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. - ![enter image description here](https://i.sstatic.net/y8Vr0.png) - ## 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