1st Edition

Blender for Visual Effects




ISBN 9781498724500
Published May 26, 2015 by A K Peters/CRC Press
164 Pages 212 Color Illustrations

USD $44.95

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Book Description

Bringing concrete examples from industry to light, this book explains how to use Blender to create visual effects for video/film production. It supplies readers with a practical way to learn how to use Blender’s tools across a wide range of scenarios in video/film production, including setting up cameras on a stage, lighting, and other production processes.

Maintaining a focus on composition, the book not only explains how to use the most common tools, such as tracking, rendering, and compositing, but also explains how to deal with software limitations and sort out problems.

Since the best way to learn something is with a practical example, this book follows one of the author’s own projects, starting with how to prepare the elements that will be needed later on. The example illustrates how to use Blender tools and features for scene tracking, setup, rendering, masking, and other post-production functions—from start to finish in a professional workflow.

The book examines all the compositing nodes that can be used in Blender. It details time-saving tips, features such as the motion tracker, and rendering techniques so readers will have enough information to accomplish the most common tasks encountered in the creation of a professional visual effects composition.

By following the example project presented in the book, you will gain the practical understanding required to use Blender’s tools in the most common scenarios in video/film production. You will also gain industry insights into the limitations of the software and how to sort out the problematic scenarios that may come up through the various stages of your project.

Table of Contents

Problem Definition
Introduction
Approaching the Task
Additional Materials
Summary

Preparation
Getting Ready
Setting up Blender
Shooting
Calibration
Summary

Tracking
Basics of Tracking
Preparing the Footage
Working with the Tracker
Calibration inside Blender
Placing the Marks
Solving the Tracking
Applying the Solved Camera
Plane Track
Summary

Scene Setup
World Creation
Setting up Elements
Lighting
Summary

Rendering
Internal Render vs. Cycles Render
     Internal Render Pros and Cons 
     Cycles Render Pros and Cons
Rendering with Layers
Understanding the Render Passes 
     Combined (RGBA) 
     Depth (Z) 
     Ambient Occlusion (AO)
     Shadow 
     Vector 
     Normal 
     Object Index
     Material Index 
     UV
Formats 
     Basic Channel Format 
     Multichannel Format
Render Settings 
     Render Device 
     Dimensions 
     Sampling 
     Light Paths 
     Film
Overscan
Summary

Masking
Starting to Mask
Clean Plate Preview
Refining the Mask
Tracking the Mask
Frame-by-Frame Painting
Summary

Compositing
First Steps
Nodes Overview 
     Inputs 
     Render Layers 
     Image
     Texture 
     Value 
     RGB 
     Time 
     Movie Clip 
     Bokeh Image 
     Mask 
     Track Position
Outputs 
     Composite 
     Viewer 
     Split Viewer 
     File Output 
     Levels
Layout
     Frame 
     Reroute 
     Switch
Group
Distort 
     Translate 
     Rotate 
     Scale 
     Flip 
     Crop 
     Transform 
     Displace 
     Lens Distortion 
     Map UV 
     Stabilize 2D 
     Movie Distortion 
     Plane Track Deform
     Corner Pin
Matte 
     Difference Key
     Color Spill 
     Distance Key, Chroma Key, Color Key, and Channel Key
     Keying 
     Luminance Key 
     Double Edge Mask 
     Keying Screen 
     Box Mask and Ellipse Mask
Converter 
     Combine and Separate (RGBA, HSVA, YUVA, YCbCr) 
     Alpha Convert 
     Math
     ID Mask 
     Set Alpha 
     RGB to BW 
     ColorRamp
Filter 
     Filter 
     Blur 
     Directional Blur
     Bilateral Blur 
     Vector Blur
     Dilate/Erode 
     Inpaint 
     Despeckle
     Defocus 
     Glare 
     Bokeh Blur 
     Pixelate 
     Sun Beams 
Vector 
     Normal 
     Vector Curves 
     Normalize 
     Map Value 
     Map Range
Color 
     RGB Curves 
     Mix 
     Hue Saturation Value 
     Bright/Contrast 
     Gamma 
     Invert 
     AlphaOver 
     Z Combine 
     Color Balance 
     Hue Correct 
     Tonemap 
     Color Correction
Compositing the Scene
Film Grain 
     Fake Grain 
     Real Grain
Vignetting
Preview
Rendering Limitations
     Depth Pass 
     ID Passes
Final Notes
Summary

Index

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Author(s)

Biography

Sam Vila earned a filmmaking certificate from the London Film Academy in 2006 and other degrees from different schools for film editing, camera operation, Steadicam operation, and postproduction.

He has been progressing in his career as a filmmaker and visual effects artist by participating in several productions not only for television but also for feature films.

Currently Sam Vila is working as a visual effects artist in Los Angeles, California, using Blender as the main tool to generate all the visual effects on a daily basis.

His experience includes five feature films and several short films usually as a visual effects artist. With several years of experience creating 3D content, he has wide-ranging knowledge of many well-known 3D software programs, and he has engaged in professional collaborations with companies such as NVIDIA and OTOY (Octane Render).

He is also a co-founder of Los Angeles Blender Group and a very active member of the Blender community.