THIS NOTE WILL BE ORGANIZED LATER AND WRITTEN IN ENGLISH
# HOTKEY
<https://docs.blender.org/manual/en/latest/interface/keymap/industry_compatible.html>
```python
N = Property tab # and real world measurement
```
- ### Changer le mapping des hotkey blender en etant en Industry compatible :
- [link](<https://blender.stackexchange.com/posts/186565/timeline>
- In Blender 2.83 go to _Edit -> Preferences -> Keymap_
- On top, instead of _Industry Compatible_, temporarily change it to _Blender_.
- Go to _3D View -> Object Mode -> Object Mode (Global) -> Add_ Copy `wm.call_menu` and `VIEW3D_MT_add`
- On top change back to _Industry Compatible_ again go to _3D View -> Object Mode -> Object Mode (Global)_ but now push _Add New_ at the bottom.
- After, click on _none_ change _none_ for `wm.call_menu`.
- Active the key Shift and in the _Name_ field enter `VIEW3D_MT_add`
- Next time you will know how to do it for any key
- ### 3D View
- #### Snap Menu **SHIFT + X
- wm.call_menu_pie
- name : VIEW3D_MT_snap_pie
- #### Remove From Collection **SHIFT + G**
- collection.objects_remove
- #### ADD Menu
- **SHIFT + A**
- **TAB** In industrial compatible
- #### Extrude **SHIFT E**
- edit_mesh_extrude_move_normal
- wm.call_menu
- VIEW3D_MT_edit_mesh_extrude
- #### / object (edit mesh option) **SHIFT + T**
- #### Tris to quad **Alt + J**
- #### Full screen are : **SHIFT + SPACEBAR**
- #### Pivot
- **SHIT + Right click** = Moving Pivot
- **SHIFT + X = Reset or Center Pivot
- Origin mass center pivot in favorite
- #### Import Image Plane :
- **SHIFT + A** / Image / References
- <iframe width="560" height="315" src="https://www.youtube.com/embed/6f8O4zyeJcw?si=mxXexzqEbjFvjs94" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen></iframe>
- You can use video, to retime video : ![[file-20241012165408618.png]]
- #### Edit and Object Mode
- **1,2,3,4**
- #### Selecting through item Xray (visible on camera)
- **Alt + X**
- #### UV Mapping
- while selecting vertex : **U**
- #### View menue pie, Top,persp,side,camera
- **V**
- #### Isolate, UNHIDE
- **SHIFT+H** , **ALT + H**
- #### Add edges
- select 2 vertices **C**
- ### Shading Nodes
- #### Node Wrangler
- **CTRL + SHIFT + RMB DRAG** = Connect two nodes Together
- **CTRL + RMB drag** = Cut Connexions
- **SHIFT + RMB drag** = Add Reroute (point)
- **O** = Connect to output automatically
- **CTRL + T** = Add Texture coordinate = mapping node
- **CTRL + SHIFT + LMB** = Isolate preview on the node or output selection
- **CTRL + SHIFT + * = Add Multiply node
- **CTRL +
- SHIFT + T** = Create the all textures system for PBR Material
- #### Frame
- Backdrop = **CTRL + J**
- ### Blender keymap
![[DoNOTDelete/Attachments/99. BLENDER/Blender 3.0 Shortcuts v1.2.pdf]]
# COURSES
- Human: Realistic Portrait Creation With Blender
- Photogrammetry Course: Photoreal 3d With Blender And Reality Capture
- Procedural Texturing | Blender Master Class
- Press Start: Your Simple First Blender Project
- Master 3D Environments in Blender
# CASE STUDY
## Boss Fight Challenge
<iframe width="560" height="315" src="https://www.youtube.com/embed/JEobij2V8rE?si=BeW6BiVnl1TyoSkJ" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen></iframe>
- He made Stick and cloth Simulation with **modifiers only**
- Blender **Shape Key** pour exageration d' animation
- From Real Footage of fire he stylize in in **Resolve** and did a **CAM MAP** with it
- He **projected** the front shape UV of the building on top of AI storefront Pictures
# NAVIGATION AND UI
Unit in Meter
- #### Views
- Looking Throught Camera :
- ![[image-20240126.png|75]]
- F1, F2... = **Changing Views**
- #### FINDER
- **TAB** In industrial compatible
- #### ADD Menu
- **SHIFT + A**
- #### Change Windows Layout
- ![[image-20240127.png]]
- **Split Windows Layout** : ![[image-20240128.png|125]]
- #### Pivot
- **SHIT + Right click** = Moving Pivot
- **SHIFT + X = Reset or Center Pivot
- #### Import Image Plane :
- **SHIFT + A** / Image / References
- ![[image-20240220.png|100]]
- #### Unit and metrics
- ![[image-20240128 1.png|275]]
- #### Attribute editor
- ![[image-20240128 2.png|175]]
- #### Quick Favorite
- **Shift TAB**
- Right click on any properties to add to quick favorite
- #### PolyCount
- Check Statistics in ![[image-20240219 2.png]]
## Outliner
- **Collection** = Folder
- One object can be in multiples Collections
- To create a **group**, Create a null : **SHIFT + A**
/ Empty and **P** to parent
# MODELING
- #### Edit and Object Mode
- **1,2,3,4**
- **5** = Toggle switch edit sculpt and object mode
- #### Cursor
- The Cursor can be really usefull : I can snap it to component and drag object to cursor
- #### Snap
- X
- ## Selection
- #### Soft Selection
- #### Select by type
![[image-20240128 6.png|225]]
- ## Copy attribute addon
- CTRL + C To match location and position of an object to an other
- #### Viewport Mode
- Wireframe and other shading mode = **4** numpad
- Xray = **ALT+X**
- #### Modifiers
- **Displacement modifiers** : to bake displacement on GEO
- You can change the coordinate sto UV for a 1:1 Raitio between textures and model
- ## Concrete Holes
- Modifier displacement with noise
- Modifier boolean on an other object and put the object in viewport display bounds
- ![[image-20240225.png]]
- <iframe width="560" height="315" src="https://www.youtube.com/embed/qu3G63PJpRM?si=2KDAOpZkPP2Ok5t1" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen></iframe>
# CLOTH
- Like in maya
- Subdivide The grid by going in edit mode, CTRL + A, right click and subdivide
- **Self Collision** : ![[image-20240307.png|125]]
**Bake Cache : Blend Into the .blend file ![[image-20240307 1.png|75]]
**Vertex constraint** : Click + and assign ![[image-20240307 2.png|75]]
And then in the cloth tab select the group : ![[image-20240307 3.png|100]]
# CABLE
- From A curve ... nevermind use the addon geocable
- Simulate directly the curve
- **The connector are breaking the simulation**
# UV
- 1. **Select all faces / right click/ UVunwrap faces/ projected from view**
- With UVmap plugin SHIFT + F to do everything like cut, unwrap etc
- mark seems in Uv view : **SHIFT + U**
# GEOMETRY NODES
- ## Scatter
- Voir Environment Chapter
- ## Nodes
- **Join Geometry** = Merge
# CAMERA
- To move camera while moving the view :![[image-20240128 3.png|25]]
- ### Camera near clipping :
- For perspectives : ![[image-20240204.png|50]]
- For Camera : ![[image-20240204 1.png|100]]
- ### Animation
- Prefer animate a null parented to the camera than the actual camera\
## Orbit around Object
- ### Resolution
- ![[image-20240219.png|225]]
## Image Plane
### Import Image Plane :
- **SHIFT + A** / Image / References
- <iframe width="560" height="315" src="https://www.youtube.com/embed/6f8O4zyeJcw?si=mxXexzqEbjFvjs94" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen></iframe>
- You can use video, to retime video : ![[file-20241012165408618.png]]
# ENVIRONMENT
## Vanilla Add ON to Activate
- **Node Wrangler** : Cool Shortcut for node editor [[BLENDER-WIP#HOTKEY]]
- **Import images as plane**
- **Copy attribute**
# Terrain Generation
- ### Another Noise Tool - Landscape
- Create Terrain with noise and Erosion
- Still A bit blooby but can do the trick for long distances shot
- But combine to **Displacement map** = Banger
- **LANDSCAPE ERODER** : Like Heightfield in houdini
- AUTOMATICALLY CREATE **WEIGHT MAP** that you can use in shadings
- You can create a **Slope MAP**
- ### Satellite Data
- **GIS Addon** to extract data to blender
# Scattering
- ### Geometry nodes scattering
- Scale in edit mode the receiver geo will increase the density on the instance
- **SETUP** :
- ![[image-20240221.png|475]]
- Transform origin point of an object for scatter :
- ![[image-20240221 1.png|375]]
- You can expose attribute :
- ![[image-20240221 2.png|100]]
- ### Particles System
- For the mesh you are going to scatter at once : **all of them in ONE Collection**
- Switch particle System to Hair : ![[image-20240204 5.png|25]]
- **Random Rotation **: ![[image-20240204 6.png|25]]
- To apply Vertex painted mask : ![[image-20240204 9.png|25]]
- **Hide Emitter ground** : ![[image-20240204 10.png|25]]
- ### Children Particles
- Instances Of Instances : ![[image-20240204 7.png|25]]
- Make the scene easier to compute
- **Interpolated** : Fill gap in between base particules with children particules
- ### Making Proxys
- ![[image-20240204 8.png|50]]
- You have to select all the particules + **hold ALT** to apply the change on all meshes
# ANIMATION
- Only do posing in **POSE MODE**
## Framerate
![[file-20241012164017230.png|266]]
## Graph Editor
- Select the keys in timeline, then **T** to apply a smooth or linear curve to them
# TEXTURING
# SHADING / LOOKDEV
- ## New Material
- ![[Pasted image 20240608201412.png]]
- ## Textures Repath
- To re-link missing files, open file menu, then choose _External Data -> Find Missing Files_, and select the folder where the image textures are located. File names have to be the same as they are in the blend file.
- The files are found based on matching names, the folder is searched recursively, so you can for example point it at the base of your project path, to perform a more extensive search.
- 
- ## Shading
- normal in OpenGL fro Cycle
- ### Coordinates
- Object and Generated are both object based. Object is better for procedural. **Generated is better for animated object texture will stick with generated**
- The mapping node is translating/ rotating/ scaling coordinates
- ![[Pasted image 20240609135412.png]]
- **Tri planar :** ![[Pasted image 20240609153157.png]]
- ### Edge wear
- node ambiant occlusion, play with the distance and invert it with a ramp
- ### Displacement
- Color Space as Non Color for the disp texture
- Adaptive subsdivision for Displacement : allow experimental feature then add subdivision modifier and check **Adaptive subdivision** --> This allow to have more subdiv depending on how close up we are on the model
- ![[Pasted image 20240609172112.png]]
- Bump as displacement : ![[Pasted image 20240609171746.png]]
## Tips
- #### Subdivide and normal Smooth
- If we can see the normals faces : **Right Click** on the object Shade smooth
- Subdivide : Modifier Clatmul Clark
- #### Non Streching Uv while edit model
- options/ correct face attribute on
- #### Preview Node shader
- CTRL+SHIFT+CLICK on the node
- #### Link two values
- Right click sur la value puis Copy Driver, paste Driver sur la value que tu veux diriger
- #### Group node
- We can group node (CTRL+G) to create subnet with nodes
- **Exposing value** : Group input connexion to exposed param
- ![[Pasted image 20240609141442.png]]
## Nodes
- #### Fresnel
- Value of Spec to be More reflective watching on side angle
- #### Geometry nodes
- To have Geometry Primvar, like object normal
- #### RGB node
- Just a color vector
- #### Vertex color
- Paint on vertex like houdini
- #### Normal
- You can preview by connecting DOT Output + **Change Orientation of Normals depending on Light**
- ![[image-20240204 3.png|550]]
- #### Separate XYZ
- = Vector to Float
- #### Math
- Math Operation on nodes
- #### Group
- Create group that you can gather in other material as well
- #### Frame
- Backdrop = **CTRL + J**
## Connexions And Layout
- #### Curved Connexions
- ![[image-20240204 4.png|250]]
- Disconnect node = CTRL + RCLICK
## Volumes
- Play with **Step Rate** and **Max steps** to make volumes render faster
- ![[image-20240204 11.png|250]]
# LIGHTING
- ### HDRI
- For Preview
- ![[image-20240203 1.png|200]]
- For renders :
- ![[image-20240203 3.png|275]]
- ### Day Times
- Use the Sky textures
# RENDERING
- ## Settings
- For transparent Background : ![[image-20240203.png|25]]
- Resolution : ![[image-20240219 1.png|25]]
- ## AOV
- Displays Render Paths : ![[image-20240203 2.png|25]]
# COLOR MANAGMENT
- Filmic = Une operation mathematique sur les values + une desaturation pour eviter un clamping abrupt des valeurs de l'image
# RENDERMAN
- ## Color managment
- **OCIO, ACES :**
- Blender Colormanagment Folder : C:\Program Files\Blender Foundation\Blender 3.6\3.6\datafiles\colormanagement
- Copier coller les **LUTS** C:\Program Files\Pixar\RenderManProServer-25.2\lib\ocio\ACES-1.2\luts dans le **color Managment folder**
- Copier coller le config. OCIO
- **Add On :**
- <iframe width="560" height="315" src="https://www.youtube.com/embed/73Y_5LrDZQc?si=knJ9vO3XsqDYubvX" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen></iframe>
- ## IT
- **Resolution It scale**
- ![[image-20240128 7.png]]
- **Zoom in Render without moving Camera**
- ![[image-20240128 8.png]]
- Pressing esc revert to default camera view
- ## Render settings
- #### XPU
- **XPU for lookdev only not for final render**
- **XPU Switch** :
- ![[image-20240128 4.png|175]]
- **Checkpoint render**
- ![[image-20240128 5.png|125]]
# ADDON
- Plugin to unreal insane
## Launch Control
1. Parent body to a empty :
![[file-20241012152559222.png|425]]
2. Nomenclature :
![[file-20241012152531593.png]]
3. Object / Set origin / Origin to geometry
4. We can have breaks in the rigg :
- VGT_black_shiny_**Brake_RR**
5. Ground detection : Select the all mesh and move it to the ground detextion colelction of launch control
6. Bake physics and blender scene
7. From baked scene : Export FBX