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DrTAD Blender Cycles – Creating Human Character + Hologram Material - Tutorial
1. BLENDER CYCLES – CREATING HUMAN
CHARACTER + HOLOGRAM MATERIAL -
TUTORIAL
Assoc. Prof. Dr. Eng. Tihomir Dovramadjiev
Technical University of Varna
MTF, Department Industrial Design
tihomir.dovramadjiev@tu-varna.bg
DOI: 10.13140/RG.2.2.11225.01121/1
https://www.researchgate.net/publication/324922895_BLENDER_CYCLE
S-CREATING_HUMAN_CHARACTER_HOLOGRAM_MATERIAL-
TUTORIAL
2. 2018 DrTAD 2
Blender software – download
& license
Blender.org: “Open Source 3D creation.
Free to use for any purpose, forever.”
Blender software download:
https://www.blender.org/download/
Blender software license:
Free to use Blender for any purpose, including commercially or for
education. This freedom is being defined by Blender’s GNU General
Public License (GPL).
https://www.blender.org/about/
3. 2018 DrTAD 3
Blender Cycles Renderer »
Materials » Surfaces
Surfaces:
● The surface shader defines the light interaction
at the surface of the mesh. One or more
BSDF’s specify if incoming light is reflected
back, refracted into the mesh, or absorbed.
Emission defines how light is emitted from the
surface, allowing any surface to become a light
source.
4. 2018 DrTAD 4
Blender Cycles Renderer »
Materials » Surfaces
●
Terminology:
● BSDF
Stands for Bidirectional Scattering Distribution Function. It
defines how light is reflected and refracted at a surface.
● Reflection
BSDFs reflect an incoming ray on the same side of the
surface.
● Transmission
BSDFs transmit an incoming ray through the surface,
leaving on the other side.
● Refraction
BSDFs are a type of Transmission, transmitting an incoming
ray and changing its direction as it exits on the other side of
the surface.
5. 2018 DrTAD 5
Blender Cycles Renderer »
Materials » Surfaces
BSDF Parameters
A major difference from non-physically-based renderers is that direct light
reflection from lamps and indirect light reflection of other surfaces are not
decoupled, but rather handled using a single BSDF. This limits the
possibilities a bit, but we believe overall it is helpful in creating consistent-
looking renders with fewer parameters to tune.
● Roughness
For the glossy BSDFs, the roughness parameter controls the sharpness of
the reflection, from 0.0 (perfectly sharp) to 1.0 (very soft). Compared to
hardness or exponent parameters, it has the advantage of being in the
range 0.0 to 1.0, and as a result gives more linear control and is more
easily textureable. The relation is roughly: roughness = 1 - 1/hardness
6. 2018 DrTAD 6
Blender Cycles Mix Shader
Node
The Mix node is used to mix two shaders together. Mixing can be used for
material layering, where the Factor input may, for example, be connected
to a Blend Weight node.
Inputs
Shader
Shaders to mix, such that incoming rays hit either
with the specified probability in the Factor socket.
Factor
Blend weight to use for mixing two shaders;
at zero it uses the first shader entirely and at one
the second shader.
Properties
This node has no properties.
Outputs
Shader: Standard shader output.
7. 2018 DrTAD 7
Blender Cycles Layer Weight
Node
The Layer Weight node outputs a weight typically used for layering shaders
with the Mix Shader node.
● Inputs
Blend
Bias the output towards all 0 or all 1.
Useful for uneven mixing of shaders.
Normal
Input meant for plugging in bump or normal
maps which will affect the output.
● Properties
This node has no properties.
Outputs
Fresnel
Dielectric Fresnel weight, useful for example for layering diffuse and glossy
shaders to create a plastic material. This is like the Fresnel node, except that
the input of this node is in the often more convenient 0.0 to 1.0 range.
Facing
Weight that blends from the first to the second shader as the surface goes
from facing the viewer to viewing it at a grazing angle.
8. 2018 DrTAD 8
Manuel Bastioni Laboratory
in Blender software
Fig. 1. Manuel Bastioni Lab (Characters). Download:
http://www.manuelbastioni.com/download.php
11. 2018 DrTAD 11
Manuel Bastioni Laboratory
License of Models generated
by the software
LICENSE OF MODELS GENERATED BY THE SOFTWARE
The AGPL can be an obstacle in case someone wants to create a closed
source game or closed source 3D models using 3D characters made with
the lab because the AGPL will propagate from the base models and from
the database to the output models.
For this reason it was decided to consent a double license ONLY for the
models generated by the official software*, NOT for the source code, NOT
for the json database and NOT for blend files included in the distribution:
The default license for models generated by the software is AGPL 3:
https://www.gnu.org/licenses/agpl.html. As derived product of the AGPL'd
database, the models must be distribuited under AGPL 3, with the same
copyright of the database.
Alternatively, for closed source games or closed source 3D models, it's
possible to choose, for characters generated by the official* software, the
Attribution 4.0 International, giving to Manuel Bastioni the credit as
required by that license: https://creativecommons.org/licenses/by/4.0/.
12. 2018 DrTAD 12
Manuel Bastioni Laboratory
Note about 2D Rendering
NOTE ABOUT 2D RENDERING
Rendered two-dimensional images or two-dimensional videos of a scene
that includes 3D models generated with Manuel Bastioni Lab are not
considered a derived product of the licensed 3D database and 3D base
models.
Due to many factors (i.e. the transformation from 3D space to 2D space,
the position and the type of camera used, the other 3D elements included
in the scene, the position and type of lights, the post production, the
composition of multiple characters, the path of the camera, ecc.) the
original 3D data is fundamentally modified and transformed sufficiently
that it constitutes an original work.
For this reason, the author of the 2D rendering is the sole copyright owner
of 2D image/video created by him and the sole responsible for the use of
his 2D image/video.
13. 2018 DrTAD 13
Blender Cycles – Add Human
Character
Fig. 2. Add Human Character with Init Character
14. 2018 DrTAD 14
Blender Cycles – Default man
character parameters
●
Fig. 3.Default parameters: Age: 33 y., Mass: 50%, Tone 50%
15. 2018 DrTAD 15
Blender Cycles – Man
character parameters / new
Fig. 4. Man character parameters / new. Age: 30 y, Mass: 15%, Tone:
100%. Characters library: Types: type_extreme_bodybuilder, Phenotype:
east_european.
16. 2018 DrTAD 16
Blender Cycles – Working
with Model. Selecting
Fig. 5. Working with Model: Select m_ca01
28. 2018 DrTAD 28
Blender Cycles – Working
with Layer Weight Node
Fig. 17. Working with “Layer Wight” Node: Connecting Layer Weight
Node / Facing to Mix Shader / Fac