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ویرایش:
نویسندگان: Gianpiero Moioli
سری:
ISBN (شابک) : 1484279530, 9781484279533
ناشر: Apress
سال نشر: 2022
تعداد صفحات: 477
زبان: English
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 27 مگابایت
در صورت تبدیل فایل کتاب Introduction to Blender 3.0: Learn Organic and Architectural Modeling, Lighting, Materials, Painting, Rendering, and Compositing with Blender به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب مقدمه ای بر Blender 3.0: آموزش مدل سازی ارگانیک و معماری، نورپردازی، مواد، نقاشی، رندر و کامپوزیت با بلندر نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
https://link.springer.com/book/10.1007/978-1-4842-7954-0 سطح کاربر شروع-متوسط با کاوش در Blender 3.0 بر اصول اولیه مدل سازی سه بعدی برای هنر، معماری و طراحی مسلط شوید. این کتاب مدل سازی، مواد، نورپردازی، نقاشی و موارد دیگر را با بلندر و سایر ابزارهای خارجی توضیح می دهد. شما یک محیط معماری سه بعدی را پیکربندی خواهید کرد و گردش کار یک پروژه هنری و طراحی را در Blender تنظیم خواهید کرد. شما از ابزارهای اصلی Blender - مدل سازی مش و مجسمه سازی - برای ایجاد اشیا و محیط های مجازی استفاده خواهید کرد. و، مصالح ساختمانی و صحنه های نور را کاوش خواهید کرد و به دنبال آن طراحی و نقاشی مجازی خواهید داشت. فصلها رندر صحنهها و تبدیل آنها به تصاویر یا ویدیوهای دوبعدی را پوشش میدهند. شما یاد خواهید گرفت که از Blender 3.0 برای ویرایش ویدیو به عنوان یک آهنگساز و ویرایشگر توالی ویدیو (VSE یا Sequencer) با طیف گسترده ای از افکت ها در دسترس از طریق سیستم گره استفاده کنید. با تکمیل این کتاب، دانش ایجاد هنر، طراحی و معماری با این مدل ساز سه بعدی را خواهید داشت. آنچه شما یاد خواهید گرفت ایجاد اشیا و ساختمان های معماری با تکنیک های مختلف مدل سازی سه بعدی در ایجاد محیطی برای اشیاء خود و نحوه نور دادن به آنها مسلط شوید نحوه ایجاد مواد گره را تعیین کنید و آنها را به اشیاء Blender خود اختصاص دهید باز کردن بسته بندی UV و رنگ آمیزی بافت را بردارید به نقاشی و طراحی در بلندر نزدیک شوید صحنه های خود را رندر کنید و ویدیوهای خیره کننده ایجاد کنید
https://link.springer.com/book/10.1007/978-1-4842-7954-0 Beginning-Intermediate user level Master the basics of 3D modeling for art, architecture, and design by exploring Blender 3.0. This book explains modeling, materials, lighting, painting, and more with Blender and other external tools. You will configure a 3D architectural environment and set up the workflow of an art and design project within Blender. You will use Blender's main tools—mesh modeling and sculpting—to create virtual objects and environments. And, you will explore building materials and light scenes, followed by drawing and virtual painting. Chapters cover rendering scenes and transforming them into 2D images or videos. You will learn to use Blender 3.0 for video editing as a compositor and video sequence editor (VSE or sequencer) with a wide range of effects available through the nodal system. On completing this book, you will have the knowledge to create art, design, and architecture with this 3D modeler. What You Will Learn Create objects and architectural buildings with different techniques of 3D modeling Master creating an environment for your objects and how to light them Determine how to create node materials and assign them to your Blender objects Pick up UV unwrapping and texture painting Get closer to painting and drawing in Blender Render your scenes and create stunning videos
Table of Contents About the Author About the Technical Reviewer Acknowledgments Introduction Chapter 1: Introducing Blender 3.0 Exploring the Main Changes in Blender 3.0 Left Button Selection (LBS) Asset Browser and Pose Library Workspaces The Blender 3.0 Toolbar (T) Eevee Cycles X Workbench Scene Collections Grease Pencil Geometry Nodes USD Importer Installing Blender 3.0 The Blender Foundation Website Installing Different Versions of Blender 3.0 Using the Default Interface of Blender 3.0 Main Areas Topbar, Header, Toolbar, and Status Bar The Topbar The Header of the Editor Type Object Interaction Mode Button Transformation Orientation, Transform Pivot Point, Snap and Proportional Editing Visualization Tools Tool Settings The Toolbar The Status Bar Introducing Editors and Views Editor Types Properties Editor Menus and Workspaces The Topbar Menu File Edit Render Window Help The 3D View Header Menu Pie Menus Workspaces Blender Customization Selecting, Navigating, and Transforming Navigation Techniques Selection Methods Object Selection in Object Mode Subobject Selection in Edit Mode Basic Transformations The Object Context Menu (RMB) Using New Keyboard Shortcuts Introducing Eevee Eevee, Cycles, and Cycles X Node-Based Materials Summary Chapter 2: Modeling Inorganic and Organic Objects in Blender Preparing to Start Modeling Digital Spaces Add Objects (Shift+A) Mesh Add Mesh Curve Add Curve Explaining Splines Editing a Curve The Toolbar Object Data Properties Surface Metaball Object Data Properties Text Object Data Properties Other Blender Objects Empty and Image Light Camera Understanding Mesh Modeling Object Mode Transform Set Origin Mirror Clear and Apply Snap Duplicate Link/Transfer Data Join Convert Show/Hide Delete Edit Mode Mesh Visualization Normals Normal Configuration Auto Smooth The Toolbar in Edit Mode Other Modeling Tools in Edit Mode Duplicate (Shift+D) Fill: Make Edge/Face (F) Deleting & Dissolving (X) Merge Vertices (M) Separate (P) Bridge Edges Loops Triangles to Quads (Alt+J) Add Mesh Add-Ons Sculpting Brush Settings Preparing the Object Preparing the Interface Sculpting Tools Adding Resolution Remesh Dyntopo Modeling with Modifiers Generate Modifiers Array Bevel Boolean Decimate Geometry Nodes Mirror Multiresolution Remesh Skin Solidify Subdivision Surface Deform Modifiers Displace Wave Exercises: The Mad Hatter’s Tea Party Exercise 1: Modeling a Teapot Setting the File Creating the Base Shape Creating the Handle and Spout Separating the Cover Creating the Teapot Base Exercise 2: Creating a Glass Setting the File Preparing the Basic Object Creating the Profile and Screwing It Summary Chapter 3: Building a 3D Environment Modeling for Architecture Precision Drawing Importing and Exporting CAD File Formats CAD Drawing Tools FreeCAD QCAD ODA File Converter Blender 3.0 Measuring Tools Annotate Measure Measurement MeasureIt Blender 3.0 Add-ons for Architectural Modeling Preinstalled Add-ons Edit Mesh Tools Precision-Drawing-Tools (PDT) Scatter Tiny CAD Mesh Tools Bool Tool Sapling Tree Gen and Modular Tree External Add-ons QBlocker Blender GIS Procedural and Parametric Modeling Add-ons for Procedural and Parametrical Modeling Internal Add-ons Archimesh Tissue Mesh Maze External Add-ons Archipack Sverchok Sorcar Modeling and Importing Furniture Asset Libraries in Blender Character Modeling for Architecture Modeling a Character with Make Human Exercises: Creating an Environment Exercise 3: Modeling a Living Room Creating the Walls Creating the Windows Creating Windows Creating French Windows Importing Furniture Exercise 4: Populating Our Environment Exercise 5: Modeling a Chair Modeling the Chair Structure Modeling of the Chair Feet Modeling the Pillow Summary Chapter 4: Understanding Materials, Lighting, and World Settings Learning Nodes and Material Nodes PBR Materials The Light Ray Model Diffusion and Reflection Fresnel Microsurface PBR Textures Standard Textures PBR Textures Metal/Roughness vs. Specular/Glossiness Understanding Material Nodes Material Nodes Introducing the Editors Introducing the Shading Workspace Understanding the Material Properties Editor The Shader Editor and the Material Nodes Input Nodes Output Nodes Shader Nodes A Node Material Texture Nodes Color Nodes Vector Nodes Converter Nodes Script Node Group Nodes Layout Nodes The Node Wrangler Add-on Merge Selected Nodes Add Texture Setup Add Principled Setup Learning More About Textures Bitmap and Procedural Textures Open Source Image Editors: Gimp and Krita UV Mapping and Unwrapping UV Editing Workspace and UV Editor UV Mapping Magic UV Add-on Lights, Shadows, and Cameras Light Types Point Light Sun Light Spot Light Area Light Add Extra Lights Add-on Cameras The World Settings: Sky and Environment Texture Deepening HDRI Environment Maps The Sky Texture Node Sun Position Synchronize Sun Light with an HDRI Texture Synchronize Sun Light with a Sky Texture Exercises: Creating Materials Exercise 6: Creating Standard Material Nodes Creating Standard Textures with Gimp Diffuse Map Normal Map Specular Map Creating the Material Exercise 7: Creating a PBR Material Exercise 8: Creating Textures for PBR Materials Materialize Apply Textures to the Material Exercise 9: Creating a Procedural Material Summary Chapter 5: Painting Painting in Blender 3.0 Introducing Color Theory Understanding Color Relationships Value, Saturation, and Hue Introducing Digital Painting Krita Krita’s Tools, Palettes, and Color Selectors Krita’s Brush System Graphics Tablets with and Without Screens The Graphics Tablet with Blender Blender’s Painting Brushes Brush Controls Painting in Blender Practicing Texture Paint Texture Paint Workspace Painting on an Object The Toolbar Brush Settings Blending Modes Practicing Masking The Paint Mask and Face Selection Masking Create a Stencil Painting with a Mask Learning Vertex Paint The Toolbar The 3D View Header and the Tool Settings Using Vertex Paint Getting Started with Weight Paint The Toolbar The 3D View Header and the Tool Settings Using Weight Paint Exercises: Introducing Digital Painting Exercise 10: Painting a Texture Unwrapping the Mesh Creating and Painting the Texture Exercise 11: Creating a Painted Texture Exercise 12: Node-Based Texture Painting Introducing the Add Texture Paint Slots Understanding Layers in Blender 3.0 Drawing a Bump Map Directly on the Object Summary Chapter 6: Render, Compositing, and Video Editing Comparing Cycles and Eevee Cycles and Eevee’s Shared Settings Render Layers and Passes Render Layers Render Passes Rendering with Eevee Settings of Eevee Rendering with Cycles Setting of Cycles Introducing the Freestyle Render Using Freestyle The Freestyle Panel The Freestyle Line Set Panel The Strokes, Color, and Alpha Panels The Thickness, Geometry, and Texture Panels The Freestyle Modifiers Along Stroke Calligraphy Crease Angle Curvature 3D Distance from Camera Distance from Object Material Noise Tangent More on Freestyle Compositing The Compositor Workspace Setting the Compositor The Denoise Node Compositing Nodes Input Nodes Bokeh Image Node Image Node Mask Node Movie Clip Node Render Layers Node RGB Node Texture Node Time Curve Node Track Position Node Value Node Output Nodes Composite Node File Output Node Split Viewer Node Viewer Node Color Nodes Alpha Over Node Bright/Contrast Node Color Balance Node Color Correction Node Hue Correct Node Hue Saturation Value Node Invert Node Mix Node RGB Curves Node Tone Map Node Z Combine Node Converter Nodes Alpha Convert Node Color Ramp Node Combine and Separate Nodes Math Node RGB to BW Node Set Alpha Node Switch View Node Filter Nodes Bilateral Blur Node Blur Node Defocus Node Denoise Node Glare Node Pixelate Node Vector Blur Node Vector Nodes Map Value Node Normal Node Normalize Node Matte Nodes Channel Key Node Chroma Key Node Color Key Node Color Spill Node Cryptomatte Luminance Key Node Distort Nodes Crop Node Displace Node Flip Node Lens Distortion Node Rotate Node Scale Node Translate Node Transform Node Node Groups Make Group Edit Group Ungroup Appending Node Groups Layout Nodes Frame Node Reroute Node Switch Node Editing Videos The Video Editing Workspace Playhead Adding Strips Adding Effects and Transitions Movie and Image Strips Scene Strips Sound Strips Color Strips Text Strips Effect Strips Transitions Exercises: Rendering and Compositing Exercise 13: Rendering with Eevee Rendering an Image with Eevee Preparing a Camera Animation Rendering a Video with Eevee Exercise 14: Rendering in Cycles with Denoise Denoising the Render Changing Rendering Colors Exercise 15: Deepening Compositing Techniques From Colors to Black and White Playing with Colors and Desaturation Creating a Mask Preparing the Nodal Chain Exercise 16: Creating a Video for The Mad Hatter’s Tea Party Importing Content Adding Transitions and Effects Introducing a 3D Blender Scene in the Video Summary Index