Figure B1.1: This image (which corresponds to Figure 1-29 in Chapter 1) shows the Region To Loop selection option.
Figure B1.2: Loop and ring selections for Vertex selection mode; see Figure 1-30 in Chapter 1
Figure B1.3: Loop and ring selections in Edge selection mode; see Figure 1-31 in Chapter 1
Figure B1.4: Ring selection in Face selection mode; see Figure 1-32 in Chapter 1
Figure B1.5: Node setup for the hot lava; see Figure 2-70 in Chapter 2
Figure B1.6: The resulting material rendered; see Figure 2-74 in Chapter 2
Figure B1.7: This image (which corresponds to Figure 2-82 in Chapter 2) illustrates three different settings for subsurface scattering.
Figure B1.8: Normal map for the sculpted object (which corresponds to Figure 3-69 in Chapter 3)
Figure B1.9: This image (which corresponds to Figure 3-71 in Chapter 3), shows renders of three meshes: the original high-poly sculpted mesh; the low-poly mesh created using the retopo tool; and the low-poly mesh with a baked normal map applied.
Figure B1.10: Figures B1.10–B1.19 correspond to Figure 4-14 in Chapter 4. They illustrate a variety of render passes available.
Figure B1.11
Figure B1.12
Figure B1.13
Figure B1.14
Figure B1.15
Figure B1.16
Figure B1.17
Figure B1.18
Figure B1.19
Figure B1.20: Color ramp for texturing the hair; see Figure 6-55 in Chapter 6
Figure B1.21: This figure (which corresponds to Figure 6-56 in Chapter 6) shows different mappings for this texture on the hair and mesh.
Figure B1.22: Placement of the fluid inflow objects from Figure 7-65 in Chapter 7
Figure B1.23: Placement of fluid outflow objects; see Figure 7-66 in Chapter 7
Figure B1.24: A smoke and flame simulation; see Figure 7-92 in Chapter 7
Figure B1.25: Node setup for separating the colors and the values for each color channel; see Figure 9-42 in Chapter 9
Figure B1.26: The complete node setup for a simple green screen matte; see Figure 9-78 in Chapter 9
Figure B1.27: A track marker in the Clip Editor, with the track extending forward and backward over the timeline; see Figure 10-10 in Chapter 10
Figure B1.28: The VSE Chroma Vectorscope display and the VSE Luma Waveform display with color separation; see Figure 11-18 in Chapter 11
Figure B1.29: Strips after they have been cut nondestructively with Shift+K. Note the translucent colored extensions that indicate the truncated video. See Figure 11-13 in Chapter 11.
Figure B1.30: The textured maze from Figure 15-31 in Chapter 15
Figure B1.31: A game environment with two colored cubes and multiple cameras; see Figure 16-13 in Chapter 16
Figure B1.32: This image (which corresponds to Figure 16-18 in Chapter 16) shows an in-game view of a simple multiple-viewport setup. The camera view on the left follows the blue cube, and the camera view on the right follows the red cube. The camera view inset in the middle shows a bird’s-eye view of the game board.