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Changes between Version 1 and Version 2 of content/tools/BlenderRenderingNicely


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Timestamp:
Apr 30, 2009, 3:08:11 PM (15 years ago)
Author:
FelixSchulthess
Comment:

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  • content/tools/BlenderRenderingNicely

    v1 v2  
    66
    77||This is a very simple model, a cube that was subsurfed several times to bevel the edges a bit. It will serve as an example object for this tutorial.||[[Image(01_simple.jpg, right)]]||
    8 ||First of all, we will insert a gradient as a background. In the ''Shading'' menu under ''World Buttons'' on the ''World'' tab, replace the default blue and black color with light and dark grey, for example. In the ''Preview'' tab, check ''Blend" and preview your result.||[[Image(02_background.jpg, right)]]||
    9 ||Second, insert a plane under your model. It's color doesn't matter, but make sure, that it is large enough and that shadows are turned on. Furthermore, check the option ''OnlyShad'' under ''Shading'' -> ''Material buttons'' -> ''Shaders''.||[[Image(00_plane.jpg, right)]]||
    10 ||Now, select your light source and change it into an Area light under ''Shading'' -> ''Lamp Buttons'' -> ''Preview''.||[[Image(00_final.jpg, right)]]||
     8||First of all, we will insert a gradient as a background. In the ''Shading'' menu under ''World Buttons'' on the ''World'' tab, replace the default blue and black color with light and dark grey, for example. In the ''Preview'' tab, check ''Blend'' and preview your result.||[[Image(02_background.jpg, right)]]||
     9||Second, insert a plane under your model. It's color doesn't matter, but make sure, that it is large enough and that shadows are turned on. Furthermore, check the option ''OnlyShad'' under ''Shading -> Material buttons -> Shaders''.||[[Image(03_plane.jpg, right)]]||
     10||Now, select your light source and change it into an Area light under ''Shading -> Lamp Buttons -> Preview''. On the ''Lamp'' tab. increase the area lamps size a bit. I chose a value of 2 here. You might have to adjust the lights energy a little, because the area lamp will be too bright otherwise.[[BR]][[BR]] In the ''Shadows and Spots'' tab, ensure that Ray Shadow is checked. Left of this button, select ''Constant Jittered''.[[BR]][[BR]]Finally, in the ''Shading'' menu under ''World Buttons'' on the ''Amb Occ'' tab, turn Ambient Occlusion on. Set the Gather Method to ''Approximate'' and try ''Samples: 8''. ||[[Image(00_final.jpg, right)]]||