I Found 8 POWERFUL Blender Tips you've never heard of

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blender is a 3D software unlike any other and allows you to do hundreds of different things whether that's remaking a scene from your favorite game simply becoming good enough to find a job or animating a character for personal use whatever it may be I like to share useful tips that can help you on your blender Journey so if that sounds interesting to you this is episode number five of things you can do in [Music] blender have you ever wanted to combine your 3D models with real footage and blender here's how to do it in a blender scene with the object you want to integrate entered add in a camera go to constraints and add a track to constraint ass set your object to be the Target now with the camera selected go to the object data properties enable background images and open up the image you want to use as the background set the opacity to one and at this point we need to start aligning the camera because the camera used a certain focal point it's important to mimic this as best as possible if you used a DLR camera for shooting this photo a lot of the data gets transferred over and you can find this in the details for the image for example this is the focal point and this is the depth of field f- stops in blender select the camera and copy the focal link now it's the moment where we need to align to the Grid at this point you want to rotate your camera and because you have to track two constrained it should rotate pretty easily and I think this is pretty decent once you're happy go to the constraint and press crl a while hovering over it to apply all of these settings to the camera and this is now permanent rotation and location data you can always zoom in more and change the way things look after but don't change the rotation anymore you can also check check this by moving your object along the X and Y AIS and you'll see that it usually aligns pretty well with wherever your ground plane is and I'm going to add in a plane This Plane should be below the character and slightly skilled up you can also see that this plane is now properly aligning with the desk as well let's go into rendered View and let's add in a light to mimic the way this window behaves I'm going to add in an area light put it somewhere over here have it Shine towards our character here scale it up and give it a lot more strength next up you want the en enironment lighting to be the same color as the environment in this photo so in the world properties go over to color select it and select one of the colors that's pretty dominant in this image as you can see in a lot of this areas where there's bounce lighting a slightly bluish tone is not uncommon so I'm just going to select this color in the image here and set the strength to be about .5 now select your plane go to the object properties into visibility and enable Shadow catcher this will already do a little bit of something but as you can see we can still not see the actual desk below this at this point go to the render properties down to film and make sure you enable transparent and now we actually get a perfect Shadow from our character which is aligning with our desktop here this is already looking amazing but we can make it look even better by doing a few more things we want to create some more bounce lighting that actually mimics the way this image looks so we're going to take this plane here take the edge which is furthest from our camera extrude it upwards and move it a little bit to the back let's take this over to shading and in this case create a material for this ground plane so hit contrl T which is a node Wrangler shortcut and open up the image that you already entered in blender you want to change our texture coordinate from UV to window now it seems like this doesn't do anything but if you disable the shadow catcher you can see that the image is now perfectly aligned with the image in the background of our camera here the only thing we need to change is this principal bsdf which should be removed and replaced with a diffuse bsdf so we don't get any weird artifacts or shading things just enable Shadow catcher next and transparent if you then hit render you'll see that you only get the character you have everything then work in compositing use the following notes setup to combine your footage with your 3D model now let's see the final result [Music] nice the free built-in tissue add-on is one of the most powerful ones blender has to offer so go to preferences add-ons look up tissue and enable the add-on it's one of the most versatile add-ons that blender has and I've created some great examples to Showcase what you can do with it the first is a phase with several subdivisions and what this will do is it will distribute this geometry over here it's just some random geometry that I made across all of these faces here select the geometry shift select the face and hit tesalate now click okay and it automatically distributes all these things across all of the faces if we now go to the object data properties there's this tissue tesalate tab now we can for example use tries or fans to create some really cool patterns as well this is one option and the cool thing is this is completely n destructive because if I take this face and I edit for example I can then go back to our tessellation here and I can change this and there you go completely respects the new geometry here's a slightly more advanced example so this is a basket weave pattern that I made and this is our basket again I can take this pattern then select the basket over here and just hit tesalate and now you can see we have a perfectly woen basket the final example is for clothing so if we take this Spike here we select our garment and we hit tesate okay we'll get all of these cones everywhere what's even better is we can specify where we want these so let's just hide our desolation here select our object and let's select some faces for example this shoulder bit would be a cool part to have the spikes on tap out of edit mode select our tessellation object in the selective tab we can click on selected faces this will make sure the spikes only appear wherever we had selected faces on our original mesh which is a great way to add some little details like skilles or spikes horns whatever you want on clothing garments or other [Music] objects if you ever have a highdensity piece of geometry that you want to stick to a surface perfectly this is the way to go about it so in this scenario I have a highdensity mesh object which I want to stick to this curved panel in the back here in this case the process is fairly straightforward but it's not what you might think usually people would go and add in a shrink wrap modifier select that as a Target and then it starts moving all the vertices to the Target now as you can see this creates quite a mess because it just flattens everything and that's not the result that we're going for instead what we need to do is we go shift a and add in a lattice object let's go into front view here and scale up the lattice to be you know slightly bigger than the highight density geometry that we have here now open up the lattice menu which is part of the object data properties on the right side and let's specify the amount of resolution that we need usually something like 10x 10 works so we can just go and fill in 10 for everything now but we don't want all this geometry on the Y AIS so in this case the vxs I'm not sure why they rename them for this lce modifier can be just one now let's align this to the back of our object like so and it this point we select the high density geometry the lattice hit contrl P to parent and set it to object keep transform now select the high density geometry go into modifiers and add in a lattice modifier set the lattice as to Target from this point on if we edit that we should see that formation happening on our highdensity geometry mesh next we want to stick the lattice to the panel and in this case we are using a shrink rep modifier because it now doesn't matter if it flattens out so add in a shrink rep modifier set the target to be the panel and immediately you'll see we now have deformed our high density geometry to stick to the panel in this case using both the target normal project option is a very valid option where you sometimes do need to change the scaling to properly match the geometry after moving your lattice another option would be to use the project function in which you need to specify the correct AIS in this case it would be the y1 and you can then move your geometry anywhere as well it can create some issues when you move off too far to the back though having said that you have now created an easy way to deform highdensity geometry which will now respect its original look and still wrap perfectly around basically any object in blender as long as you have enough resolution on your lattice being a 3D artist is a job that relies heavily on time management beating procrastination and organizing all the tasks you have to do and just like a ton of other creatives I'm notoriously bad at doing these things so a while back I took a class on maximizing my productivity and organization through a free tool called notion this class by YouTube Legend Ali abdal has helped me understand and use notion to my benefit where I'm now basically able to run my entire business through my notion Hub I actually found this class over on skillshare the sponsor of this video and it has helped me be more productive even in just organizing my blender projects if you're not like me and you've got your professional life on the tracks skillshare not only offers thousands of classes on whatever topic you may like but it also has over 600 blender classes available even better they just launched a learning path series for blender with Derek Elliot which will help take you from complete beginner to making your first professional product animations and when you're done with that there's also learning paths for photography graphic design setting up a business marketing and tons of other skills that you might want to learn so whether you just want to watch our of blender classes or need to streamline your day-to-day tasks skillshare has got you covered because they just hooked me up with an awesome offer for you the first 500 people to use the link below will get a one Monon free trial of skillshare now that sounds like a lot but these do tend to go out quickly though so make sure to get your free month while you can if you're doing products in blender one of the most important things you can add to get a realistic look is anisotropic metal or brush metal looks and it's actually really simple to do using blender's new principled bsdf node in 4.0 and up adding a new material set the base color to be medium gray make it fully metallic and set the roughness to 0.1 open up the specular Tab and set anisotropic to B1 now let's add in a tangent node and plug that into the tangent of the specular tab this will let you set the direction for the inotropic rotation and I like to leave it on Z for this object in particular as you can see changing the anisotropic rotation changes the way the light behaves for the brush look let's add in a bump Noe connect that to the normal of the principal PDF add a noise texture plug that into the height set the scill to be a large number like 200 set the distance to 0.1 and set the strength to 0 2 now take a vector math node set it to distance connect that to the vector of the noise texture and take a texture coordinate node and use generated coordinates to plug into the distance value Now set all the values to 05 and there you have it you now get the perfect brushed metal look inside a blender so make sure to add this material into your product renders to spice it up and take it to a higher level than it was before there's two ways to create pipes in blender the first is by using a cylinder you can just extend a cylinder like this extrude it but once we get to Corners Things become a little more tedious what I used to do is I would extrude rotate extrude rotate and in this way sort of create the bend that I needed for the pipes now I just found out there's a way easier way of doing this if we just select this face still and we use the spin tool here we can rotate this face by shift clicking on all the AES we can make sure that we can use all of these now if we just rotate you'll see that it's rotating however it's using our 3D cursor in the middle here as the pivot point so we need to move this by shift right clicking somewhere on your grid and now this will work work a lot better you can hold control to make sure that it snaps to the git and get that perfect 90° or 180° angle again extruding align to grid move 3D cursor and repeat this way we can very easily create pipe shapes which we can use in our project method number two is completely different this relies on using an actual single vertex you can add them in if you have the extra mesh add objects and we can extrude this single ver along any axis that we want again creating a basic shape for our pipe model here we can then hit a to select everything control shift B to Bevel vertices and then scroll wheel up to generate the bend that we want now with the line created hit F3 type in curve and object convert to curve this is now a curve and we can go to the object data properties to generate the mesh in this geometry tab enable the bevel and give it a depth there's one small problem though if you want to change how the pipe looks because you can no longer bevel these points very easily and it will create weird shapes when you start extruding these instead what you need to do is disable the bevel again tap out of edit mode F3 and in this case type in mesh now you can convert it back to a mesh and repeat all the steps that you did before glass dispersion is one of those things that looks very very cool in 3D and is very heavily used in these types of stylized glass renders you see online now it's actually not that hard to do and it only requires nodes to create this material so let's open up a shading window create a new material for our object here remove the principal bsdf and create the glass dispersion Shader we're going to start out by using a mix Shader and plugging that into the material output the bottom input of this mix Shader will be a glass bsdf with the proper I of 1.5 and the roughness can be .1 just because it looks slightly better than using a fully reflective glass material if we now set the factor of the mix Shader to one we can see our glass material is here the top Shader in this mix Shader will be a combination of multiple refraction bsdfs so let's add in a refraction bsdf and duplicate it two times these refraction nodes will serve as the refraction for each individual color which happens when light passes through glass and disperses to combine these three refraction nodes we're going to use add shaders so select the top node take the bsdf output click and drag and add a add Shader node combine with the middle refraction bsdf and combine with the bottom refraction bsdf now take this final add Shader output and plug this into the mix Shader for the colors we're going to use three different colors or RGB values so click on the color go to RGB and in this case let's start with red so disable the green and blue let's not do the same for the green and blue values now currently we're not seeing the refraction bsdf at all because our mix Shader is set to one set it to zero to see the refraction values this is now black because it's outputting the red green and blue channel on the same I values I like to start by taking the middle value and putting in the correct glass I of 1.5 then we can take the red one and set it to 1.4 or 0.1 less which immediately will start creating this cool dispersion effect if we then take our blue value and set it to 1.6 we now get all three colors separated into different refraction values creating this cool look now we need to combine this with a glass Shader using a factor that works instead of using a manual value we're going to use a Fel node and a color Ram so let's take a Fel node and use this as the I to drive the factor again we can set this to 1.5 for the proper glass I and finally we can take a color ramp to dial in these values and make it slightly more interesting to look at I think something like this usually works pretty well but it's up to you to decide on the final values and there we have our final glass dispersion material there's one thing to note here light and the environment are very important for the final result in this case I have a sphere in this scene which is covering our object here and has a black material but it's said to be invisible to the camera so it only shows up as Reflections to the object and I also have two area lights with very bright white values making sure our object is well lit finally the background is also white and we can change this value prefer to decrease or increase the look of this scene this basic Shader setup will do a lot of the work for you and is pretty much good enough in a lot of situations now like probably many of you I used to model stairs like this first of all I took a cube placed it where it needed to be made sure it had roughly the right size and at this point I would add in Loop Cuts take the segments alt e to extrude manifold and extrude these down individually until it started looking something like a stair which was quite annoying to do in a very manual process now I've recently learned there's a way easier way of doing this involving the bevel tool select the edge to Bevel hit contrl + B and left click to confirm Now open up the bevel menu at the bottom left here and change the width type from offset to depth now instead of using the super ellipse profile type we'll use the custom profile type in here you'll find several presets including steps so make sure to use steps and increase the segments until the steps pop up and work you shouldn't see any of these interior lines as you've probably gone too far at that point now we can change the width value here to generate the steps that we want if at some point we want more steps we can always increase the segments then reset our preset to default and then go back to steps to get more steps now this is a very quick and easy way to generate steps for basically any model you're working on when you're modeling it's not uncommon for you to need to create a hole in a model so here's various different shapes ranging from simple to complex and how to create holes in them number one is a plane which if we just subdivide it several times we can go into face select select a bunch of faces and create a hole out of these to do that we'll need an add-on called Loop tools so go into preferences add-ons and make sure to look up Loop tools and enable that now we can just right click on these selected faces go to Loop tools and choose Circle if we then remove these faces take all the other ones and extrude it we now get a perfectly circular hole inside of a square like shape our second example is a more complex shape with a curved UV sphere surface in this case if we go into front view into wireframe we can select a couple of faces like this which will automatically select them on both sides again right click Loop tools and choose Circle this will now create two circular shapes and if we right click once more go into Loop tools and choose bridge this will create a perfect circular hole likee shape inside of a curved surface like a UV sphere alternatively if you want to make an indent instead of a full hole just select one side use Circle again with right click and in this case just extrude inward like so the third example is even more complex with a cylinder shape which doesn't have quad topology now for example this top and bottom pH which are Eng gons we can simply inser and again right click Loop tools and Bridge to create a tube like shape out of this cylinder if we then want to add in a hole going from this surface to this surface we need to do a few more things let's begin by adding in Loop Cuts both on the outside and on the inside and selecting all four of these edges now we can simply skill these on the Zed axis and move them up so we get sort of square faces wherever we want these on our cylinder shape now let's select one face on the outside and one face on the inside let's make sure these are matching up on the opposing sides and if they are then we're good to go with the fa is selected let's hit I to inser it and again choose right click and Bridge to create a in this case Square Gap add in additional Loop cuts on each individual axis take these two shapes here go into loops and circle and we now have the geometry to actually achieve that circle look finally when dealing with really complex geometry booleans are your friend so in this case I have two earbuds which need to be cut out perfectly from this case shape so let's put these inside of our case shape and Boolean these out to do that we'll enable an add-on called bull tool select one of the earbuds shift select the case and control minus to do a difference Boolean cutting out the earbud shape perfectly from the case let's repeat that with the second earbud contrl minus and you'll notice it's not doing anything and that's because both of these booleans are using the exact sufur change both of these to Fast and the issue should be fixed now I want to point out that a lot of these tips I got from you guys and if you keep on sharing these in the comments I can make sure to put them in next videos and share them with the community so other people can see the amazing tips that you guys have now if you want to learn some more blender tips make sure the watch this video next
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Channel: Kaizen
Views: 81,784
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Keywords: blender tips, blender 3d tricks, glass dispersion blender, brushed metal material, glass dispersion material, how to make stairs in blender, VFX in Blender, combine photo with 3d model, deform mesh in blender, cut holes in blender, how to cut holes in meshes, things you can do in blender, what can I do in blender 3d, what to do in blender
Id: Kw-RRyAXumc
Channel Id: undefined
Length: 20min 5sec (1205 seconds)
Published: Wed Mar 20 2024
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