Vila | Blender for Visual Effects | E-Book | www2.sack.de
E-Book

E-Book, Englisch, 164 Seiten

Vila Blender for Visual Effects


Erscheinungsjahr 2015
ISBN: 978-1-4987-2451-7
Verlag: CRC Press
Format: PDF
Kopierschutz: Adobe DRM (»Systemvoraussetzungen)

E-Book, Englisch, 164 Seiten

ISBN: 978-1-4987-2451-7
Verlag: CRC Press
Format: PDF
Kopierschutz: Adobe DRM (»Systemvoraussetzungen)



Bringing concrete examples from industry to light, this book explains how to use Blender to create visual effects for video/film production. It supplies readers with a practical way to learn how to use Blender’s tools across a wide range of scenarios in video/film production, including setting up cameras on a stage, lighting, and other production processes.

Maintaining a focus on composition, the book not only explains how to use the most common tools, such as tracking, rendering, and compositing, but also explains how to deal with software limitations and sort out problems.

Since the best way to learn something is with a practical example, this book follows one of the author’s own projects, starting with how to prepare the elements that will be needed later on. The example illustrates how to use Blender tools and features for scene tracking, setup, rendering, masking, and other post-production functions—from start to finish in a professional workflow.

The book examines all the compositing nodes that can be used in Blender. It details time-saving tips, features such as the motion tracker, and rendering techniques so readers will have enough information to accomplish the most common tasks encountered in the creation of a professional visual effects composition.

By following the example project presented in the book, you will gain the practical understanding required to use Blender’s tools in the most common scenarios in video/film production. You will also gain industry insights into the limitations of the software and how to sort out the problematic scenarios that may come up through the various stages of your project.

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Zielgruppe


Animators in film and game development, technical artists, and students enrolled in undergraduate game design and computer animation courses.


Autoren/Hrsg.


Weitere Infos & Material


Problem Definition

Introduction

Approaching the Task

Additional Materials

Summary

Preparation

Getting Ready

Setting up Blender

Shooting

Calibration

Summary

Tracking

Basics of Tracking

Preparing the Footage

Working with the Tracker
Calibration inside Blender

Placing the Marks

Solving the Tracking

Applying the Solved Camera

Plane Track

Summary

Scene Setup
World Creation

Setting up Elements

Lighting

Summary

Rendering

Internal Render vs. Cycles Render Internal Render Pros and Cons Cycles Render Pros and Cons

Rendering with Layers

Understanding the Render Passes Combined (RGBA) Depth (Z) Ambient Occlusion (AO) Shadow Vector Normal Object Index Material Index UV

Formats Basic Channel Format Multichannel Format
Render Settings Render Device Dimensions Sampling Light Paths Film

Overscan

Summary

Masking

Starting to Mask

Clean Plate Preview

Refining the Mask

Tracking the Mask

Frame-by-Frame Painting

Summary

Compositing

First Steps

Nodes Overview Inputs Render Layers Image Texture Value RGB Time Movie Clip Bokeh Image Mask Track Position

Outputs Composite Viewer Split Viewer File Output Levels

Layout Frame Reroute Switch
Group

Distort Translate Rotate Scale Flip Crop Transform Displace Lens Distortion Map UV Stabilize 2D Movie Distortion Plane Track Deform Corner Pin

Matte Difference Key Color Spill Distance Key, Chroma Key, Color Key, and Channel Key Keying Luminance Key Double Edge Mask Keying Screen Box Mask and Ellipse Mask
Converter Combine and Separate (RGBA, HSVA, YUVA, YCbCr) Alpha Convert Math ID Mask Set Alpha RGB to BW ColorRamp

Filter Filter Blur Directional Blur Bilateral Blur Vector Blur Dilate/Erode Inpaint Despeckle Defocus Glare Bokeh Blur Pixelate Sun Beams

Vector Normal Vector Curves Normalize Map Value Map Range

Color RGB Curves Mix Hue Saturation Value Bright/Contrast Gamma Invert AlphaOver Z Combine Color Balance Hue Correct Tonemap Color Correction

Compositing the Scene

Film Grain Fake Grain Real Grain

Vignetting

Preview
Rendering Limitations Depth Pass ID Passes

Final Notes

Summary

Index


Sam Vila earned a filmmaking certificate from the London Film Academy in 2006 and other degrees from different schools for film editing, camera operation, Steadicam operation, and postproduction.

He has been progressing in his career as a filmmaker and visual effects artist by participating in several productions not only for television but also for feature films.

Currently Sam Vila is working as a visual effects artist in Los Angeles, California, using Blender as the main tool to generate all the visual effects on a daily basis.

His experience includes five feature films and several short films usually as a visual effects artist. With several years of experience creating 3D content, he has wide-ranging knowledge of many well-known 3D software programs, and he has engaged in professional collaborations with companies such as NVIDIA and OTOY (Octane Render).

He is also a co-founder of Los Angeles Blender Group and a very active member of the Blender community.



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