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Mastering Blender, 2nd Edition

Book Description

New edition shows you how to get the very most out of the latest version of Blender

Blender, the open-source 3D software, is more popular than ever and continues to add functionality. If you're an intermediate or advanced user, this new edition of Tony Mullen's expert guide is what you need to get up to speed on Blender and expand your skills. From modeling, texturing, animation, and visual effects to high-level techniques for film, television, games, and more, this book covers it all. It also highlights Blender's very latest features, including new camera tracking tools and a new renderer.

  • Provides intermediate to advanced coverage of Blender and its modeling, texturing, animation, and visual effects tools

  • Covers advanced topics such as cloth, fur and fluids, Python scripting, and the Blender game engine

  • Brings you up to speed on Blender's new camera tracking tools and new renderer

  • Showcases techniques used in real-world 3D animation and visual effects

Create realistic animation and visual effects with Blender and this expert guide that shows you step by step how to do it.

Table of Contents

  1. Cover
  2. Acknowledgments
  3. About the Author
  4. Introduction
  5. Part I: Fundamentals of Blender 3D
    1. Chapter 1: Working in Blender
      1. Data and Data Access
      2. Improving Your Workflow
      3. The Bottom Line
    2. Chapter 2: Working with Textures and Materials
      1. Creating UV Textures with Blender and GIMP
      2. Advanced Materials with Material Nodes
      3. Transparency and Subsurface Scattering
      4. Creating Convincing Real-Time Viewport Materials with Material Capture Images
      5. The Bottom Line
    3. Chapter 3: Sculpting and Retopo Workflow
      1. Sculpting with Blender
      2. Retopologizing the Mesh
      3. Normal Map Baking
      4. The Bottom Line
    4. Chapter 4: Rendering and Render Engines
      1. What Is Rendering?
      2. Rendering with Cycles
      3. Rendering with Renderfarm.fi
      4. The Bottom Line
  6. Part II: Physics and Simulations
    1. Chapter 5: Getting Flexible with Soft Bodies and Cloth
      1. The Hard Facts on Soft Bodies
      2. Force Fields and Collision
      3. The Bottom Line
    2. Chapter 6: Working with Particles
      1. Introducing Emitter Particles
      2. Working with Boids
      3. Hair Particles
      4. The Bottom Line
    3. Chapter 7: Volumetric Fluid, Smoke, and Fire
      1. Using the Blender Fluid Simulator
      2. Getting the Shot
      3. Simulating Smoke and Fire
      4. The Bottom Line
    4. Chapter 8: Bullet Physics and the Blender Game Engine
      1. Physics in the BGE
      2. Rigid Body Simulation and F-Curves
      3. Joints, Ragdolls, and Robots
      4. Further Resources
      5. The Bottom Line
  7. Part III: Video Post-production in Blender
    1. Chapter 9: Compositing with Nodes
      1. Compositing with Render Layers and Passes
      2. Pulling a Green Screen Matte with Nodes
      3. Using the AnimAll Add-on
      4. The Bottom Line
    2. Chapter 10: Advanced 3D/Video Compositing
      1. Camera Tracking and the Movie Clip Editor
      2. Setting Up the Scene in 3D
      3. Masking in the Clip Editor
      4. The Bottom Line
    3. Chapter 11: Working with the Video Sequence Editor
      1. Introducing the Video Sequence Editor
      2. Adding Transitions and Compositing in the VSE
      3. Working with Blender Scenes in the VSE
      4. The Bottom Line
  8. Part IV: Blender-Python
    1. Chapter 12: The Blender-Python Interpreter
      1. Introducing Python
      2. Understanding the Python Development Environment
      3. Understanding Python Syntax
      4. The Bottom Line
    2. Chapter 13: Python Scripting for Blender
      1. Editing and Running Scripts in Blender
      2. Creating an Interactive Add-on
      3. Working with Custom Properties
      4. The Bottom Line
  9. Part V: Mastering the Blender Game Engine
    1. Chapter 14: Creating Assets for the Blender Game Engine
      1. Creating Content for the Game Engine
      2. Setting Up the World
      3. Getting More Familiar with the BGE Environment
      4. The Bottom Line
    2. Chapter 15: Making Things Happen in the Game Engine
      1. Working with Logic Bricks
      2. Using Properties, Messages, and States
      3. Creating Special Effects with Textures
      4. Working with Sound in the BGE
      5. The Bottom Line
    3. Chapter 16: Python Power in the Blender Game Engine
      1. From Logic Bricks to Python
      2. Python Power for the BGE
      3. Sound Effects and Multiple Viewports
      4. Further Resources
      5. The Bottom Line
  10. Appendix: The Bottom Line
    1. Chapter 1: Working in Blender
    2. Chapter 2: Working with Textures and Materials
    3. Chapter 3: Sculpting and Retopo Workflow
    4. Chapter 4: Rendering and Render Engines
    5. Chapter 5: Getting Flexible with Soft Bodies and Cloth
    6. Chapter 6: Working with Particles
    7. Chapter 7: Volumetric Fluid, Smoke, and Fire
    8. Chapter 8: Bullet Physics and the Blender Game Engine
    9. Chapter 9: Compositing with Nodes
    10. Chapter 10: Advanced 3D/Video Compositing
    11. Chapter 11: Working with the Video Sequence Editor
    12. Chapter 12: The Blender-Python Interpreter
    13. Chapter 13: Python Scripting for Blender
    14. Chapter 14: Creating Assets for the Blender Game Engine
    15. Chapter 15: Making Things Happen in the Game Engine
  11. Index
  12. Gallery