3D Graphics Programming Graphics Tools

63
3D Graphics Programming Graphics Tools Ming-Te Chi Department of Computer Science, National Chengchi University

description

3D Graphics Programming Graphics Tools. Ming-Te Chi Department of Computer Science,  National Chengchi University. Outline. Graphics Tools GIMP: Image Manipulation  Blender: 3D content creation. GIMP. GIMP. GIMP : GNU Image Manipulation Program. Change the Size of an Image (Scale). - PowerPoint PPT Presentation

Transcript of 3D Graphics Programming Graphics Tools

Page 1: 3D Graphics Programming Graphics Tools

3D Graphics Programming

Graphics Tools

Ming-Te Chi

Department of Computer Science, 

National Chengchi University

Page 2: 3D Graphics Programming Graphics Tools

Graphics Tools GIMP: Image Manipulation 

Blender: 3D content creation

Page 3: 3D Graphics Programming Graphics Tools
Page 4: 3D Graphics Programming Graphics Tools

GIMP : GNU Image Manipulation Program

Page 5: 3D Graphics Programming Graphics Tools

Image size

Pixel format

Page 6: 3D Graphics Programming Graphics Tools
Page 7: 3D Graphics Programming Graphics Tools
Page 8: 3D Graphics Programming Graphics Tools
Page 9: 3D Graphics Programming Graphics Tools

Rotate

Scale

Shear

Page 10: 3D Graphics Programming Graphics Tools
Page 11: 3D Graphics Programming Graphics Tools
Page 13: 3D Graphics Programming Graphics Tools

The HomerCarlos R. Bisquertt

Yafray Render

Treefrog and DragonflyJason Pierce

Blender Render

The Dawn of the OrnithopterDoug Ollivier

Blender Render

Page 14: 3D Graphics Programming Graphics Tools

Info window

3D window

Buttons Window

Page 15: 3D Graphics Programming Graphics Tools

Middle mouse button on the bordern

Page 16: 3D Graphics Programming Graphics Tools

You can call up the toolbox either by clicking on the toolbox icon in the top-right of the Blender screen, or by pressing SPACE

Page 17: 3D Graphics Programming Graphics Tools
Page 18: 3D Graphics Programming Graphics Tools
Page 19: 3D Graphics Programming Graphics Tools
Page 20: 3D Graphics Programming Graphics Tools

Saving a Blender File

Loading a Blender File

Export a model

Page 21: 3D Graphics Programming Graphics Tools

http://biorust.com/index.php?page=tutorial_detail&tutid=81&lang=en

Page 22: 3D Graphics Programming Graphics Tools

Add > Mesh > UVSphere

press the S key (size) to make the sphere 4 squares wide.

Edit mode “Tab”

Page 23: 3D Graphics Programming Graphics Tools

Front View “1” Add a 2nd

UVsphere in the scene. Resize it (S) to 2 squares wide.

Now press the G key (G=Grab) and move the head on top of the body.

Page 24: 3D Graphics Programming Graphics Tools

you can "link/join" all the elements together. Select them by pressing the B key and drawing a square all around them.

Then press Ctrl+J and click on "join selected meshes".

Page 25: 3D Graphics Programming Graphics Tools

Add > Mesh > Cone.

Switch to the side view (3 on numpad).

Page 26: 3D Graphics Programming Graphics Tools

Switch to the front view (1 on numpad), add a sphere

duplicate it by pressing Shift+D, and put it (G) at the place of the second eye. 

Page 27: 3D Graphics Programming Graphics Tools

move to the top view (7 on numpad),

ress Z to switch to "Solid" mode (instead of "wireframe" mode).

Page 28: 3D Graphics Programming Graphics Tools

In the object mode (tab) select the snowman body.

Now go to the editing menu (F9 or the button that is circled) and click "Set Smooth".

Page 29: 3D Graphics Programming Graphics Tools

Then, click on "New" to create a new material for the snowman, and click "Shading" (or F5) to go onto the shading menu.

Page 30: 3D Graphics Programming Graphics Tools

Now, select the nose of the snowman.

On the shading menu (F5) click on "Add New" to create a new material for this part. Name it "Orange" or whatever you want, and set the RGB values to an orange color.

Page 31: 3D Graphics Programming Graphics Tools

Do the same thing for the eyes of the snowman (name the material "coal" and set the RGB to zero).

Page 32: 3D Graphics Programming Graphics Tools

elect (only) the second layer. Switch to the top view (7),

and add a Cone (Add > Mesh > Cone).

Page 33: 3D Graphics Programming Graphics Tools

Switch to the front view (1), and make the cone a little flatter. 

To do this, select the top of the cone (right-click on it) and move (G) it. To move it only in one direction (e.g. along the z axis only) start your move in the direction you want and do a click with the middle-button.

The move should now be restricted to only one axis. Click a 2nd time with the middle button to cancel. Then switch to the object mode (Tab) and increase the size (S) of the cone. Make it 8 squares wide. 

Page 34: 3D Graphics Programming Graphics Tools

Keep the cone selected, and go to the shading menu (F5).

Click on Add New (as in step 9), and name the new material "FirTree". Then, click on the Texture Menu button.

Page 35: 3D Graphics Programming Graphics Tools

Click on "Add New" to add a texture to the FirTree material, then select "Image", because the texture will be based on an image. Click on "load image" and choose the image you'll find here.

Set the "Xrepeat" value to 2 (the Xrepeat button is underneath the "Load

image" one).

Page 36: 3D Graphics Programming Graphics Tools

Go to the material menu, and select the "Map Input" tab. Choose "Tube". Make sure the cone is still selected, go back to the editing menu (F9) and select "Set Smooth" (as in step 7).

By the way, the textures can't be seen in the solid mode (Z), they're visible only in renders. 

Page 37: 3D Graphics Programming Graphics Tools

In the front view (1), duplicate (Shift+D) the cone, and put the duplicated cone on top of the other.

Repeat this once to have 3 cones. Decrease slightly the size of the cone on the top and in the middle. You should have something looking like the picture opposite. 

Page 38: 3D Graphics Programming Graphics Tools

Switch to the top view (7) and add a cylinder (Add > Mesh > Cylinder). Make it small enough (S) to be the trunk of the tree, and put it at the right place in the front (1) view.

make them smooth and add appropriate materials. Make the material brown (R:0.500, G:0.250, B:0.000). 

Page 39: 3D Graphics Programming Graphics Tools

Switch to the top view and select the whole fir tree (A or B and draw a square around it).

Select the first layer (press Shift when you click on it to keep the layer with the fir tree selected). There's a big probability that the fir tree will be over the snowman, so move it (G)

away. 

Page 40: 3D Graphics Programming Graphics Tools

Use Shift+D to copy the fir tree and create a little forest around the snowman. (Don't put fir trees in front of him, or he'll be totally hidden from the camera).

You can make some trees bigger or smaller, so it won't look too artificial Verify your scene in the front/side views (1/3) that the bigger trees are not half-underground and the smaller trees half-flying.

Page 41: 3D Graphics Programming Graphics Tools

Select another layer and add a plane (Add > Mesh > Plane). Now select the 3 layers you used, and (with the plane still selected) grow the plane to be bigger than the forest. This is going to be the ground. Switch to the object mode (Tab) and make sure in the front or side view (1 or 3) that the ground is not floating above the trees,

but directly under them.

Page 42: 3D Graphics Programming Graphics Tools

Now go to the shading menu (F5), and instead of choosing "Add New", click on the small arrows on the left of the Add New button and choose "Snow".

Page 43: 3D Graphics Programming Graphics Tools
Page 44: 3D Graphics Programming Graphics Tools
Page 45: 3D Graphics Programming Graphics Tools

To add a circle press [Space-bar] to bring up the toolbox. In it go to Add>> Mesh>> Circle, confirm the circle of 32 vertices.

Page 46: 3D Graphics Programming Graphics Tools

edit-mode To do that first

press [S](scale) then keep pressed [Ctrl](Constrained movement) and bring the mouse towards the circle pivot

Page 47: 3D Graphics Programming Graphics Tools

Press [Numpad1] to get in to front view.

Keep all the vertices selected(yellow, [A] to toggle),

now press [E](extrusion) select 'Region' from pop-up and start moving the mouse upwards(Y axis)

Page 48: 3D Graphics Programming Graphics Tools

first select all the vertices by pressing [A] then press [Ctrl+N] to recalculate surface normals.

Page 49: 3D Graphics Programming Graphics Tools

Press [E] then[Y](Y axis) to constrain movement vertically, now move it .1000 unit upwards. Scale it down to .600. To scale the selection press [S] then move the mouse, click to commit scaling.

Page 50: 3D Graphics Programming Graphics Tools

1) .1000 extrude up, scale 1.300.

2) .1000 extrude up, scale 1.200.

3) .3000 extrude up, scale 1.300.4) .4000 extrude up.5) extrude and move up 2 big units([Ctrl]) and then .700 scale inwards.

Page 51: 3D Graphics Programming Graphics Tools

6) .2000 extrude upwards, scale .800 inwards. Next two extrusions will shape the 'neck' of the vase.7) .2000 extrude upwards, scale .600 inwards.8) .1000 extrude upwards.9) .1000 extrude upwards, 1.400 scale outwards.10) .1500 extrude upwards.11) .600 extrude inwards, and lastly12) .3000 extrude downwards.

Page 52: 3D Graphics Programming Graphics Tools
Page 53: 3D Graphics Programming Graphics Tools

'Mirror Transp' Tab next to Shaders and press 'Ray mirror' and increase the 'RayMir' slider to .20. And finally Depth 3

Page 54: 3D Graphics Programming Graphics Tools
Page 55: 3D Graphics Programming Graphics Tools
Page 56: 3D Graphics Programming Graphics Tools
Page 57: 3D Graphics Programming Graphics Tools
Page 58: 3D Graphics Programming Graphics Tools
Page 59: 3D Graphics Programming Graphics Tools
Page 60: 3D Graphics Programming Graphics Tools
Page 61: 3D Graphics Programming Graphics Tools
Page 62: 3D Graphics Programming Graphics Tools
Page 63: 3D Graphics Programming Graphics Tools