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.
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.
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".
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.
BISECT AN OBJECT
The steps listed below will guide you to bisect an object into two pieces.
1. Add an object in Object mode. Now switch to edit mode and select all the vertices of the object.
2. If tool shelf is not visible in the 3D window, press "T" key to make it visible on the left side of your 3D window.
3. In the tool shelf, click on Tools > Mesh>Add>Bisect.
4. Place the cursor near the object and draw a line across the object so as to cut across it.Press Enter key to confirm.
5. In the tool shelf, look below, under the panel named "Bisect" you will find three check boxes, Fill, Clear Inner, Clear outer. Selecting clear inner will delete the lower half of the object, selecting Clear outer, will delete the upper half of the object. Selecting the Fill check box will cover the cut edge with a face.
7. Go to object mode, Object>Transform>Origin to Geometry.
8. Deselect both objects, select the upper portion and pull it away.
TO MAKE A VERTEX GROUP FOLLOW THE STEPS GIVEN BELOW:
1. Add an object, go to edit mode and sub divide the mesh once.
2. Go to the properties window in the right, and click on the data block icon which is high-lighted with blue color. Go
down to vertex group panel , click on the " + " sign in the right. A
"Group" will be added. Select some vertices, in the 3D window on the
object which you sub divided and press on the "Assign" button below in the Vertex group panel.. Now
the selected vertices will be assigned to a group called "Group" as a
default.
Click on the Group name, it will get into edit mode, delete it and add a new name like "Head-top".
TO ADD DIFFERENT COLORS TO EACH CUBE FACE
Version : Blender version 2.79
Steps:
1. Open a new Blender file. You will find the default cube at the centre of the 3D axes.
2. Go to the Properties panel and then click on Materials button.Click on the + button to the right of the box with a blue band. A blue colored band will shift one line below a grey colored default material icon.
3. Below the blue colored window, click on the button with a sign, "+ NEW". A preview window with Diffuse and Specular color settings will appear. Select a color, say, Red. Name the material as red.
4. Next go to the + button to the right of the blue colored band.Then click on "+ NEW" button another color and rename the material as, say, Yellow.
5. Repeat the process for four more colors.
6. To apply Red color to a face of the cube, select the Cube, go to edit, face select mode and select a face. In the properties panel, under materials, to the left of "+ NEW" button you will find a round disc icon with two arrows pointing up and down. Click on this button and select the Red color and click on assign. Red colour will be applied to the face selected.
7. Repeat these steps for another five colors.
8. You will see the different colors on the face of the Cube.
TO COPY AND PASTE KEY FRAMES
Delete the Cube and add a Monkey. Go to frame one set up a key frame. Do changes in location and rotation settings. Go to frame 125 and set up another keyframe. Now if you want to copy the key frame at frame 1 and paste it at frame 250 follow the following steps.
To copy/paste keyframes for the same object,go to the Dope sheet, press "A" key to de-select all action points (yellow squares). Then select the action points which corresponds to the key frame you want to copy by right clicking each action point while holding down the "Shift" key.Once you have selected all the desired points press Ctrl+C to copy, go to the key frame where you want to paste then press Ctrl+V. Save the file.Run animation to check for the desired result.
Blender version 3.6 To make any edge to be rounded smoothly, we can use the bevel tool in Edit Mode. Look at the cube in Image 1 where all t...