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.
Zielgruppe
Animators in film and game development, technical artists, and students enrolled in undergraduate game design and computer animation courses.
Autoren/Hrsg.
Fachgebiete
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




