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  • Book Overview & Buying Taking Blender to the Next Level
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Taking Blender to the Next Level

Taking Blender to the Next Level

By : Ruan Lotter
4.6 (5)
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Taking Blender to the Next Level

Taking Blender to the Next Level

4.6 (5)
By: Ruan Lotter

Overview of this book

If you're ready to start exploring the more advanced workflows and processes in Blender to create intricate 3D models, then Taking Blender to the Next Level is for you. This book focuses on a few different VFX-related workflows such as geometry nodes, organic modeling, 3D camera tracking, photogrammetry, sculpting, compositing, and physics simulations. You’ll learn how to use geometry nodes to create dynamic motion graphic scenes as well as perform 3D scanning of real-world objects using photogrammetry. You’ll also find out how to model, rig, and animate your own 3D characters from scratch. Next, you’ll progress to using simulations to break objects apart and then use cloth and hair simulations to add realism to your 3D creations. Finally, you’ll go over the final render settings and export your 3D animation masterpiece as a video. By the end of this Blender book, you’ll be able to model your own 3D characters, objects, and landscapes; rig, animate, and texture your characters; 3D track live-action footage; and composite your 3D characters into live-action scenes.
Table of Contents (19 chapters)
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1
Part 1: Modeling, Materials, and Animation Workflows
10
Part 2: Let's Do Some Physics
14
Part 3: Match Moving and Compositing

Chapter 2: Creating a Motion Graphics Scene Using Geometry Nodes

In this chapter, we're going to build an exciting motion graphics scene using mainly Geometry Nodes and some other modifiers. You will learn how to use multiple Math nodes to manipulate attributes, and we're also going to create our own attributes. Additionally, you will learn how to output certain values back into the modifiers panel. This is so you can make adjustments to your creation quickly and easily without going into the Geometry Node Editor. Let's get started.

In this chapter, we'll cover the following main topics:

  • Creating a more interesting instance object
  • Using an empty object to calculate the proximity between each instance
  • Using proximity data to modify any attribute value
  • Exposing certain values in the modifier stack by using inputs
  • Adding keyframes to animate our scene
  • Adding materials to our scene

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