Blender: Difference between revisions

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== Theory ==
== Theory ==


=== Animate Paths ===
=== 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


=== Shader Editor ===


==== 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''.
Line 26: Line 40:
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 ====
=== 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

Rusty metal

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).

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

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

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: 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)
    1. Molecules move by Brownian motion
    2. Proteins exhibit a range of flexibility
    3. Unproductive collisions are frequent
    4. 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

References

Blender - Procedural Rust in Blender 2.8 Nodes

Blender Just Made Creating Wood So Easy in Blender 2.9!!