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Shading, lighting, and rendering with Blender's EEVEE : learn how to create and iterate amazing concept art using a real-time rendering engine /

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 workf...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Crowder, Sammie
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham : Packt Publishing, Limited, 2022.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)
Tabla de Contenidos:
  • 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