Blender 2.8 Tutorial | Eevee | Camera Mapping

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hello and welcome my name is Hayden thousand from vows on fantasy comm and today we are going to be looking at camera mapping in blender 2.8 hopefully by the end of this tutorial you'll have a strong understanding on how to create a scene like the one that you are seeing now so let's get started first off what is camera mapping exactly well camera mapping is the projection of a picture that is usually broken up onto 3d assets from a certain angle in most cases this is from the camera thus it is called camera mapping or sometimes camera projection our first step is to get an image in the example that I showed you with the mushrooms I used a free Creative Commons image from pixabay.com for those of you who do not know what pixabay is pixabay is an incredibly useful resource for all artists especially when generating ideas pixabay hosts free cc0 stock images however I cannot be sure to validate the integrity of the users who post them so please use this with a grain of salt now I will put a link in the description of the image that I you said that you can follow along to the best of your ability please note that to download from pixabay.com at a higher resolution you will need to have an account you can use Google to sign up or you can create an account with them if you are uncomfortable about signing up you can try and follow along this tutorial with a lower resolution image however camera mapping looks better when the image resolution is of a higher quality alternatively you can take your own image and then follow along using that upon downloading our file we want to navigate to where we have saved it and then we want to look at its properties because there are a few properties that we are going to want to remember so go to properties and then details first off we want to know the size of our image as you can see here I've found my size and I want to remember those numbers the next important thing is we want to find our focal length of the camera because we are going to try and match the camera in blender so it's really important to do this step in blender we want to select our camera and then we're going to navigate to the object data of the camera in sure to keep the typist perspective we are then going to change our focal length to match the focal length of our image so in this case 60 millimeters then we're going to go to the output tab and we're going to change the resolution of our render to match that of our source material in this case the mushroom image we're then going to set up our camera we're going to hit 1 on our numpad which is going to set us to our front and then we're going to press ctrl alt 0 my camera is just a bit off-center but that's an easy fix we can just select it press n to bring up our side toolbar and then we're just going to change our location of our camera manually and just set that to 0 for everything except Y let's now go into our camera View mode by pressing 0 on the numpad and then we're going to check background images and add our image now I already had the mushrooms loaded yet as you can see I have now got the mushrooms as a background image in reference to my camera which is really important when we're modeling the basic geometry out for this scene the next step from this would be going into your photo editing software of choice such as Photoshop critter or and then cutting up the image into pieces this is how I set a rate at the image I separated it into three parts a hero mushroom that will be in the forefront the log and the other lush rooms however the two mushrooms on the right I will also treat as hero mushrooms in the modeling stage because they're so isolated from the other mushrooms that are just going to be UV project onto a plane it's okay to leave them in that layer because the geometry shouldn't pick up the other data because there are so many different ways to achieve this in different softwares I'll be going over different methods in different software's in the future however in the meantime I'm just going to ensure a incredibly quick time-lapse of what I did to break up my image in Photoshop but essentially you want to break them up into main elements so for example the log and then a few mushrooms separated I kept most of the mushrooms connected except for the three on the right-hand side but your main tools that you're going to use are your lasso your clone brush or an equivalent of the clone brush and yeah that is essentially yet you want to then export each individuals separated layer out into a file format that can read the Alpha such as PNG and then save them in a directory in which you can have easy access to them our next step is to reconstruct the scene in 3d so we're going to reconstruct the elements that we've already isolated in our photo editing software so in this case the log a few mushrooms a mushroom plate and the background I'm going to be starting off with the log and I'm only going to be using primitives and you really want to keep this as simple as you possibly can so for the log the obvious choice is a cylinder and while modeling I'm gonna make sure that I'm always switching to my wireframe mode so I can see through and as you can see I want to make sure that the bounds of my models outside the balance of my elements so in this case I'm really taking care to make sure that the log doesn't bleed out of the area that I'm designating it for to be projected on to I'm now going to create some loop cuts by pressing ctrl R and then scale them so that they sort of line up with the basic flow of the element that I'm creating in this case the log you can re select an entire loop by pressing alt and then and then clicking anywhere along the path of the loop if your geometry is inside the area that the element is going to be you can always use proportional editing to drag it out so you can press o which will enable proportional editing and then you can just select the vertices and drag it up and use the mouse wheel to change the area of effect if you don't know what proportional editing is I have a tutorial that is under 60 seconds just to get you up to speed so if you would like to watch that first and then come back by all means please do I will have the link for that video in the description for any part of the element that doesn't align to the cylinder or the basic shape that you're modeling for example I've got some Tufts of moss that come up the top you can just add another piece of geometry and then connect that piece of geometry with the cylinder so in this case I'm going to be using a plane and just lining it up to where those Tufts of masa so as you can see there I'm just making sure that the plane is encompassing all that area and in a suitable position on the actual cylinder as to where it would be in the real world now with both the cylinder and the other mesh selected I'm going to press ctrl J to join those meshes together so they now act as one mesh so when then I go to UV unwrap them it will also unwrap that little section there as well okay now let's go on to the three mushrooms that will actually be modeling by hand so that's those three on the right hand side there are a couple of ways that we could approach this we could get another cylinder and then extrude it out along the stems and then cap it off with a half sphere but we could also do something a bit more different and in my opinion a bit easier because that is what we ultimately want to aim for we always want to make our lives a bit easier so what I think we should do is that we should generate the stems using a beveled curve so to start with we're going to left-click left-click not right click left click where we want our 3d cursor to be now that we have our 3d cursor positioned in 3d space we can hide the power log object just to make the workspace a bit more clean you can do that by pressing H and to get it back old H because all the mushroom to the left of these first three on the right an in twining mess of tangled stem I feel that would be easier especially for this example to just project this just to project them onto a curved plane so we're going to make sure that our plane encompasses all of the data that we're going to need [Music] we're going to create a new plane rotate it and then we're going to grab it pressing G and just scale it up and until it covers all the data that we wanted to hold so in this case all of the mushrooms left of the three of the right to make editing this plane a little easier we're going to press ctrl R and create a loop cut in the center if you can't manipulate your vertexes it's possible that you're not in vertex edit mode you can see what type of edit mode you are in via this area here as you can see the vertex edit mode is highlighted and now I can drag individual vertexes so that I can create a nice mask for the data that I'm going to project onto this plane so bringing back the log with alt H I can now see what the plane looks like in reference to the entire home and I can see if there's any points that need to be changed and intersected as you can see there is a few places at the bottom of the plane that are clipping into the cylinder so I need to change this to ensure that I'm getting all the data from the mushrooms so because we're going to be manipulating this element on a y-axis we want to make sure that we're able to see both our frontal view and the side view so we got to split our window up by dragging out a new window then I don't want these toolbars here because I don't need them I've already got them so I'm just going to press T and n respectively to get rid of the toolbars and you can just press those again if you want to reapply them and your cursor has to be in the window in which you want the toolbars to disappear from then we can press the numpad 3 and we'll go into our side view now I have my side view and my front view I can now get to editing these vertices so that they're not clipping through the cylinder [Music] now that our planes all finished up and none of the vertices are clipping through the cylinder at the bottom so that we've ensured that all the data is going to be projected properly onto it we can now move on to creating the three mushrooms on the right-hand side of the image so like before we're going to put our 3d cursor down and then instead of making geometry we're gonna make a curve in this case of Bezier curve so with my Bezier curve I want to rotate it so that the curve is facing upward so give me a nice starting position and then I'm going to control drag it just to drag it up one unit so that my point is on the vertice [Music] now in the object data panel we're going to switch our film mood from half to full and then we're gonna go down to the bevel and just increase that depth by a little bit just so that it's just believing outside of our stem and as you can see our curve has generated a fairly great piece of topology now we can just edit the curve to match the stem and we're going to do this for each of the three stems so I'm going to quickly fast forward this part now so you can see what I'm doing on the front axis and the side axis so you can see how I'm editing both of them at the same time to ensure that I'm creating a naturalistic form that is reminiscent of what the stem would actually look like in real life while editing if we want to increase the scale of a certain point on the curve we can do that by pressing ctrl a now that we've finished the first end we want to move on to the next stem so instead of creating a whole new curve and doing that whole process over and over again what we're going to do instead is we're going to place the 3d cursor or where our next M is and then we're just going to duplicate our first stem and then release it by pressing right click and then we're going to press shift s and selection to cursor so that will snap our newly created duplicate to the point that we've placed the 3d cursor and now we'll just repeat the whole process again [Music] okay now that we've completed our three steps we're going to create the caps now the caps in basic topology forms are essentially just half a sphere so that's what we're going to create we're gonna create a UV sphere and to make this easier on ourselves with our sphere selected we're gonna press ctrl I to invert the selection that will select everything other than the sphere and then we're just going to press H to hide that all now we can jump into edit mode by pressing tab and then we're gonna press Z so that we can see the vertices on the other side and it counts that in our selection I'm gonna press a twice so double tap a then press B to get our box select tool and just drag that out and select it now we can just delete our vertices by pressing X then vertices and now we're left with half sphere so with our top vertices selected we're just going to try and match the basic shape of our first mushroom tap so I'm going to press o to enable proportional editing and you'll know the proportional editing is on because if I just scroll up my screen here you'll see that little flashing icon up there that's a proportional editing icon and if we click that icon we actually give it more options so there is a enabled and a connected option so connect it will only apply the proportional editing to geometry that is connected to the selected piece so very useful if you have multiple pieces of geometry in the same object so with our top vertices selected we're going to press the G and then we're going to drag it upwards now that circle is the area effect of the proportional editing and we can affect that area of effect by scrolling the mouse wheel so I'm just gonna drag that up so it's looking like a basic mushroom now it doesn't match our mushroom exactly but that's okay I'm just gonna drag up the base by selecting alt and then selecting that loop and just bring it out a little bit just so it flares out with our basic shape down I'm going to go out of edit mode and then I'm gonna bring everything back so I can see everything in reference to each other so alt H then I'm going to place a 3d cursor on the first step and then just shift s and selection to cursor and we've basically got our mushroom cap fairly well in the right place now it's just all about editing and tweaking it in 3d space so it's kind of matching up to where it actually is in the image so while we've got our mushroom cap selected we may as well just create the others so same process shift s selection to cursor okay we can see quite clearly that the mushroom caps aren't going to be aligned exactly to the image so what we're going to do is just we're just going to go into each of them individually and using proportional editing we're going to drag out the edges so that they match the basic topology of the actual mushroom tab in the image [Music] so we've finally come to the end of the modeling stage and I would like to end this stage by saying that there is one slight thing that you could do to improve upon this and that would be to isolate the insides of the three mushrooms that we've isolated because as it stands now the inside of the mushrooms are going to be projected onto the backside of the sphere so to make a more accurate projection we would then have to isolate the image further and create a bit more geometry but for the purposes of this tutorial and actually learning the skill that's not relevant as of this moment okay UV unwrapping is going to be a lot more simple than the geometry part so what we're going to do is you're going to open up each one of our geometry so let's start with our plane so tab then press u to unwrap and then we're going to project from view now when we do this we want to make sure that we are in the camera view we can do this by pressing 0 on the numpad or going to view an align view to camera so now that that's done let me show you exactly what we've achieved here so let me open a new window and change that window to a UV image editor then I'm gonna load in our mushroom image and then I'm gonna change the view type from view 2 to UV edit now that has brought up our UV box and as you can see it is in the exact place as our outline is in the 3d view that's because we projected from our viewed which in this case was from the camera and that's where this method derives its name camera projection or camera mapping so if we were to just unwrap this normally this cylinder for example it would look like that but if we projected it now aligned to the geometry that we've already created now let's do that for the rest of the geometry and before we continue on to the next pop I have gotten quite a crucial step and that is the background plate we didn't put a background plate in so we're just gonna create a plane rotate it and then drag that back in y space so we can drag that back pretty far and then just scale it to make sure that its bounds are in the camera and then UV unwrap it as we did all the others okay now let's switch to our shading tab and now we can create our new material so we're just going to selectively how any one will do first because they're all going to be the same so let's just select so the first node that we want to select and bring into our material is an image texture node so we can find that under texture and an image texture alternatively you can navigate your drive using the panel on the left hand side of the screen and then just drag and drop an image texture of your choice into the node area so we're going to plug in our image texture into the base color load input node of our principle be SDF and as you can see there's some pretty harsh geometric shapes on our texture and we can just easily get do that by selecting object and shade smooth the next two shaders that we're going to add are a transparent psdf shader and a mixer then we're just going to plug in how transparent psdf shader into the top input node of our mix shader' and the principal be SDF is going to be in the bottom input node and then we're going to drag our alpha from our image texture and plug that into the factor now as you can see this really horrible plaque distortion on our image and that is where our transparency should be and the reason that this is showing up is because we haven't actually set up our material to read transparency yet so that's the what we're going to do right now so we're now going to navigate to our material tab and under options you're gonna see blend mode and is set to opaque by default but we don't want that we want to set that to alpha clip or alternatively alpha hashed or alpha blend I have a video on transparency in the e V engine on my channel so please consider checking that out as I go into more detail as to how this works and now all that you're gonna do is we're going to do the exact same steps except using the appropriate elements that we've already cut out in Photoshop and we're going to do that for the rest of them so I'm going to speed this up now [Music] [Music] [Music] [Music] [Music] now because we're using a principle BSD f shader the diffuse is going to react to lighting it's going to create shadows now this is great if we're gonna add custom lights into our scene but if you actually want to use the lighting of the image even if we bump up the environment lighting to a pure white we're going to get this really washed out color and it's not gonna look like the image that we have so if I render this out you'll see that it's actually quite pale and washed out so very unsaturated so if we want to have the correct colors from the image in our projection we're going to swap out our principle BSD FS with a shadeless material setup now if you don't know already I have a tutorial on shadeless materials and how to set them up in cycles and evie so please check that out I will have a link to that video in the description but for now you can see what I'm doing here as I create a shadeless material for this first one and then you can just replicate that if you wish and to make my life a little easier I'm actually grouping them together in a node group so you can do this by pressing ctrl G when you have a selection of nodes and that way I'm able to just copy the node group over to each and every one of the materials so it's just a quicker setup feel free to pause the video at any time so that you can follow the reference along or check out my other video on shadeless materials and there we have it we have the colors from the original image so let me just put that original image up on screen now and here's the render pretty much identical and it's in 3d it's a really awesome effect I hope you've really enjoyed and learned many many skills in this tutorial you can now animate the camera and create a scene like this if you've enjoyed this tutorial or have learned something new please hit that like button and if you'd like to see more content like this please consider subscribing and hitting that Bell thank you so much this is Hayden thousand from thousand fantasy comm signing off
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Channel: Blender Tutorials
Views: 65,936
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Keywords: blender, eevee, tutorial, how to, camera mapping, vfx, camera projection, effect, 2.8, 2.80, 2.8 beta, beta, learn, education, blender tutorial, eevee tutorial, how to use eevee, how to use blender, how to camera map, in blender, beginner, b3d
Id: maRi8N1pzVw
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Length: 26min 28sec (1588 seconds)
Published: Wed Jan 02 2019
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