![]() Make sure your plane is selected, and then click on the little icon that looks sort of like a sphere with a checkerboard pattern on it, on the Properties panel. To set up a new material, let’s start by looking at the plane’s Material Properties. If you render the scene, you’ll see what I mean. Right now it’s not really made of anything in particular, so the system is, by default, giving it a dull grey appearance. Materials are just collections of properties that tell Blender how light should interact with the object - basically, what sort of real-world substance the object should pretend to be made from.Īs our next step, we need to assign a material to our plane, so that it’s made from something. Each object in Blender is made of what the system calls a material. This is a big contributor to the realism of 3D models: the rendering engine calculates the scatter & bounce of light differently for different objects based on the properties they’ve been assigned. Blender is designed to simulate these variations by letting us assign different material properties to our objects. look different from each other because they have different colors, different surface textures, different roughnesses, etc. In the real world, substances such as wood, stone, glass, etc. So, let’s take a moment learn a little more about 3D modeling. When I write tutorials, it’s important to me that I don’t just offer you a step-by-step list of “click here, type there.” I prefer to try give you an explanation as to why you’re doing these things. Ok, so now we’ve got our plane in the right position and it’s the right size it’s time for things to get really complicated. Plug in whatever numbers work for your own heightmap if you’re using your own. The actual numbers don’t matter much, just so long as their ratio matches the heightmap. Let’s do something more manageable and just plug in 2 for the X and 2.8 for the Y value. I could plug in 2000 for the X and 2800 for the Y value of the Scale, but if I do that, the plane will become huge and fill the whole screen. The one I’m using in this tutorial, though, is 2000px wide and 2800px tall. Right now it’s a square (though it might look like a rectangle, depending on perspective distortion and the angle you view it from), and that’s really only good if we’ve got a square heightmap (which perhaps you do). We need the plane to match the aspect ratio of our heightmap. I can stretch it in one direction or another by entering numbers in the X and Y fields of the Scale just to the right of the Location fields. While we’re here, there’s one other thing we want to change: the aspect ratio of the plane. Change each number to zero, and watch the plane move to a more convenient location. If you click on the angle brackets that appear on either side of a number, you’ll end up incrementing/decrementing it. You can change these numbers (and thus move the plane) by clicking in the center of each. Among other things, you’ll see info on the XYZ coordinates of the plane under Location. This time, select the tab with the icon that looks like an orange square this will take you to the Object Properties. Select the plane, then go over to the Properties panel. Let’s move the plane to the center of our coordinate grid (it’ll make lining things up easier later on). As before, it’ll appear wherever we last had our 3D cursor. Next up, let’s add in a plane mesh by hitting Shift-A and choosing Mesh → Plane. Remember, you can delete an object by selecting it and hitting the Delete key. ![]() You can also just restart Blender and delete the default cube. Get rid of all the various meshes you made (including the default cube), so that you’ve got a blank scene with just a camera and a light source. First, though, we need to start with a clean slate. So, where does the terrain model come from? Well, we’re going to make a plane in Blender, then deform it according to our heightmap file (that greyscale terrain image), making some parts of the plane higher or lower based on what the heightmap says. Our goal here is to generate a 3D model of our terrain within Blender, so that eventually, when we’ve positioned the light source and camera correctly, we can capture a relief image. ![]() Let’s take each of these three pieces one at a time, starting with the last one: the thing we want to photograph. We’ve got our camera, our light source, and the object we want to take pictures of. As I mentioned earlier, Blender is like a virtual photography studio.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |