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...
Clasificación: | Libro Electrónico |
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Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Birmingham :
Packt Publishing, Limited,
2022.
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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