Blender 3D: Noob to Pro/Işık eklemek
Blender sahnenize ışıkların birkaç farklı tipte hızlıca ekleyebilirsiniz.
SPACE > Add > Lamp > Spot
Işık 3D cursor'un bulunduğu yerde görünecektir. Herhangi bir nesne gibi ışığı taşıyabilirsinniz.
Eğer hızlı bir şekilde aydınlatma için bir sahne ışığı istiyorsanız, özel görünüm için değil, nesnenizin atrafına dört lamp (lamba) ekleyin. Eğer ışıklandırma düzeniyle denemesi ile uğraştıysanız (eklediğiniz ışıkları kurcalama işlemini kastediyorum), sahnenizde Maymun (Monkey) oluşturarak güzel bir yolla test edelim.
SPACE > Add > Mesh > Monkey
Bu maymun bir insan yüzü gibi bir test nesnesidir. , deneyin. Maymuna farklı malzemeler atıyabilirsiniz ve farklı dokuları deneyin.
Farklı Işıkları Açıklanması:[değiştir]
- Lamp: Tek noktaya ışık kaynağı. Bu basit ışık kaynağı keskin gölgeleri oluşmasını önler, ancak gölgelemenin aktif olmadığı karanlık alanları doldurmak için en iyisidir.
- Sun: A light with parallel rays that will illuminate the scene with a bright even light. Often a good starting point for outdoor scenes.
- Spot: Spot lights produce light in a cone shape, and have some special features. They are the only light source that can be made visible with the 'halo' option, to simulate light in a fog. They are also the only light source that cast fake shadows, called buffer shadows. Unlike raytraced shadows , these buffer shadows are smooth, but not as accurate. They are FAST though, the only real choice for animation.
- Hemi: 180 ° sabit ışık kaynağı. Dolgu, çevre ışığı gibi veya arkaplan ışığı gibi kullanım için gerekli büyüklüktedir.
- Area: These are similar to lamps, except that they are rectangular instead of an infinitesimal point. As a result they can cast accurate raytraced soft shadows. These are my lamp of choice for still shots, but they take a lot of time to render.
Creating a basic scene with basic lighting[değiştir]
- This addition is simply a way to apply what you know about lights and to discover a few settings like colors or creating simple shadows. The purpose here is to create a basic scene with a sphere over a plane, nicely lighted. You should already know the basics of Blender (creating a mesh, moving and rotating it, rendering).
Creating the scene[değiştir]
- Okay, let's start! Open a new file. Add a UVsphere of 32 rings and 32 segments. Exit EditMode. Leave it in the center of the scene.
- You should already have a plane in the basic scene, otherwise add a Plane. Have it in ObjectMode and move it just under the sphere. Scale it so it is very big. The ideal would that we can't see borders with the camera.
- Then we will move the Camera. Grab it and rotate it so it looks at the sphere from top and a bit from the right. You can have an idea of what it sees pressing Num0 to have a CameraView.
Trick : First click on the Camera, then on the Sphere holding Shift( the order is very important ). Do a Ctrl+T and select TrackTo Constraint . The camera will be looking at the center of the sphere... You can then move either the camera or the sphere and the camera will still point at the sphere. hieudaigia
Adding the lights[değiştir]
- Okay, what we have is a pretty beautiful scene, isn't it?... Well, it isn't! But it is enough to add some lights... Here I will describe a basic lighting scene I use as a default for fast renderings. I picked it out from another tutorial, you can find the link at the end of this page.
- Now we will add our so-awaited lights. Add>Lamp>Spot. Yes, we will first use the Spot light. We can see it as a projector. This is the only light casting shadows. Place it so it is upper and on the left of the sphere. Rotate it so it looks at the Sphere (you can use a Trick I gave you before to have the light looking at the sphere).
- Okay, let's see what we can tune with the spot light. Having the lamp selected, go in the Lamp settings . You will see these buttons.
- Yeah, really lots of options. Don't worry, I'll explain the basic ones.
- Dist : Sets the maximum distance the light can reach. Increase it so the lighting cone really goes behind the sphere. I set it to Dist:40.
- Energy : This is the force of the light. You can leave it at Energy:1.
- RGB : You can change the colour of the light. Click on the colour and a little window will appear to select the colour you want. Leave it white.
- Buf.Shadow : Enables the light to cast shadows, leave it pushed.
- OnlyShadows : This light only creates shadows, without casting light ( yeah quite unrealistic, but it can be useful ). Leave it unpushed. Adding a shadow without changing current lighting
- SpotSi : This is the angle of your cone, in degrees. Leave to SpotSi:45.
- SpotBl : This smoothes the circle cast by the light. We will smooth it so that it looks better. Set it to SpotBl:0.4.
- ClipSta and ClipEnd : This is the distance from the light between which shadows will be cast. You can see the "line of effects" in the 3D windows when you change these. Set them so the line starts before the sphere and ends far ( well, a bit ! ) behind the plane. You should obtain something like this. (this is very important... If you do this badly, it can result in completely dark scene!)
- Now, we have set our Spot light. This light will be our side light and shadowing light. You can make a fast preview pressing F12. You can see your so nice shadow. But there isn't enough light... Let's add some more!
- Time to add a second light! Add>Lamp>Lamp. This time, we will create a basic lamp. This is like a point which emits light in every direction from that point. You should place it at the opposite of the camera, quite at the same height. This light will be used to better see the form of the sphere and to add a sort of general lighting of the scene.
- Go in the Lamp buttons, and set it to a higher energy like Energy:1.25. You can make a quick render to see how much this light is important to a scene.
- Now, we will add a second basic lamp. Add>Lamp>Lamp and we will place it just behind the camera point of view, a bit moved at the opposite of the Spot light. This third light will slightly light the dark parts of the sphere.
- Decrease the energy of this light, as it is only supposed to fake the reflections of the environment. I set it to Energy:0.8. Another little trick, as this is not supposed to be a direct light, there shouldn't be a little white glow called Specular on the sphere coming from this light. Push the No Specular button.
- Okay, it's time for the final rendering. Of course, this is a really basic lighting set you can use for rendering a simple mesh; but for more complicated scenes, lights can come from other places, with other colors, etc... Thus we didn't use the Sun, Hemi and Area lights, which are a bit more complicated.
Note that the following site contains nude figures:
For a more in-depth tutorial, here is a tutorial from the Blender Documentation, which has been a great source of help for me.
User note: you might want to check this tutorial on lighting: http://www.youtube.com/watch?gl=US&v=YJiR2Q7uvbQ
- Here you will use a Sun in conjunction with a Spot light and some little Lamps.