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Blender Essential Training

Using Input nodes


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Blender Essential Training

with Roger Wickes

Video: Using Input nodes

Let's talk about how to get information into the Compositor now too. We've talked about render passes and we're going to have to hit 'e' here to execute this Noodle Framework. After you open it up into the Compositor, you need to tell it to go ahead and pull in information, and actually go ahead and do the renders, so that the information is readily available to some of these Input nodes. Let's run through some of them. We've talked about the Render Layer node right here. In the Render Layer node, I'm going to zoom this up as big as I can, so you can see this on the video.
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  1. 12m 5s
    1. Welcome
      1m 16s
    2. Using the exercise files
      58s
    3. Using Blender's full capabilities
      4m 16s
    4. Getting and installing Blender
      3m 8s
    5. Mouse and keyboard differences on the Mac
      2m 27s
  2. 1h 6m
    1. Blender oddities
      7m 38s
    2. Introducing the User Interface, Console, and Render windows
      3m 8s
    3. Configuring the desktop for an efficient workflow
      6m 27s
    4. Using the mouse and tablet on a PC or a Mac
      5m 7s
    5. Acquiring keyboard skills
      7m 38s
    6. Window panes and types
      7m 53s
    7. Exploring the default scene
      5m 53s
    8. Setting themes, UI colors, and user preferences
      4m 0s
    9. Understanding how to safeguard your data with autosave and backups
      6m 52s
    10. Appending and linking assets
      7m 27s
    11. Using the open-source movies and assets
      4m 18s
  3. 2h 7m
    1. Working with objects in 3D space
      6m 24s
    2. Navigating 3D views
      4m 23s
    3. Understanding Blender modes
      1m 51s
    4. Understanding meshes
      2m 8s
    5. Editing a mesh
      3m 28s
    6. Using the Mirror modifier
      2m 55s
    7. Working with Vertex groups
      2m 35s
    8. Using Bézier curves
      3m 52s
    9. Working with text objects
      5m 23s
    10. Using reference images
      3m 38s
    11. Modeling boots by extruding circles and joining meshes
      8m 59s
    12. Applying the Mirror modifier to duplicate the boot and rotate
      1m 58s
    13. Modeling a helmet with NURBS and the Boolean modifier
      7m 14s
    14. Modeling a belt and pants by making a compound object from multiple primitive objects
      3m 51s
    15. Modeling legs by using edge loops and the Knife tool
      6m 9s
    16. Modeling a chest and arms using edge loops
      5m 30s
    17. Stitching the shoulders and neck
      5m 13s
    18. Modeling hands with the Proportional Editing tool
      9m 4s
    19. Linking vertices to create knuckle joints
      4m 7s
    20. Reinforcing modeling basics to create the face, eyes, nose, and ears
      13m 6s
    21. Appending and linking assets
      3m 54s
    22. Sculpting basics
      3m 3s
    23. Using the Subsurf modifier to smooth
      2m 34s
    24. Parenting
      2m 7s
    25. Working with groups
      2m 1s
    26. Understanding the endless possibilities for editing mesh with modifiers
      2m 37s
    27. Duplicating objects using the Array modifier
      1m 54s
    28. Modeling a set
      7m 52s
  4. 39m 41s
    1. Lighting overview
      4m 25s
    2. Using the Omni lamp
      4m 50s
    3. Working with the Area lamp
      2m 57s
    4. Using the Spot lamp
      4m 9s
    5. Using the Sun, Sky, and Atmosphere lamps
      4m 51s
    6. Using the Hemisphere lamp
      2m 3s
    7. Working with Ambient and Radiosity lighting
      7m 34s
    8. Lighting with three-point and other multipoint lighting rigs
      5m 30s
    9. Understanding shadows
      3m 22s
  5. 1h 21m
    1. Realism overview
      2m 56s
    2. Creating a world in less than seven days
      6m 36s
    3. Applying ambient occlusion
      3m 47s
    4. Working with basic materials
      3m 24s
    5. Working with node materials
      4m 27s
    6. Applying Pipeline options
      2m 51s
    7. Painting vertices
      3m 13s
    8. Using shaders
      7m 59s
    9. Using mirrors
      4m 41s
    10. Working with transparency
      4m 28s
    11. Using halos
      2m 40s
    12. Simulating with Subsurface Scattering (SSS)
      4m 26s
    13. Applying textures
      9m 34s
    14. Mapping image textures to an object to create a decal
      4m 19s
    15. UV unwrapping
      4m 54s
    16. Applying multiple materials to a single object
      3m 31s
    17. Painting in 3D
      4m 14s
    18. Using bump maps
      3m 14s
  6. 1h 25m
    1. Understanding animation
      4m 14s
    2. Keyframing objects
      6m 15s
    3. Keyframing materials
      3m 14s
    4. Creating Shape keys
      2m 28s
    5. Creating Facial Shape key animation using reference video
      2m 12s
    6. Animating by combining Shape keys
      2m 53s
    7. Working with lattices
      3m 37s
    8. Using hooks
      1m 30s
    9. Working with Vertex groups
      2m 33s
    10. Creating armature objects
      3m 44s
    11. Mirroring armatures for bilateral creatures
      3m 43s
    12. Attaching mesh to the armature by way of skinning
      5m 7s
    13. Posing a character
      4m 43s
    14. Using inverse kinematics
      4m 29s
    15. Creating a walk cycle with inverse kinematics
      6m 34s
    16. Completing the walk cycle
      3m 49s
    17. Limiting range of motion and degrees of freedom
      3m 47s
    18. Managing actions using the Action Editor
      3m 52s
    19. Blending actions together using the Non-Linear Animation Editor
      4m 34s
    20. Tracking
      3m 2s
    21. Following a path
      2m 21s
    22. Mimicking an existing animation
      3m 47s
    23. Using the grease pencil
      2m 56s
  7. 50m 43s
    1. Understanding particle systems
      2m 20s
    2. Working with game engine physics
      3m 52s
    3. Spewing particles
      7m 25s
    4. Guiding particles
      3m 43s
    5. Creating reactions and collisions with particle systems
      3m 15s
    6. Creating hair and fur
      4m 25s
    7. Grooming hair and fur
      3m 26s
    8. Jiggling and squishing soft bodies
      3m 43s
    9. Simulating cloth
      6m 10s
    10. Simulating fluids
      5m 47s
    11. Using boids to simulate swarms, schools, and flocks
      6m 37s
  8. 21m 29s
    1. Using Render controls
      6m 18s
    2. Radiosity
      3m 31s
    3. Stamping text on video
      2m 32s
    4. Setting up test renders
      4m 43s
    5. Rendering image sequences
      4m 25s
  9. 1h 5m
    1. Viewing node thumbnail images on certain Macs
      1m 31s
    2. Overview and integration
      2m 12s
    3. Render passes and layers
      4m 27s
    4. Using Input nodes
      6m 22s
    5. Using Output nodes
      3m 54s
    6. Working with Color nodes
      4m 29s
    7. Color mixing and layering
      3m 27s
    8. Using Distort nodes individually and in combination
      7m 15s
    9. Using Vector nodes
      6m 46s
    10. Creating effects with Filter nodes
      8m 49s
    11. Using Converter nodes
      6m 7s
    12. Chroma keying with Matte nodes
      6m 15s
    13. Understanding node groups and reuse
      4m 17s
  10. 38m 43s
    1. The Video Sequence Editor (VSE)
      11m 47s
    2. Integrating audio
      3m 31s
    3. Using VSE Greenscreen and other plug-ins
      5m 40s
    4. Integrating the Compositor with the VSE
      7m 50s
    5. Layering and splicing video
      6m 18s
    6. Speeding up and slowing down sequences
      3m 37s
  11. 5m 26s
    1. Putting it all together: Captain Knowledge visits lynda.com
      5m 12s
    2. Goodbye
      14s

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Blender Essential Training
9h 54m Beginner Jul 15, 2009

Viewers: in countries Watching now:

Blender is a powerful open-source tool for 2D and 3D graphics, full-on animation, compositing, and post-production. It is used to create movies and special effects, even in HD. In Blender Essential Training, Roger Wickes offers new Blender users a thorough explanation of its interface, tools, and features. He also demonstrates practical techniques and shows how to access the online and openndash;content resources of this amazing tool. Specific 3D techniques covered include navigating in 3D space, using cameras and lights, and rendering. Roger demonstrates how to rig, animate, and composite a character over live action. Exercise files accompany the course.

Topics include:
  • Navigating Blender's user interface and accessing open assets
  • Modeling with vertices, Bézier curves, and NURBS surfaces
  • Lighting and using multi-point light rigs
  • Working with cameras in a 3D environment
  • Painting and shading 3D objects
  • Creating realistic hair, smoke, and swarms
  • Animating objects and characters
  • Compositing rendered layers
  • Sequencing video strips with audio into a final product
Subjects:
3D + Animation Modeling Rendering Character Animation
Software:
Blender
Author:
Roger Wickes

Using Input nodes

Let's talk about how to get information into the Compositor now too. We've talked about render passes and we're going to have to hit 'e' here to execute this Noodle Framework. After you open it up into the Compositor, you need to tell it to go ahead and pull in information, and actually go ahead and do the renders, so that the information is readily available to some of these Input nodes. Let's run through some of them. We've talked about the Render Layer node right here. In the Render Layer node, I'm going to zoom this up as big as I can, so you can see this on the video.

The Render Layer node has these sockets over here that are used to connect and flow image information from this particular socket to another node. We have the Selector down here to select from the different scenes in the file. Then within each scene you can have multiple render layers. So here is the two different render layers. This button here refreshes the layer and invokes the renderer, which is what I just did. At the top of every node is the Header, and then here in the bottom is the little thumb grabber to stretch.

If you just left click and drag, you can change the size of the node. At the top here is an expand collapser. Just to collapse and put it away. Save a little information in the little space. Here is the name of the node, and we can go ahead and change the name of the node. Come down here and say Node > Rename and then type in the new name if we wanted to. That puts the name that you typed in there ahead of the standard name. This plus sign here allows you to expand and collapse any unused sockets, just to save a little space.

As well as this equal sign is actually referring to this bar down here. When you click that, it puts that away. Just space management controls to allow you to be able to fit a lot of nodes in this big huge grid. The Material Bar puts away an image preview if the node has an image preview. The Image Input node is really cool; it allows you to pull in a Static image, a Movie, or a Sequence of frames, or even in fact just the Generated test script. In this case I have selected the Movie. When you bring it in, you get a few additional controls.

One is of course you can select from any loaded movie that's already loaded in Blender, or go ahead and load in a new image Sequence or Movie. When you do a Load New, then you change up to the File Browser, you just pick your image and away you go. When you pull in a Movie, you can say how many frames of the image you're going to use and what you want to start as the Start Frame. You can offset this movie to start playing let's say at Frame 1,000 in your animation, and so you would set that here. If you have some roll up at the beginning of the movie clip, you can just go ahead and trim it off right here, by setting the Offset, and Cyclic has the movie repeat over and over again if you run out.

Auto Refresh goes out and pulls the current image from the movie based on whatever frame you happen to be working in inside Blender; in this case I'm in Frame 13, so now its gone ahead and its going to pull in Frame 13 from the movie. When I run out of frame, let's say if I had 1,000 frames and I only have 280 frames in the movie, then this movie actually would repeat and loop four times. We can bring in colors by adding in a Color Input node, which is called the RGB, for Red, Green, and Blue.

This node, you just pick the color that you want to work with. It's a pretty simple slider. Here is the color swatch that shows you the actual color. Then you thread this in as a whole blank color, so you can use this to do image tinting and sorts of neat stuff. The other idea here is you have a Time node. By the way, to delete a node you just press 'x'. So I have used the Time node here to put out a value, 0 beginning, and less than Frame 160, and then the Time node puts out a sequence of values from 0 to 1 at the ending frame.

So right here at Frame 161 and beyond, it's going to put out a value of 1. You use this, like for example here I'm feeding it to the Mixed node, to control the Mixed node and tell it from which socket to pull an image from. The Time node has some controls. It's got a Curve control. So if I, let's say, I wanted to Fade in nicely, I can just click here on this Curves Widget and drag and pull and change the shape of this curve. This is a handy little Tools Widget.

If I want to delete a point, I just click the 'x' there. If I want to change this by normal, (ph ) a Bezier curve, to using any of the other kind of interpolation handles, I can change the handles, as well as extending this to the extrapolated or the horizontal mode, the same as the IPO curve Editor. These plus and minuses allow us to zoom in, so I can get very precise control over this grid and position these control points exactly as I want them.

Now, this Time node puts out a series of values from Start and End frames. The Value Input node simply puts out a fixed value. So what I use this for is if I'm trying to control a whole bunch of other nodes in sequence, and keep them kind of in sync with another, instead of going through and changing each and everyone, I say I wanted to keep this over in Mixed node in sync, instead of changing factor here and then changing factor over here, all I have to do is go ahead and just thread these together; and all you do to thread a node is just simply click and drag.

Now both of these nodes are going to get a consistent value from this one value node. The Texture node allows us to add any kind of texture that's been created inside of our Material Subsystem. I don't have any textures created, but let me go ahead and click Create a Texture, Add New. Let's make a Cloud. So now we have created this Cloud Texture. Let's go ahead and click the Auto to auto name it. Now, over here when I click, I have may Cloud Texture readily available, and now I can use this to put a Cloud Texture over the sky part, if I wanted to make the sky cloudy, something like that.

So that's the Texture node, and that's how the link is from the Material Subsystem to get those Textures into the Compositor. So any kind of image, any kind of texture, any kind of color can be brought into the Compositor to be used by all of the manufacturing and the processing nodes.

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