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Blender Essential Training
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Using mirrors


From:

Blender Essential Training

with Roger Wickes

Video: Using mirrors

In this video we're going to cover reflectivity in Blender or what's known as mirroring. So, first let's render this scene by pressing F12 for Windows users, for Mac users come over to the Scene Render Context and click the big Render button in the Render panel. Then switch back to the Material settings to expose the Ray and Mirror Transparency settings that we're going to go over in this tutorial. In this file, I've set up some basic mirror settings and we're going to explore mirrors a little bit, as well as mirrors in combination with transparency.
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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 mirrors

In this video we're going to cover reflectivity in Blender or what's known as mirroring. So, first let's render this scene by pressing F12 for Windows users, for Mac users come over to the Scene Render Context and click the big Render button in the Render panel. Then switch back to the Material settings to expose the Ray and Mirror Transparency settings that we're going to go over in this tutorial. In this file, I've set up some basic mirror settings and we're going to explore mirrors a little bit, as well as mirrors in combination with transparency.

First of all, I need to remind you that in order for any of this to work you need to enable Ray Tracing as part of the scene Render settings and now let's go through each material in order. First, we have the monkey here, Suzanne. She's reclining on the cube. Notice that she is fully opaque and she's not transparent and she's not reflective. That means she's only going to be able to reflect the light around her. But she is pretty specular. So she's not going to reflect the image of what's bouncing around, but she's just going to reflect the light itself.

Now, the cube that she's on is reflective and Ray Mirror is set on and let's run through these reflectivity settings a little bit. First of all you can control the amount of Mirroring. Not everything is a perfect mirror. Some things like glass, plastics. They will reflect sort of the reflection, but not all of the reflection. So you can control the amount or the degree of reflectivity here. Lastly, when things reflect something, very often the reflective surface is inside the surface or in back of the surface, like a back surface mirror.

So as light passes through that medium and gets bounced and then emitted back out again, there's a Fresnel effect that occurs and you can control that here with these controls. Lastly, the medium or the surface that's actually doing the reflecting maybe isn't perfectly flat and so there's a little bit of a Gloss value here that allows it to give kind of a blurry reflection. Anisotropic reflections is kind of a stretching along a tangent vector.

It's a kind of a way of, if you think of extruded aluminum, very often you will have anisotropic reflections. Samples allows you to control the number of samples. So if you're doing just a draft kind of a render, you can set the samples down here. You'll get some spotting and some speckling because you haven't adequately sampled, but at least it's a lot faster. So as light bounces around and it bounces off all of these surfaces, you have to sort of set a limit for the computer in which to calculate the depth of the number of times a light ray will come in, hit the monkey, bounce off this, bounce off, back off the lamp, back off here and then come up to the camera.

And so four times is generally more than adequate number of inter light reflections to set. Finally, mirrors are never perfect and as they recede off into the distance, you get to see less and less of what it is they have reflected back as they're acting sort of like as a lens, and so you can simulate that by setting up a maximum distance and indicating whether you want the mirror to eventually fade out to sky color or to the color of the material, as it recedes off into the distance.

So now we have different settings. We have of course, this left wall, which shows the use of the colored material setting here in the Material panel and I've colored this to be like a yellow colored mirror. You enable that by clicking here under mirror and then setting the RGB sliders or if you want to use Hue/Saturation and Value, you can just click here to activate the HSV sliders. This mirror is fully opaque versus this mirror over here on this other backside, on the right side, is actually transparent, as you can see the Alpha is set down to 0.2.

And so what we see in the background as blue is from the World settings down here, where we set up these two colors of blue to be a blend from the bottom of the image up to the top. So we're seeing, even though this is a mirror that's partially reflecting the Suzanne on the block, it's also allowing the World light to come back through as well. So, this is a good example of a good glass kind of surface. So that's a quick wrap-up to using mirrors in Blender and the different kinds of options and features that you have available to you.

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