Blender Cycles: Lighting and Rendering Cookbook (Anglais) Broché – 26 décembre 2013
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Description du produit
Présentation de l'éditeur
If you're already au fait with Blender, this book gives extra power to your artist's elbow with a fantastic grounding in Cycles. Packed with tips and recipes, it makes light work of the toughest concepts.
- Get acquainted with the lighting and rendering concepts of the Blender Cycles engine
- Learn the concepts behind nodes shader system and get the best out of Cycles in any situation
- Packed with illustrations and a lot of tips and tricks to make your scenes come to life
Blender provides a broad spectrum of modeling, texturing, lighting, animation and video post-processing functionality in one package. It provides cross-platform interoperability, extensibility and a tightly integrated workflow. Blender is one of the most popular Open Source 3D graphics applications in the world.
Modern GPUs (Graphics Processing Unit) have some limitations for rendering complex scenes. This is mainly because of limited memory, and interactivity issues when the same graphics card is also used for displaying and rendering frames. This is where Cycles rendering engine comes into play. Cycles is bundled as an add-on with Blender. Some of the features of Cycles is its quality, speed and having integrated industry standard libraries.
This book will show you how to carry out your first steps in Cycles - a brand new rendering engine for Blender. In a gradual and logical way, you will learn how to create complex shaders and lighting setups to face any kind of situation that you may find in Computer Graphics.
This book provides information on how to setup your first application in Cycles. You will start by adding lights, materials, and textures to your scene. When it's time for the final render, you will see how to setup Cycles in the best way. You will learn about a wide variety of materials, lighting, techniques, tips, and tricks to get the best out of Cycles. Further on in the book, you will get to know about animation and still shots, and learn how to create advanced materials for realistic rendering, as well cartoon style shaders.
This cookbook contains a wide range of different scenes, proposed in a structured and progressive order. During this journey, you will get involved in the concepts behind every step you take in order to really master what you learn.
What you will learn from this book
- Understand how to use the node editor
- Learn to create your first material in Cycles
- Light a scene in Cycles
- Deal with animations in Cycles
- Design complex shaders and lighting setups
- Get the best out of your renders thanks to Cycles render passes
- Create complex realistic shaders using advanced techniques
An in-depth guide full of step-by-step recipes to explore the concepts behind the usage of Cycles. Packed with illustrations, and lots of tips and tricks; the easy-to-understand nature of the book will help the reader understand even the most complex concepts with ease.
Who this book is written for
If you are a digital artist who already knows your way around Blender, and you want to learn about the new Cycles' rendering engine, this is the book for you. Even experts will be able to pick up new tips and tricks to make the most of the rendering capabilities of Cycles.
Biographie de l'auteur
Bernardo Iraci was born in Livorno, Italy in 1985. He followed a standard education career until he graduated in Economics in 2009. He always had a great passion for computers, especially gaming. During the latter part of his studies, he also developed a passion for 3D graphics, and this soon became the main focus of his career. It was at this time that he came to understand that his passion was the most important thing to pursue, more important than even attending university.
Even though Bernardo later participated in various online courses teaching the different aspects of computer graphics, he has been largely self-taught. In 2010, he moved to Warsaw, Poland, where he was finally able to start working full-time in computer graphics as a 3D generalist in the field of movies VFX and advertisments. He also started work as a freelancer.
Bernardo constantly works to improve his skills and knowledge about computer graphics and thinks that this is the only way to keep pace with this field. When he is not busy with graphics, he likes to travel, watch movies, and play the guitar.
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Commentaires client les plus utiles sur Amazon.com
$45 bucks is way too much to pay for something with unreadable images.
You have to be at the computer with a blend open to use most of the book.
The physical book is a disaster.
Like another reviewer, I feel badly for the author, Bernardo Iraci. All this is _not_ his fault -- he seems to know exactly what he's doing and his writing is quite clear to me. My two-star review would have been four or five stars if the physical book had been usable.
Bottom line if it was cheaper or if it had more readable images i would recomend without doubt
So first up, what is this book about. From the title you would assume that it focuses on lighting and rendering, and while those topics are discussed in detail, the primary focus is actually on creation of materials that render well in specific lighting conditions. Which on further thought, actually makes sense. Materials, lighting and rendering need to all work together for a polished look.
Now that we know what main topics are being discussed, here is a quick look at the table of contents so you can see what type of lighting situations are covered.
Chapter 1: Key Holder and Wallet Studio Shot
Chapter 2: Creating Different Glass Materials in Cycles
Chapter 3: Creating an Interior Scene
Chapter 4: Creating an Exterior Scene
Chapter 5: Creating a Cartoonish Scene
Chapter 6: Creating a Toy Movie Scene
Chapter 7: Car Rendering in Cycles
Chapter 8: Creating a Car Animation
Chapter 9: Creating an Iceberg Scene
Chapter 10: Creating Food Materials in Cycles
Purchase of this book of course comes with downloadable project files. There are two blend files for each chapter, one project blend ready for you to use as you follow along and a finished result blend that has all the materials and lights set up. The project blend contains all the models needed to complete each "recipe". All the models are saved with any needed UV maps, Vertex Groups, etc. already set up. Leaving you to focus on the topic at hand.
The files are valuable resources both for the models and all the materials and lights. There is also a texture folder filled with all the needed texture images for each project as well as an "Additional Materials" blend that contains materials not covered in the recipes for you to use and study.
The layout of the book is Packts' familiar "cookbook" format. Each chapter has a short introduction, the "recipes" which give a step by step breakdown and then the "How it's Done" sections where further explanation is given.
So now we get to the part you all really want to know. How good is it?
Well, like most things in life, there are some good things and some not so good things about this book. Let's tackle the not so good first and get it over with.
The Not So Good
Over the years I have read a great many computer/software books. When it comes to the editing of these books I am fairly tolerant of editing mistakes, because I know how easy it is to miss the occasional mistake here and there. Grammar, minor spelling and editing errors don't get me wound up and more often than not, when reviewing these books I only mention such errors briefly if at all.
That being said, Blender Cycles: Lighting and Rendering Cookbook suffers from not just a few editing errors, but enough errors that it does make the book considerably more difficult to follow. There are awkward passages that don't make sense on first reading (or even several readings), spelling mistakes, missing steps in the recipes, with the biggest problem being the mismatched file names for models/objects and image textures throughout the entire book.
Using Cycles is not difficult, but it can get complicated rather quickly with nodes connecting in everywhere, so having to stop and figure out what files, objects or textures are supposed to be used at any given point as well as the missing step here and there, makes a complicated subject just that much more difficult.
After reading the "not so good", you are probably wondering what was good about this book, and there was still quite a bit of good to be found.
Bernardo is actually quite knowledgeable when it comes to how to set up materials, lighting and rendering in cycles. Something that is obvious from the finished materials themselves as well as in the "How it is Done" sections after each set of recipes. Between the individual materials, lighting set ups and rendering settings, there is an amazing amount of information to absorb.
The materials and lighting setups are not only useful as they are, but also as a jumping off point for your own experiments and exploration. I learned a great deal about what was possible in Cycles as well as how it all worked together. In fact there were a few recipes I have noted for future projects of mine that will be very useful.
One of the things I did enjoy most about the book was the variety of materials that were covered. These are not your simple "make it red and shiny" materials, these are useful and adaptable with built in controls for fine tuning the material to your needs.
So there it is, the good and the not so good. With one remaining question to be answered. Would I pick this book again knowing what I now know about it?
The answer is quite likely, and here is why.
1. I actually like a challenge, and while this book was difficult (okay some sections were more than difficult) and I wouldn't recommend it to beginners, it was not impossible and I think I may have ultimately understood more because I did have to work at it. Yes I know, I am seriously weird that way. :P
2. The book covers a lot of really nice materials with good explanations of why things work. I like knowing why. :)
One final thought
This book contain a lot of information, but be prepared, you are going to have to work for it.