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Monday 26 July 2021

QUERY ON BLENDER BASICS

 1. Do you have any query on Blender Basics ? Do you want want  to know how to do some thing in Blender ?

Send a mail to iblnd300@gmail.com.


2. We also conduct online classes on Blender Basics. Get in touch for more details.

Sunday 25 July 2021

ADD-ON : NODE WRANGLER

                                     ADD-ON:  NODE WRANGLER


INTRODUCTION

Node Wrangler Add-on is an add-on officially bundled with the Blender software. It has to be enabled as explained under the head Add-on in this blog.
Node Wrangler is used to add material and texture to any object designed in Blender using PBR (Physically Based Rendering) image data which gives a near real world material output of the rendered image.

DOWNLOAD
PBR image files can be downloaded from some websites, for free at no cost. Paid versions are also available.These files which are compatible to Blender, are to be downloaded. Normally it  comes as a zipped file, for each texture, from which the PBR files must be extracted and stored in  a distinctly named folder.The extracted files contain color, displacement, roughness, normal, albedo and other geometric data of the image.

APPLYING PBR IMAGE TEXTURE TO AN OBJECT
1. The  UV maps of the 3D model must be subdivided and unwrapped first before applying PBR textures.
2. Split the work area into three : 3d, View Port shading and Node Editor. Select the object in 3D window. Set the Render engine to Cycles.Go to Node editor and check Use nodes and then New. A Diffuse node connected to the output node will be added to this window. Delete the Diffuse node and add a Principled BSDF node and connect it to the Output node(Green to Green socket).

3. With the Principled BSDF node selected, press Ctrl+Shift+T. Now you must open the folder where the PBR files are saved and select all the files for a particular texture and click on "Principled Texture setup" Button at the top right corner.

4. A node tree is setup connecting all the selected files to the principled BSDF node. Save your  file. Adjust the settings in the different nodes and study its effect on the final result shown in the viewport shading window which must be set to "Rendered".



Monday 12 July 2021

AUTO KEYFRAMIMG

 Auto Key framing in Blender eliminates the task of pressing the "I" key o get the Insert popup screen where you click on a particular option to insert a key frame for the selected object.

The steps to do auto key framing are listed below:


1. Let us assume that you want to animate the translate operation of an object, by  moving it  from one point to another in a sequential manner. Select the object  you want to animate.

2. Position the object at the initial position  from where you want to start the animation.

3. Move the cursor(green line) in the Timeline editor to frame number one.

4. Position the 3D cursor in the 3D window. Press I key, in the popup menu, click on location. A key frame will be inserted at frame number one which is indicated by an yellow line.

5. Press the auto key frame button(red button) in the header of the Timeline window.  Activation of the auto key frame is indicated by the background color of the auto key frame button changing to dark grey color.

6. Now move the cursor to  say frame number 20, then move the object to the next location  and press LMB to confirm the location. You will see a key frame is inserted at frame 20, indicated by an yellow line.

7. Repeat step 6 for each new location of the object.

8. When you want to stop auto key framing, press on auto key frame button to de activate this function.

9. Please note that to start auto key framing the first key frame must be set manually.

 

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