Blender: Difference between revisions
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== Theory == | == Theory == | ||
=== | === Add ons === | ||
The animation of paths is easy with AnimAll plugin. Enable it at Preferences. | * Align tool | ||
* The animation of paths is easy with AnimAll plugin. Enable it at Preferences. | |||
* [https://blender-addons.org/text-fx-addon/ TextFx] animoitua kirjoituskonetekstiä. | |||
=== Modifiers === | === Modifiers === | ||
Array | * Array | ||
Bevel | * Bevel | ||
Curve | * Curve | ||
==== Rusty metal === | == Shader Editor == | ||
=== Scratched metal === | |||
<gallery> | |||
Blender metallic shader.png|Scratched metal | |||
</gallery> | |||
=== Rusty metal === | |||
<gallery> | |||
File:Blender metallic.png|thumb|Metallic, red | |||
File:Blender Metallic Rendered.png|thumb|Rendered metallic red | |||
</gallery> | |||
Add ''Bump'' (Strength: 0.5), ''ColorRamp'' (to Bump/Height), ''NoiseTexture'' (Scale: 1.5, Detail: 16), ''Mapping'' and ''Texture Coordinate''. | Add ''Bump'' (Strength: 0.5), ''ColorRamp'' (to Bump/Height), ''NoiseTexture'' (Scale: 1.5, Detail: 16), ''Mapping'' and ''Texture Coordinate''. | ||
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Also a second Bump (to Bump/Normal), ''NoiceTexture'' (Scale: 50, Detail: 16) and ''NoiceTexture'' (Scale: 20, Detail: 16). | Also a second Bump (to Bump/Normal), ''NoiceTexture'' (Scale: 50, Detail: 16) and ''NoiceTexture'' (Scale: 20, Detail: 16). | ||
=== Wood === | |||
''ColorRamp'' (brown, orange--brown), NoiseTexture (Roughness: 0.75, Detail: 4, Distortion: 0.7), Ctrl - T (if Node Wrangler Add On is enabled) pops ''Mapping'' (Scale X, Y or Z: 7) and ''Texture Coordinate'' (Object -> Vector). | ''ColorRamp'' (brown, orange--brown), NoiseTexture (Roughness: 0.75, Detail: 4, Distortion: 0.7), Ctrl - T (if Node Wrangler Add On is enabled) pops ''Mapping'' (Scale X, Y or Z: 7) and ''Texture Coordinate'' (Object -> Vector). | ||
Bump (to Principled BSDF/ Normal). NoiseTexture to Bump/ Height (Strength: 0.01). | Bump (to Principled BSDF/ Normal). NoiseTexture to Bump/ Height (Strength: 0.01). | ||
<gallery> | |||
File:Blender_wood.png|thumb|Wood. | |||
File:Blender_wood_Rendered.png|thumb|Wood rendered. | |||
</gallery> | |||
== Maps, Animation and 3d == | |||
[[Animate Map with Blender]] | |||
== Scientific Rendering == | |||
MIT 20.S947. Lecturer: David W. Kastner | |||
Description: Introduction to the MIT course 20.S947: 3D Scientific Rendering taught during IAP 2023. Part 1 details the course content, how to succeed, and how to access the course materials. Course page https://3dscience.org/ | |||
https://www.youtube.com/playlist?list=PLYWq6N3TyBgw472RwfniSqcGna0szGpLT | |||
<youtube>zzopUMqWo14&list=PLYWq6N3TyBgw472RwfniSqcGna0szGpLT&index=1</youtube> | |||
== Visualize multiple copies of == | |||
Starting from t=30.32 | |||
<youtube>zXJKYvuCPYY&t=30:32</youtube> | |||
* Add Array modifier; | |||
** Change the count; | |||
** Shift D, shift D to xyz dimensions. | |||
** Apply modifier | |||
* Add particle system | |||
** Emission: Number to some smaller (about 10). | |||
** Emission: Hair | |||
** Emission, Source: Emit from vertices | |||
** Render: Render as Object | |||
** Render: Uncheck show emitter | |||
** Viewport display: Uncheck Show emitter | |||
* Adjust | |||
** Render: Scale | |||
** Enable Advanced option from the top (See Hair) | |||
** Check: Rotation: Orientation: Normal and add Randomize | |||
** See different Seed values | |||
* Multiple objects: Create a new instance of the desired objects. | |||
** Render Collection: Instance. | |||
== Molecular Visualization == | |||
[https://www.cgl.ucsf.edu/chimerax/ ChimeraX] | |||
Sciencevis.org | |||
Metrics https://book.bionumbers.org/ cellPACK mMaya | |||
* Diffusion rates | |||
* Concentrations | |||
* Reaction rates | |||
* Dissociation constants | |||
Principles and practices https://www.youtube.com/watch?v=G5FxPdBMUHE&list=PLcKSD7d0T-HBKMOGoghGk3weyrGmA2Re3&index=8 | |||
* What ideas will this molecular visualization communicate: learning objectives + what else | |||
* Molecular structure. Structure defines functions. Structural and dynamic information should be both considered. | |||
** Simple shape: graphical, 2d | |||
** Arbitrary shape: misleading structural data, possible to use data if available | |||
** Data-driven base: [https://www.rcsb.org/ PDB protein Data Bank] | |||
** Atomic style: Conveys scale, complexity; shows atom types; no chains; visually complex | |||
** Ribbon style: highlights intermediate structure, functional components, domains and linkers; however Volume is not clear | |||
** Coarse/ tight surface style: | |||
* What is dynamic realism; experimental data vs photorealism. MD & CG modelling. | |||
** Crowded messines. | |||
* Principles of molecular visualization (for your consideration) | |||
*# Molecules move by Brownian motion | |||
*# Proteins exhibit a range of flexibility | |||
*# Unproductive collisions are frequent | |||
*# Many instances of molecules and events exists | |||
* Gravity, friction, light, color, inertia, texture are meanles. | |||
* Use available attention cuing and communication strategies | |||
** Depth of field, color, saturation, staging, cinematography | |||
Blender for Scientist - Making Any molecule | |||
* | |||
Blender for Scientist - How to make protein in Blender | |||
* Avogadro; import (or download) from PDB (eg. 1crn.pdb) | |||
** Cartoon; use settings to | |||
** Export to VRML | |||
* Import X3D Extensible 3d (.x3d/wrl) and delete the extra camera. | |||
* Tab into edit mode | |||
** M(erge) By Distance | |||
** Convert triangles to quads (gives better results). F3 mesh.tris_convert_to_quads -> tris to quads | |||
* Small problems due to Avogadro: Areas of higher vertices density | |||
** Add modifier: Subdivision surface | |||
** Add modifier: Weld | |||
** Apply All; or if not possible Apply both. | |||
* Shade smooth | |||
* Into Edit mode | |||
** Edge -> UnSubdivide; if not smooth enough, go to Object Mode -> Add Modifier -> Subdivision | |||
** Edge select: Choose the ring at the end of the molecule. If more ends: Shift G: Amount of Faces Around an Edge. F to fill those. [Check that the scale is one 1; Ctrl+A Scale.] Edit mode; Ctrl+B to bevel and hold shift and drag. | |||
* Change the origin | |||
** Right click: Set Origin -> Origin to geometry. Alt+G | |||
* Make a copy in Edit mode; Choose the other (by hitting L while mouse on top), make new material and press Assign. | |||
== References == | |||
* https://www.youtube.com/watch?v=G5FxPdBMUHE&list=PLcKSD7d0T-HBKMOGoghGk3weyrGmA2Re3&index=8 | |||
* https://www.youtube.com/playlist?list=PLYWq6N3TyBgw472RwfniSqcGna0szGpLT | |||
== References == | == References == |
Latest revision as of 16:19, 23 September 2024
Introduction
Some introductory material to Blender 3D.
Theory
Add ons
- Align tool
- The animation of paths is easy with AnimAll plugin. Enable it at Preferences.
- TextFx animoitua kirjoituskonetekstiä.
Modifiers
- Array
- Bevel
- Curve
Shader Editor
Scratched metal
-
Scratched metal
Rusty metal
-
Metallic, red
-
Rendered metallic red
Add Bump (Strength: 0.5), ColorRamp (to Bump/Height), NoiseTexture (Scale: 1.5, Detail: 16), Mapping and Texture Coordinate.
Also a second Bump (to Bump/Normal), NoiceTexture (Scale: 50, Detail: 16) and NoiceTexture (Scale: 20, Detail: 16).
Wood
ColorRamp (brown, orange--brown), NoiseTexture (Roughness: 0.75, Detail: 4, Distortion: 0.7), Ctrl - T (if Node Wrangler Add On is enabled) pops Mapping (Scale X, Y or Z: 7) and Texture Coordinate (Object -> Vector).
Bump (to Principled BSDF/ Normal). NoiseTexture to Bump/ Height (Strength: 0.01).
-
Wood.
-
Wood rendered.
Maps, Animation and 3d
Scientific Rendering
MIT 20.S947. Lecturer: David W. Kastner Description: Introduction to the MIT course 20.S947: 3D Scientific Rendering taught during IAP 2023. Part 1 details the course content, how to succeed, and how to access the course materials. Course page https://3dscience.org/
https://www.youtube.com/playlist?list=PLYWq6N3TyBgw472RwfniSqcGna0szGpLT
Visualize multiple copies of
Starting from t=30.32
- Add Array modifier;
- Change the count;
- Shift D, shift D to xyz dimensions.
- Apply modifier
- Add particle system
- Emission: Number to some smaller (about 10).
- Emission: Hair
- Emission, Source: Emit from vertices
- Render: Render as Object
- Render: Uncheck show emitter
- Viewport display: Uncheck Show emitter
- Adjust
- Render: Scale
- Enable Advanced option from the top (See Hair)
- Check: Rotation: Orientation: Normal and add Randomize
- See different Seed values
- Multiple objects: Create a new instance of the desired objects.
- Render Collection: Instance.
Molecular Visualization
Sciencevis.org
Metrics https://book.bionumbers.org/ cellPACK mMaya
- Diffusion rates
- Concentrations
- Reaction rates
- Dissociation constants
Principles and practices https://www.youtube.com/watch?v=G5FxPdBMUHE&list=PLcKSD7d0T-HBKMOGoghGk3weyrGmA2Re3&index=8
- What ideas will this molecular visualization communicate: learning objectives + what else
- Molecular structure. Structure defines functions. Structural and dynamic information should be both considered.
- Simple shape: graphical, 2d
- Arbitrary shape: misleading structural data, possible to use data if available
- Data-driven base: PDB protein Data Bank
- Atomic style: Conveys scale, complexity; shows atom types; no chains; visually complex
- Ribbon style: highlights intermediate structure, functional components, domains and linkers; however Volume is not clear
- Coarse/ tight surface style:
- What is dynamic realism; experimental data vs photorealism. MD & CG modelling.
- Crowded messines.
- Principles of molecular visualization (for your consideration)
- Molecules move by Brownian motion
- Proteins exhibit a range of flexibility
- Unproductive collisions are frequent
- Many instances of molecules and events exists
- Gravity, friction, light, color, inertia, texture are meanles.
- Use available attention cuing and communication strategies
- Depth of field, color, saturation, staging, cinematography
Blender for Scientist - Making Any molecule
Blender for Scientist - How to make protein in Blender
- Avogadro; import (or download) from PDB (eg. 1crn.pdb)
- Cartoon; use settings to
- Export to VRML
- Import X3D Extensible 3d (.x3d/wrl) and delete the extra camera.
- Tab into edit mode
- M(erge) By Distance
- Convert triangles to quads (gives better results). F3 mesh.tris_convert_to_quads -> tris to quads
- Small problems due to Avogadro: Areas of higher vertices density
- Add modifier: Subdivision surface
- Add modifier: Weld
- Apply All; or if not possible Apply both.
- Shade smooth
- Into Edit mode
- Edge -> UnSubdivide; if not smooth enough, go to Object Mode -> Add Modifier -> Subdivision
- Edge select: Choose the ring at the end of the molecule. If more ends: Shift G: Amount of Faces Around an Edge. F to fill those. [Check that the scale is one 1; Ctrl+A Scale.] Edit mode; Ctrl+B to bevel and hold shift and drag.
- Change the origin
- Right click: Set Origin -> Origin to geometry. Alt+G
- Make a copy in Edit mode; Choose the other (by hitting L while mouse on top), make new material and press Assign.
References
- https://www.youtube.com/watch?v=G5FxPdBMUHE&list=PLcKSD7d0T-HBKMOGoghGk3weyrGmA2Re3&index=8
- https://www.youtube.com/playlist?list=PLYWq6N3TyBgw472RwfniSqcGna0szGpLT