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| The Dojo The sacred hall of learning - Here you can participate on Workshops and read tutorials issued by the Sensei - Be open to new ideas/methods. |
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| Divine Penguin Realname: Craig Robinson Join Date: May 2006 Location: Rochester, UK Age: 38
Posts: 1,731
| Blender For The Faint Hearted - 05 - Material Basics, part 1 Blending for the faint hearted - Sphynx's guide to Blending Tutorial 5: Material Basics, part 1 It's easy to see why people would give up with Blender if all they had to go on were the official manuals. Within the first three pages of the Materials chapter, we go through angles of incidence of lightwaves, diffuse and specular reflection and (of all things), radiosity. Not the way to really start a discussion on materials for most people, let alone newcommers. The irony is, that the little helpful information in the two or three page quick start guide at the start of the manual, which is meant to be expanded upon in the full chapter, never actually materialises (most certainly, no pun intended there - it's not really funny).What's a Material? To start off with, we really need to know the difference between a Material and a Texture. Between different 3D applications, and across various 3D forums, the term Material and Texture are used interchangeably. Indeed, you will often hear a 3D modeller talk about \x{201C}and now its time to texture\x{201D}, or \x{201C}when I get around to texturing\x{201D}. Coming from the NewTek (ie. Lightwave and Inspire) environment, I find that I am guilty of it myself. It is very important however, to distinguish between the two in Blender. They are very, very different things.OK, then what's a Texture? A texture is a much smaller component of how a material is constructed. Imagine a scratched wooden desktop that someone has cut their initials into. Let's deconstruct it.Before we begin... Before we begin looking at materials however, there is something that we need to do - namely, set up small scene that we can render. In theory, we could setup our materials totally in the modelling environment, but they simply wouldn't give us a realistic idea of what was going on.Exercise - Starting the scene Start a new Blender file - we want to look at everything that we need for a scene, so lets take it all back to basics. Make sure that there is nothing selected in the scene, then press [Space] to get the main menu, and select [Select] > [Select all by type] > [Mesh]. That will select all of the meshes in the scene. Hit [Del] to delete them (if there isn' anything present, [Del] will do nothing). Do the same again, but this time select [Select] > [Select all by type] > [Lamp]. Hit [Del] to delete them. You should now only have the camera in the scene. ![]() For the purposes of this exercise, we are initially going to use three layers - in other words, the squares in the grid that sit in your 3D view menu-bar. We are going to use the first layer to hold the camera (which is where it already is, so we don't need to do anything else), and the second for lights. We are going to use the first layer of the second row for our objects. This is not the only way to do this - and you'll grow your own style. It just helps for this tutorial as it gives us some room to expand and look at other options later within the same scene for comparrisons. ![]() Exercise - Layer shortcuts Now a quick keyboard shortcut exercise. Press [shift+2] and take a look at your layers. Layer 2 should just have become active. Press [shift+1] and layer one should have just deactivated. Press [shift+1] again, and layer one reactivates. As you can see, they are toggles - on and off with each press. Press [shift+alt+1] and you should get the first layer of the second row become active. Now, the thing about using a camera to take a picture of a black object in a black room is that we're not going to see much. As such, we need a light.Exercise - Adding a lamp Use the mouse now to select the second layer on the top row, and we'll add a lamp. Hit [Space] and select [Add] > [Lamp] > [Sun]. Note however, what 3D view your cursor is in when you create a lamp. If you create a lamp that can point in a particular direction (like a Sun), the lamp will always point 'into' the view where it is created. Create one in top view, it will point down. Create one in front view, it will point into the distance away from you, and so on. We'd like it to point down for now, so create it when you are in the top view. OK, if you can't see the new lamp, zoom out a little until you can see it, and the full length of the dotted line that is extending down from it. This dotted line is important as it indicates the total distance that light is going to reach from that lamp. Different types of lamp indicate this differently - a spot lamp for example, uses a cone as light is more confined in a spot lamp.Exercise - Adding the cube Well, you should know how to do this by now - but before you do it, remember which layer you are on! Switch to the first layer in the second row and add a primitive cube.[indent]If you create an object on the wrong layer, or you otherwise want to move an object to another layer for another reason, select the object and press [m] (for move). A small dialog appears mimicking the layer-grid. Choose the layer that you want it to go to and hit [OK] and the object to be sent to that layer. Right, now let's take a look at what we have. Click all three layers (using [shift]) so that they are all activated - with all three activated, you should see the camera, a cube and the lamp at the same time. If you have a camera view window open, you should also be seeing (in wireframe at present) what the camera is seeing - a cube, three-quarters on. If you can't, temporarily put your 3D view into camera mode ([numpad 0]) and take a look.Exercise - Creating a basic 3-lamp rig First, lets undo our mistake and take the [Energy] of that lamp back down to 1. Next, on this same page of buttons change the lamp from [Sun] to [Spot], change the name of the data-block to 'Camera Lamp Data' and change the [Dist] to 30. Press [n] to call up its settings and change the position to LocX=10, LocY=-10 and LocZ=10; its rotation to RotX=55, RotY=0 and RotZ=45; and it's name to 'Camera Lamp'. This will place our first lamp above and behind our camera and will provide the general front-on lighting for our cube. Your could try an [F12], but it won't show much - the best lighting rigs are made from several dimmer lamps working together, not one single bright lamp. We'll only do one more thing with the scene and then get back to materials properly. All we have for now is a cube sitting in space. Let's make things a little more comfortable to the eyes (and the brain).Exercise - Creating the ground Select only the layer with your cube in it so that the camera and lamp disappear, then select the cube. Hit [n] and use the dialog to change LocZ to 1. This will sit the cube on the 'ground'. Saying that, we should really add a ground plane as well. ![]() Hit [F12], and you should see a much better lit scene, with some shadows thrown in as well. This is not the best lighting setup (far from it...) but it should do us sufficiently to take a look at materials. If you want to see you scene at any time, remember to activate all three of your layers. If you don't the camera is just going to be seeing... nothing. There is nothing else in the camera's layer except itself.Attaching a material to an object Follow the next little exercise to attach a material to your cube. |
| No question is a stupid question if you don't know the answer - If you need help (and you can find us), ask the (Sens)A-Team. Personal website (updated, Mar 2007) :: Industrial-meshes.com :: Professional website (Updated, Feb 2007) | |
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| Divine Penguin Realname: Craig Robinson Join Date: May 2006 Location: Rochester, UK Age: 38
Posts: 1,731
| Exercise - Attaching a material to an object Select your cube - you don't need to turn off the other layers as we'll be specifically configuring the cube itself. As long as it is the only thing pink, we're safe. Now that was not exactly difficult, was it? To be honest, at this level, attaching basic coloured materials is not hard at all. The problems are not adding materials, but understanding the concepts of how to build all of the components that go into complex, realistic materials. We'll try to look at these as we go and de-mystify them a little.Exercise - Getting rid of the material Select the thick, black cross next to the name of our material. When your mouse hovers over it, the tool-tip that appears reads 'Deletes link to this datablock' and not 'Deletes material'. Why?The slightly better way to attach materials The (slightly) better way to attach a material to an object, is via an intermediary. All this really is, is another data-block that sits between the object and the material that you want to attach. This sounds a waste of time and energy, but it can be quite useful.Exercise - Attaching a material to an ME In actual fact, attaching a material to an object via an ME is just as easy as attaching it directly to the object itself.An overview of the [Materials] section There is of course, a lot more to materials that just changing their colour - a lot more. We will deal with textures in the next tutorial, but for now, lets have a look at the other ways in which we can modify the basic material that we have added - we don't really need to add any textures just to see a plain, coloured cube and the effects that these buttons will have on it.Whats in Tutorial 6 We've covered quit a bit in this tutorial - you should now be able to apply basic materials to your meshes. In Tutorial 6 we'll look at other areas of Materials, including Halos, Mirrored surfaces and more on reflection. On top of that, we will also look at assigning materials to specific parts of meshes, and not just the mesh as a whole. |
| No question is a stupid question if you don't know the answer - If you need help (and you can find us), ask the (Sens)A-Team. Personal website (updated, Mar 2007) :: Industrial-meshes.com :: Professional website (Updated, Feb 2007) | |
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