Blender 3D:第四单元:与高级教程起飞
Section outline
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Advanced Modeling
::高级建模We have learned quite a few useful techniques that we can now use to make something really cool or fun. But there are plenty of little tricks hidden within Blender that will allow us to make very realistic or intricate 3D graphics with a much lower amount of memory used. It usually takes an extra application or two, and the more advanced the program, the better; however, in the next few tutorials the Paint program--or its equivalent on another OS--will be just fine for our purposes.
::我们已经学会了很多有用的技术,我们现在可以使用它来制作一些非常酷或有趣的东西.但是Blender内隐藏着很多小技巧,可以让我们用更少的内存制作非常逼真的或复杂的3D图形.通常需要一个或两个额外的应用程序,程序越先进越好;然而,在接下来的几门教程中,Paint程序 - - 或其对应的其他操作系统 - - 将适合我们的目的.The purpose of these modeling tutorials will be to lower the poly count on your models--this could range from no effect to cutting out 99.99% of your original faces, and still being able to keep the realistic look you were going for. Make sure you have read over the other tutorials in this book or at least are very familiar with Blender, so you can better understand how to work these modeling techniques.
::这些建模教程的目的是降低模型的多元数量,从没有效果到切除99.99%的原始面孔,同时保持你想要的现实外观.请确保你已经阅读过本书中的其他教程,或者至少非常熟悉Blender,这样你就可以更好地了解如何使用这些建模技术.
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Blender’s Node Editor lets you assemble various processing blocks ( nodes ) into combinations which feed data to one another along connections that you specify to produce complex effects. These effects can be used in three different ways: as textures, as materials, or for compositing. The Node Editor makes different kinds of processing blocks available, depending on which of the three kinds of effects you are producing:
::结节编辑器允许您将各种处理块 (节点) 组合在一起,通过您指定的连接将数据输送给彼此,从而产生复杂的效果.这些效果可以用三种不同的方式:作为纹理,作为材料或用于编译. 结节编辑器提供了不同类型的处理块,取决于您正在生产的三种效果中的哪一种:-
Texture nodes
::质地节点 -
Material nodes
::材料节点 -
Compositing nodes
::组合节点
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Texture nodes
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Alternative Renderers
::其他染器You previously learned about the Blender Internal renderer. This is the old, original renderer that was included from the earliest days of Blender. However, it is not the only way to render scenes created with Blender.
::之前你已经了解到Blender内部染器. 这是Blender早期的旧版本染器. 然而,它不是用Blender染创建场景的唯一方法.Cycles
::周期
Example Cycles render showing 1) illumination via an emissive material (middle ball), and 2) colour bleed via indirect diffuse lighting (note coloured light on ground near red and green balls). The glowing middle ball is the only light source in this scene. Beginning with Blender 2.61 came the new Cycles renderer. Its most important new feature is more physically-accurate handling of lighting in the form of global illumination . What this means is that Cycles automatically implements subtle indirect-lighting effects, where light can bounce off a diffuse surface and provide some illumination to other diffuse surfaces nearby. And it doesn’t distinguish in its lighting calculations between “lamp” objects and non-lamp objects which have “emissive” materials; in Blender Internal, the latter do not provide any light to other objects, whereas in Cycles they do.
::从Blender 2.61开始,出现了新的Cycles染器.其最重要的新功能是以全局照明的形式更准确地处理照明.这意味着Cycles自动实现微妙的间接照明效果,光可以反弹在分散表面上并为附近的其他分散表面提供一些照明.并且它在照明计算中不区分灯物体和具有辐射材料的非灯物体;在Blender内部,后者不会为其他物体提供任何光,而在Cycles中它们会.Cycles also offers high-fidelity previews in the interactive 3D view. As it continues to be developed, it will perhaps replace the old Blender Internal renderer someday, but not all the features are there yet for this to happen.
::循环还提供高保真预览在交互式3D视图.随着它的继续开发,它可能会取代旧的混合器内部染器,但并非所有的功能都存在.See also:
::另见:-
Manual
on Cycles.
::关于自行车的手册. -
Andrew “BlenderGuru” Price’s
Introduction to Cycles
.
::布伦德师普莱斯的循环介绍.
Freestyle
::自由式This is not a complete renderer in itself, but a new addition to the Blender Internal renderer in version 2.67 of Blender. It adds sophisticated options for accentuating edges to produce cartoon-like renders.
::这本身并不是一个完整的染器,而是Blender 2.67版本的Blender内部染器的一个新增.它添加了复杂的边缘突出选择,以产生卡通式染.See also:
::另见:-
Manual
on Freestyle.
::免费的手册. -
Report
by Libre Graphics World on the origins of Freestyle.
::关于自由风格的起源的自由图形世界的报告.
External Renderers
::外部染工人There are also a great number of stand-alone renderer programs, both proprietary and Free Software, around (e.g. Aqsis , LuxRender , Octane , RenderMan , Yafaray ). These have no capability to create or edit 3D models or scenes, they are designed purely to perform rendering on already-created models and scenes. Several of them—particularly the Free Software ones—are supported by addons to allow them to work with Blender almost as conveniently as its built-in renderers.
::另外,还有大量的独立染程序,包括专有和自由软件 (例如Aqsis,LuxRender,Octane,RenderMan,Yafaray).这些程序没有创建或编辑3D模型或场景的能力,它们纯粹是为了在已经创建的模型和场景上进行染.其中一些程序 (特别是自由软件的程序) 支持附加程序,允许它们与Blender几乎与其内置染器一样方便地工作.Disadvantages of Other Renderers
::其他染器的缺点Of course, there can be a downside or two to choosing a renderer other than good old Blender Internal.
::选择一个除了老好的Blender Internal之外的染器可能有其它缺点.Say Goodbye to Your Materials and Lighting
::告别你的材料和照明One important thing to note when constructing models is that materials and lighting are renderer-specific . If you have painstakingly set up transparent materials and bump maps and all the rest of it, then decide to switch renderers, you will have to do that work all over again. And you may find that there is no exact one-to-one correspondence between particular features of Blender Internal materials and lights and those supported by the alternative renderer, so you will have to find approximate workarounds.
::建模时要注意的一点是,材料和照明是染器特有的.如果你已经精心设置了透明材料和撞击地图以及其他的所有内容,然后决定切换染器,你将不得不重新完成这项工作.你可能会发现Blender内部材料和灯光的特定特性与替代染器支持的特性之间没有确切的对应,所以你必须找到大致的解决方案.Of course, the actual geometry of your models remains unaffected.
::您的模型的实际几何结构当然不受影响.High-Quality Renderers Are S-L-O-W
::优质染器是S-L-O-WIf you are accustomed to hitting F12 and seeing an image appear after just a few seconds with Blender Internal, using one of these other renderers will likely come as a shock. To get a good-quality render can easily take 10-100 times as long as with Blender Internal. You can speed things up by choosing lower-quality settings, but then the results tend to be filled with noise and not fit for much more than preview purposes.
::如果您习惯于按F12并看到Blender Internal仅仅几秒钟后出现图像,使用这些其他染器可能会让您感到震惊.获得高质量的染器可能比Blender Internal需要10-100倍的时间.您可以通过选择低质量的设置来加快速度,但结果往往会充满噪音,不适合预览目的.
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Manual
on Cycles.
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