Blender 3D: Шаг за шагом/Освещение для серебрянного кубка

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You should know how to:

  • Perform actions discussed previously in the tutorial.

This section will recap or introduce:

  • Reflective material
  • Positioning camera and light
  • Editing the World colors

Objects in the Scene

Create the goblet discussed in Model a Silver Goblet or load it if previously made. If you haven't already made the goblet, feel free to try the tutorial using a sphere or something else instead and you will still get a good outcome. In Object Mode with NUM 7 view, add a plane mesh. Scale the plane to very large and make sure the goblet is sitting comfortably on top of it.

Select the camera and move it so that the goblet, its shadow, and its reflection in the plane will be seen. You can see the numerical location of the camera by bringing up the Transform Properties window by pressing NKEY in the viewport. In my example where 0,0,0 is the bottom center of the goblet, the camera is located at 27, -21, 19 XYZ with a rotation of 63.5, 0.62, 46.7.

Next, move the light so that it will create a shadow on the plane. Again, the location of this example is 9, -15.2, 25.8 for XYZ (rotation does not matter for this type of light source).

Изображение:Bcup7.png Изображение:Bcup8.png

The rendering of this scene yields:


Note: You must turn on the Ray button in the Render (F10) buttons. Otherwise no shadows will appear!

Adding the Atmosphere

[Note: Many of the options here will be different if you have Yafray selected. In order to change to Blender's internal renderer, go to the Render tab (F10). Under the Render panel, click the drop down menu underneath the Render button. Select Blender Internal from the list.]

In Object Mode, select the goblet and go to the Shading panel (F5). If no material is linked to the goblet, add new material. Rename the material 'cup' or something similar. The area of interest is the Mirror Transp window. Highlighted below are the mirror options we'll be playing with. Press the Ray Mirror button to make the material act like a mirror and reflect light.

Move the RayMir slide to 0.85 or type it in after LMB on the number. This is how reflective the surface will be. A low number of 0.00 means that it reflects little while a high number of 1.00 reflects everything.

Also change the Fresnel slide to 1.4 from 0.0. This will increase the power of the Fresnel function. What this means is the color of the material will be strong because the light source is taken into consideration. If the Fresnel wasn't used, the object would appear dark because the light source isn't directly calculated in the mirror. Also, change the color of the goblet to white. Using a light color will give your goblet an interesting patina if you so choose.



Next, select the plane and modify the material. We want the plane to be dark and shiney. Set Col and Spe to near black for the color. For reflectivity, turn on Ray Mirror to about 0.15 RayMir and ignore Fresnel this time.


The scene will still be quite dark so let's turn up the light. Sometimes you want to add additional light sources and other times you just want what you have to be brighter. Here we'll stick to the one lamp.

Select the lamp object and increase the Energy to 3.000 making it 3 times brighter than before. As always, try changing it to several levels to see how bright or dark you can make the rendering.


There is only one more thing to do before rendering the scene: change the world. Under the Shading panel there is a globe icon that will get you to the world buttons. Here you have Real, Blend, and Paper buttons under the Preview window. And under the World window are options for changing the color of the horizon (Ho RGB), zenith (Ze RGB), and ambient (Am RGB). We're interested in these two windows at the moment.

Using Real and Blend will affect the way the horizon and zenith interact. Experiment with them to see what they do in the preview. In this example, Real and Blend are turned on.

The Paper button works a little differently in that what you see in the preview will essentially be the background of your render. This effect is most noticable when your camera is rotated. Despite the camera rotation, the preview would still be 'wallpapered' on the render.

For our world, set the RBG close to 0.00 for the horizon, zenith, and ambient.


That was the last step! Make sure the camera is in the right spot and render the scene. Here is the output of this example: Изображение:Bcup15.png


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