http://www.loc.gov/mods/v3 http://www.loc.gov/standards/mods/v3/mods-3-2.xsd
Shading, lighting, and rendering with Blender's EEVEE
learn how to create and iterate amazing concept art using a real-time rendering engine
1 online resource (374 pages) : color illustrations
Get to grips with new real-time animation techniques and tricks to improve both your artistic and technical skills in shading, 3D rendering, lighting, and scene creation using Blender 3.0 Key Features Learn real-time rendering engine concepts by creating three projects Understand how to update workflows to Blender 3.0 Explore intermediate to advanced-level tutorials on creating art inside Blender Book Description Blender is one of the most important emerging 3D software packages in the world. Anyone can download the software, and with millions of tutorials on YouTube and elsewhere, learn how to use it. EEVEE, a state-of-the-art, real-time rendering engine, is a fairly new addition to Blender and provides you with the capacity to quickly iterate on the artwork, allowing you to rapidly create, modify, and produce quality renders. This book provides a high-level overview of what EEVEE is capable of and then takes you through the steps of creating three professional-quality artworks in three unique styles. As you progress, you'll discover new techniques added in Blender 3.0, ways to add life to your renders, and mind-blowing shortcuts that will allow you to take your artwork to the next level. By the end of this Blender book, you'll have created three separate works that will have challenged you to design and iterate with the full power of Blender EEVEE. What you will learn Explore EEVEE Render Properties for optimal outcomes Focus on shading processes, including those that are both traditional and more cutting-edge Understand composition and create effective concept art inside Blender Discover procedural workflows to shorten the artistic process instead of getting mired in details Understand intermediate Blender workflows for working in a professional environment Develop art in different styles and learn why each style has different workflows and conventions Create interactive, rapid changes in Blender's EEVEE engine Who this book is for This book is for 3D animators, sculptors, modelers, and concept artists who want to use EEVEE to speed up their work in movies, TV, and game design. Readers are expected to have a basic to intermediate-level understanding of 3D programs and ray-tracing engines.
Cover -- Title Page -- Copyright and Credits -- Contributors -- Table of Contents -- Preface -- Section 1: Configuring in EEVEE -- Mini-Project 1 -- Stylized Scene -- Chapter 1: Introducing EEVEE -- A Real-Time Rendering Engine -- Technical requirements -- What is EEVEE? EEVEE as a rendering engine -- Why use EEVEE and what are the advantages of using EEVEE? -- Limitations of EEVEE -- Setting up -- configuring the start of mini-projects -- File structure -- An overview of the mini-projects -- Summary -- Chapter 2: Creating Materials Fast with EEVEE -- Technical requirements -- Materials in EEVEE
Why materials are a little different in EEVEE -- Quickly previewing lighting ideas for fast iteration -- Creating our first image-based material -- Two-click Principled Setup -- Shader to RGB -- Creating our first procedural texture -- The base mesh -- Texture creation with procedural nodes -- Adding shading to the material -- Summary -- Chapter 3: Lights, Camera ... -- Technical requirements -- Adding lighting to our mini-project -- World lighting system -- Changing to the world shader editor -- Changing the HDRI to fit our scene -- Adding lights to our scene -- Creating and configuring cameras
Adding a camera -- Camera properties -- Learning about the Line Art modifier -- Summary -- Chapter 4: Non-Physical Rendering -- Technical requirements -- Adding clouds to our composition -- Configuring Render settings -- Sampling -- Ambient Occlusion -- Bloom -- Screen Space Reflections -- Film -- Compositing Render layers -- Final compositing -- Summary -- Section 2: Real-Time Rendering -- Mini-Project 2 -- Creating a Realistic Environment Concept -- Chapter 5: Setting Up an Environment with Geometry Nodes -- Technical requirements
Setting up the scene -- adding grass and rocks to the Asset Browser -- Setting up the scene -- adding grass and rocks -- Adding more complexity and applying the modifier to other objects -- Adding rocks to the node tree -- Customizing our Geometry Nodes system -- Summary -- Chapter 6: Screen Space Reflections -- Adding Reflection to the Water -- Technical requirements -- Screen space reflections -- Light probes -- reflection planes -- Advanced water -- volume and transparency -- Summary -- Chapter 7: Faking Camera Effects for Better Renders -- Technical requirements -- Atmospheric lighting -- Bloom
Ambient occlusion -- Depth of field -- Summary -- Chapter 8: Using Alphas for Details -- Technical requirements -- Adding detail to the scene (with birds!) -- Faking volumetric mist -- Using an image to create a background -- Summary -- Section 3: Advanced Features -- Mini-Project 3 -- Creating a Sci-Fi Concept -- Chapter 9: Lighting an Interior Scene -- Technical requirements -- Troubleshooting a common lighting error -- Designing the lighting for our interior -- Previewing render passes to inform our lighting decisions -- Summary
Chapter 10: Working with Irradiance Volumes and Cubemaps for More Accurate Rendering.
Birmingham : Packt Publishing, Limited, ©2022