if you have any insights or tips you would like to share, the first place I recommend to turn for quick responses and knowledgeable feedback is to the community itself at , where I post under the handle bugman_2000. You can also contact me directly at . Follow me on Twitter at @

Назад: Acknowledgments
Дальше: Part I: Fundamentals of Blender 3D

lookforrent
Буду знать! Оцените туристический портал lookfor.rent
JbnvJinge
12 month loans cash now cash loans in winchester tn cash advance in dubai
androidinfoSa
Знать достаточно свежие публикации у сфере планшетов и наблюдать презентации планшетов Андроид пользователи смогут на разработанном сайте запись телефонных звонков , который окажет помощь для Вас находиться в теме последних выпусков мировых марок в операционке Android и продажи задекларированной устройств. Популярный ресурс выдает потребителям совершенно популярные предметы обсуждения: мнение экспертов про телефоны, оценка пользователей, обновление, апки для персональному смартфону, ОС Андроид, ответы на популярные вопросы также различные основные содержание, какими интересуются регулярно. Стоит коротко увидеть новый телефон и выделить уникальные характеристики? Вовсе не AndroidInfo.Ru преград - у основной строчке возможно кликнуть модель либо ключевое слово затем одержать с вашего задания подходящую параграф совместно с фотоотчетом плюс описанием преобладающего функций. В случае если юзер есть несомненного ценителя выпусков смарт устройств по операционке Андроид Android , здесь регистрация поможет юзерам ни разу не выпустить каждую единую добавленную новость у области умных систем. Будет изобилие всего увлекательного также развивающего для всем ценителей инноваций новой эры.
Anciwhish
buying paper custom written papers
DbgvAmurn
dissertation research research methodology dissertation