Blender 3D, playing with light and shadow

Electronic TheReaper111089 August 8, 2016 0 0
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After you've made your first simple design, and there you have a few views to print, you still left with the feeling that something is not quite right. And even though you're working in a 3D program, the results seem still "flat" to be. There's no depth, and are you sure you really have been working in the 3D area. After half an hour think you realize what's wrong ... You miss the shadows, or the shadows are not quite good. And then what? Then you would be great Blender 3D manual can deal with it, and go in search of "the solution". The disadvantage is of this manual that he was too extensive. If you search on the word "shadow", then you get the word 651 times against. The word "light" is there once in 1304 ... Here you get when starting Blender user is not happy.

Well prepared

Then what? Well, a good start is half the work is regularly spoken. That is exactly so with Blender 3D. Before you seriously start working, it is most convenient that you have your user preferenses be so, as you find it pleasant. So Blender will automatically start with a cube in the center of the screen, and is often the first action that you do, delete the cube. When Blender is able to automatically open with the cube, then blender also very able to access your settings with respect to the light.

The standard three-point lighting technique

This technique is like, the word suggests, out of 3 point lighting.
The first lamp is the key-light, the main light source. This is the most usual, and is placed next to the camera or the subject, and ensures that one side is well lit and that the other side has something to shade.
The second lamp, the fill-light, this causes the shadows created by the sleutelicht be filled. This lamp is placed opposite the key light.
The third lamp is the back-light. It is placed behind the subject and the subject lit from the back. The object of this lamp is to provide subtle highlights, and to remove the subject from the background.
schematic representation of the light bulbs and the camera, as seen from above

How do you do this

Depending on your settings, it is easy to split your workspace so you have one area where you can watch from above, one area where you can view right and one area where you can watch in perspective camera. Would you not configure it, you can also use Ctrl and the right arrow key for a similar view)
  • Open blender and remove the cube. Then add as mesh "monkey" to. Suzanne rotate so that you appear beautiful in your camera.
  • Make the world black
  • Add light bulb, and set it to "spot" .This is your key light. Aim the spotlight on Suzanne, aim your camera and render the whole. . You will see that you now have harsh shadows, and there is little contrast in it. The whole seems very flat.
  • Add a second lamp increasing. This is your fill-light. Adjust the strength of your fill-in light. The ratio of key-light and fill-light is on average 2: 1. If you have multiple fill-lights, adjust the ratio. The sum of the total number of fill-light, must not be higher than the value of the key-light.
  • Then add to the Back-light. Place it higher as the subject, and adjust the strength. The strength can be set so as you find it pleasant / nice. These can therefore be higher than the value of the key-light.

Suzanne Notes Attn image:
  • The colors of the lights are adjusted in order to get a different and clearly visible.
  • The color of the key light is white, the color of the fill-light is green, and the color of the back-light is red.
  • There are no visible dazzling sparkles as per bulb this option is turned off.
  • The mesh of Suzanne added a modifier, namely Subsurf. After that the mesh on auto-smooth and smooth put.

User preferences

  • When you're done with your lighting, and the settings are so like you find it pleasant to provide the basis for other designs that you will make, then select lights and camera.
  • Hit the "M" key on your keyboard. Then a small window will appear where you can see the different layers. Move the lights and camera to layer 10.
  • Go back to layer 1, and remove Suzanne there. Put your cursor exactly in the middle, and possibly add a cube.
  • See if your windows in Blender so are the way you think it works best. For more information you can look here Blender tutorials 2: Interface.
  • If you've made your environment settings, then press "Ctrl U". A menu will appear asking you if you want to save these settings as default. Choose "save user defaults".
  • If you are the next time you open Blender, then open blender with the settings that you just entered. In short, you have from now on general lighting are good, and necessary in the future only have to adjust the lighting depending on the design where you're doing.

Should one another and you are not quite clear, then it may make sense to go through a number of Blender tutorials. In the article Blender 3D, Where to start? you can help along with it.
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