Graphic PIZiadas

Graphic PIZiadas

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Usar una imagen como textura en un plano [ Blender ]

Los objetos que componen una escena de animación se obtienen a partir de superficies que determinan la forma y tienen asociado uno o varios materiales que determinan su aspecto.

El material determinará el color, brightness, rugosidad etc…

Para definir el material podemos utilizar imágenes que actuarán como una piel de nuestros objetos. En esta introducción aprenderemos a situar una imagen sobre un plano, a modo de fotografía.

Wallpaper: Christmas 2012 (XXIV) : Real or simulated? : Christmas Tinsel and nuts on wood [ Imagen 1280×1024 y HD 1920 x 1080 ] [ Cycles ] [ Blender ] [ Wallpaper ]

Tuerca, tornillo y espumillón de navidad sobre mesa de madera

A new wallpaper which straddles the number of graduates realistic wallpaper “Real or simulated?” and “wallpapers de navidad 2012 – 2013” recreating the work entitled “Nuts and Bolts” adding classic Christmas tinsel made in Blender.

A fund-like embossed wooden table serves to support the tinsel, and nut-screw with balls reflecting an environment map.

Mapas de normales : bump mapping : Mapeado topológico

texture_bump_mapping_botones_smooth_150

In computer animation the number of surfaces in the scene greatly influences the time of computation (rendering) de la SMA.

A technique for simulating on a flat surface roughness is called “Bump mapping”; comprises applying a texture to the surface to modify the direction of the normal to the same, influencing the calculation of shading algorithms (Shading) applied during image rendering, without changing the topology.

Qué es el “Scattering” en imagen de síntesis ?

Ketchup

Cuando realizamos imagen de síntesis podemos perseguir que las imágenes parezcan reales o se asemejen a los clásicos dibujos animados (Cartoon). En el primer caso, simular el comportamiento de la luz obliga a usar elaboradas técnicas de renderizado y a elegir los materiales de nuestros objetos con sumo detalle.
Uno de los efectos que podemos simular es la desviación de la luz al atravesar superfícies semiopacas, como la piel de los personajes. Surfaces are allowed to spend a portion of light that illuminates the interior, but on his journey constantly changes direction upon impact with the molecules of the object. The technique that simulates this effect is called “Scattering”.

3D Animation, Files: Save images with textures [Blogs experimental][ Blender ]

When saving a file as we have seen in the Blender tutorial containing textures formed with images, stored the geometry and the structure of data you keep it but them images.

Instead of storing the texture and the image that it defines, stored the structure rationale and the different images are sustituyen sus absolute address for the relative.

What is a “Halo”?

Un halo es un efecto óptico causado por partículas de hielo en suspensión en la Troposfera que refractan la luz haciendo un espectro de colores alrededor de la luna o el sol.(W) The same geometry can be represented in many different ways; la mayoría de las veces usaremos la idea de una superficie envolvente del objeto para su… (leer más)

3D Animation, Key Framing: Animar Texturas [ Blogs experimental ] [ Blender ]

We have seen how to animate using the technique of “Key Framing” checking in “keyframes” a state of the animation automatically interpolates the remaining frames in the animation. The technique used is commonly used to define positions fundamentally, sizes and scale factors in the models (polygon meshes) we encourage,… (leer más)

3D Animation, Shading: Transparent materials [Blogs experimental] [Blender]

In any program editing and 3D modeling have settings that define the properties of each material. Transparency or opacity of the object is one of the more complex features simulate. To handle transparent objects we use a value that measures the opacity (Contrary transparency) . Un valor nulo… (leer más)

3D Animation, Lights: Lighting with Textures [Blogs experimental] [Blender]

Similarly to the textured object, light sources can change the color of the light they throw on the basis of the application of patterns textures. The method for allocating texture patterns to a light source does not differ from that used for an object, sin embargo su aplicación puede… (leer más)