Blog Investigation
Weekly Review
Monday - Watched a tutorial
Tuesday - Watched a tutorial
Wednesday - Watched a tutorial
Thursday - Watched a tutorial
Friday - Watched a tutorial
Lighting In Blender
For my blog investigation I watched this video by Blender Guru to figure out how to lighting for when I get to that stage of working on my animation. The video started off my showing me how to add a camera and make sure the camera is in the front view, so I can see my object head on. After adding the camera the guy then went into detail about focal length . For instance if we kept the camera in a low focal length then it would give the object a wide view and emphasize the depth, almost as if the camera has a fish eye lens on it. But if we move to a forward then it give the object no sense of depth. So the guy recommend that 50mm is the most neutral lens focus you can chose but if your doing if your working on furniture the its better to go to 100mm and also to rotate the object 20 degrees which ever direction you prefer. The guy also recommends that you move your camera to focus on the top of your object but not to rotate the camera down because it can give a perspective distortion. The guy then recommends that you use shift y and x because it gives you a better perspective of the object. This is what the chair looks like if you rotate and the bottom image is what it looks like if you use shift y and x.
From then on the guy goes to render view mode and sets the strength to zero so that there is no light and all the lighting that is in the scene is light that was added in. So to add light you have to hit shift A and go to light point lamp and then you want to position your light so that it has some form a of shadow because shadow is just as important as light. Then from there you can change the brightness of the light and the height of the light depending on what type of shadow you want to get from your object and what part of your object you want to emphasize. Blender Guru then went into detail about to add a plat form for your object to stand on. He said that it was better to add in the platform early on in the lighting stage because the light can bounce off of the platform. Then to give the platform an infinitive look you need to select one edge of the platform and extrude it up and then to fix the line of where the platform extrudes up you need to add a bevel and then increase the segments so that line is smoothed out, but you can also right click and hit shade smooth. Once everything is done with the platform Blender Guru then talks about how the lighting can be uneven between two different spots on the chair and that is because of inverse square law, which is basically every time distance doubles between two points the fall off is four times greater. The solution to the problem is move the light source farther from the object and then from there you can increase the lights brightness if needed. Next Blender Guru goes in depth about the best to really make sure that your object is lit properly, and that is by using the tool under color management called false color. which kind of like a heat map that allows you to see the exposer ranges of the colors. When working with false color you want to stay with in the range of grey because that means you have the right amount of exposer on the object. Now if the color on the object is cyan then that means your object is under exposed but if its green, orange, or red then that means your object is over exposed. Once you have gotten your object in grey color area and you like the way the coloring looks you have finished lighting you object.
From then on the guy goes to render view mode and sets the strength to zero so that there is no light and all the lighting that is in the scene is light that was added in. So to add light you have to hit shift A and go to light point lamp and then you want to position your light so that it has some form a of shadow because shadow is just as important as light. Then from there you can change the brightness of the light and the height of the light depending on what type of shadow you want to get from your object and what part of your object you want to emphasize. Blender Guru then went into detail about to add a plat form for your object to stand on. He said that it was better to add in the platform early on in the lighting stage because the light can bounce off of the platform. Then to give the platform an infinitive look you need to select one edge of the platform and extrude it up and then to fix the line of where the platform extrudes up you need to add a bevel and then increase the segments so that line is smoothed out, but you can also right click and hit shade smooth. Once everything is done with the platform Blender Guru then talks about how the lighting can be uneven between two different spots on the chair and that is because of inverse square law, which is basically every time distance doubles between two points the fall off is four times greater. The solution to the problem is move the light source farther from the object and then from there you can increase the lights brightness if needed. Next Blender Guru goes in depth about the best to really make sure that your object is lit properly, and that is by using the tool under color management called false color. which kind of like a heat map that allows you to see the exposer ranges of the colors. When working with false color you want to stay with in the range of grey because that means you have the right amount of exposer on the object. Now if the color on the object is cyan then that means your object is under exposed but if its green, orange, or red then that means your object is over exposed. Once you have gotten your object in grey color area and you like the way the coloring looks you have finished lighting you object.
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