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What Is Blender Software



< Blender 3D: Noob to Pro

Jul 06, 2020 The good news is, you can download Blender 3D for free and use it to practice creating computer graphics and animation. The bad news is, like most computer graphics software, Blender 3D is pretty complicated and takes a lot of practice to learn and master. The basics are pretty easy to learn.

previous module:
'Unit 1: Knowing Before Making'
• Table of Contents
• Glossary
next module:
'3D Geometry'

In this module, you'll learn what Blender does, both in terms of the product (images) and the process (3D modeling).

Blender is a free software package for authoring 'three-dimensional' (3D) graphics (also known as computer graphics or 'CG'), including still images, games, and video.

  • Blender is the open-source software for 3D modeling, animation, rendering, post-production, interactive creation and playback. It is available for all major operating systems under the GNU General.
  • Introduction to Blender Tools. Blender Tool is a 3D computer graphics software which has all the toolset required for creating, modifying animated films, visual effects, arts, 3D printing models, interactive 3D gaming models and all this for free, yes Blender tool is an open source 3D Graphics software available in the market.
  • Blender is an open source software for 3D modeling, rendering, animation, post-production, interactive creation and playback. Available for Windows, Linux, Irix, Sun Solaris, FreeBSD or Mac OS X.

While the end-product of most Blender projects is a two-dimensional (2D) raster image on a flat surface (be it a monitor, movie screen, or sheet of paper) except for Head Mounted Virtual Reality applications, the images are said to be '3D' because they exhibit the illusion of depth. In other words, someone looking at the image can easily tell which parts are meant to be closer and which are farther away.

An Example[edit]

Here's a realistic still image that was authored with Blender.

'A Lonely House', by Mayqel

Look closely at the building.

  • Because it is obscured by the building, you can tell that the tree-lined hillside is behind the building instead of vice versa.
  • The way the top and bottom edges of the front wall appear to converge toward the base of the tree allow you to judge the angle between the front wall and your viewpoint.
  • Your brain interprets dark portions of the wall as shadows, allowing you to estimate where the light is coming from, even though the sun is outside the frame of the image.

While an illusion of depth can be authored by hand with 2D graphics software (or a paintbrush!), Blender provides a much easier way.

It's likely that the lonely house never existed outside of the artist's mind. Instead of building a big set on a rural lot in Germany, waiting for the right light, and photographing it, the author built a scene in a virtual 3D world—one contained inside a computer. This is called CGI (Computer Generated Imagery). He or she then used Blender to render the scene (convert it into a 2D image). You can view more of what Blender can do at the Blender gallery: http://www.blender.org/features/

Steps in the 3D Production Process[edit]

To produce an image like the one above involves two major steps to start with:

  • Modelling, which is the creation of your miniature 3D world, also known as a model or scene. This involves defining the geometry of the objects, making it look like they are made out of particular materials, setting up the lighting, and defining a camera viewpoint.
  • Rendering, which is the actual generation of the image of the world from the viewpoint of the camera (taking a 'photograph' of the scene, if you like), for your audience to enjoy.

3D is often used to produce not just single still images, but animations as well. This requires some additional steps:

  • Rigging — setting up a rig, namely a way of deforming (changing the shape of) a character in various repeatable ways to convincingly mimic joint movements, facial expressions and other such actions of real-life people or animals.
  • Posing — choreographing the positions of the objects and their parts in the 3D scene over time, using the previously-created animation rigs
  • Rendering now involves creating a whole sequence of frames representing movement over time, rather than just a single still frame.

But that's not all. There are frequently additional processes to embellish the results of the above, to make them look more realistic:

  • Sculpting — a more organic form of modelling objects by shaping them as though they were made out of clay. This produces more complicated, irregular shapes which mimic real objects found in nature, as opposed to clean, simple, geometrical ones which mostly only exist in the world of mathematics.
  • Texture painting — You're probably familiar with programs that let you paint an image on a 2D digital canvas. Such programs are commonly used in 3D production, to create textures which are 'wrapped' around the surfaces of 3D objects to give them a more interesting appearance. 3D programs also often allow direct painting on the surfaces of those objects, so the effect of the design can be observed immediately, instead of having to go through a separate paint-on-a-flat-surface-then-wrap sequence of steps.
  • Physical modelling — simulating the behaviour of real-world objects subject to real-world forces, for example hard balls colliding, soft cloth draping itself over an obstacle under gravity, water flowing and pouring. Mathematical formulas are available for these that give results very close to real life, all you need is the computing power to calculate them.
  • Motion capture, or mocap: producing convincing animations, particularly ones that look like the movements of real people (walking, running, dancing etc) can be hard. Hence the technique of capturing the motions of live actors, by filming them with special markers attached to strategic points on their bodies, and doing computer processing to track the movements of these markers and convert them to corresponding movements of an animation rig.
  • Compositing — this is where 3D renders are merged together with real photographic/live-action footage, to make it look like a rendered model is in the middle of a real-world scene, or conversely a real live actor is in the middle of a rendered scene. If done with proper skill, in particular due care to matching the effects of lights and shadows, the viewer becomes unable to tell what is real and what is not!

And just to add another complication to the mix, there are two kinds of rendering:

  • Real-time rendering is rendering that has to happen under tight time constraints, typically for interactive applications like video gaming. For example, most gamers expect the screen to be updated 60 times per second in order to render smooth motion and respond quickly enough to player actions. These time constraints impose major limitations on the kinds of rendering techniques that can be used.
  • Non-real-time rendering is where the time constraints are not so tight, and quality is the overriding factor. For example, when producing a single still frame, it may not matter so much that it takes minutes or hours to do so, because the beauty and detail of the final image is worth it. When rendering a Hollywood-quality movie, it may still take hours per frame, but the use of a renderfarm of hundreds or thousands of machines, all working on different frames at the same time, allows the entire sequence to complete in just a few weeks.

But wait, there's more: There are also some areas, which might be considered to be stepping outside of traditional 3D production work, where Blender provides functionality:

  • Video editing — having rendered your animation sequences and shot your live-action footage, you will want to combine them in a properly-timed linear sequence to tell a coherent story.
  • 3D printing — Though still in its early days yet, many people are already experimenting with creating objects using 3D printers. The shape data may be obtained from real objects with 3D scanning, or it may be created from scratch using 3D modelling, or you can even combine both processes.

Blender is a capable tool for every single one of these processes. There's quite a lot there, isn't there? But don't be too intimidated: this Wikibook will take things step by step, and you will be able to produce some fun stuff from early on.

Additional Resources[edit]

  • 3D rendering at Wikipedia.
  • Comparison of 3D computer graphics software at Wikipedia.
  • Computer-generated imagery at Wikipedia.
  • Depth perception at Wikipedia.
previous module:
'Unit 1: Knowing Before Making'
• Table of Contents
• Glossary
next module:
'3D Geometry'
Retrieved from 'https://en.wikibooks.org/w/index.php?title=Blender_3D:_Noob_to_Pro/What_Blender_Can_Do&oldid=3697060'

When it comes to Blender, you can save time in many ways. Memorizing common mouse actions and numeric keypad hotkeys in Blender or common keyboard hotkeys in Blender's 3D View help you work more efficiently in Blender. If memorization isn't your thing, you can even print lists of these mouse actions and hotkeys and refer to them whenever you need to.

Common Mouse Actions in Blender

Blender makes it a point to use as many buttons on your mouse as possible. You have five fingers; you may as well get full use of them. This table gives you some of the most commonly used mouse behaviors.

ActionResult
Left-clickSelect
Shift+left-clickAdd to selection
Ctrl+left-click (edit mode)Remove from selection
Left-click+dragBox selection
Alt+left-click (edit mode)Edge/Face loop select
Middle-click+dragRotate view
Shift+middle-click+dragPan view
Ctrl+middle-click+dragZoom view
Right-clickContext menu

Common Numeric Keypad Hotkeys in Blender

The numeric keypad gives you a high-speed means of navigating the 3D View in Blender. The following table explains some of the more useful and common hotkeys that involve the numeric keypad. (Note: If you're using a laptop that doesn't have a numeric keypad, you can enable the Emulate Numpad check box in the Input section of User Preferences and use the numbers along the top of your keyboard instead of the numeric keypad.)

HotkeyDescription
1Front view
Ctrl+1Back view
2Rotate view up
Ctrl+2Pan view up
3Left side view
Ctrl+3Right side view
4Rotate view left
Ctrl+4Pan view left
5Toggle perspective/orthographic view
6Rotate view right
Ctrl+6Pan view right
7Top view
Ctrl+7Bottom view
8Rotate view down
Ctrl+8Pan view down
9Redraw screen
0Camera view
Ctrl+Alt+0Set camera to viewport
/Toggle local view
. (dot/period)Zoom on selection
+Zoom into view
Free animation software blender

Common Keyboard Hotkeys in Blender's 3D View

Blender is designed to be used with one hand on the keyboard and the other on the mouse. Nearly every key on a standard keyboard is assigned to some task within Blender, and sometimes more than one task. For example, the numbers across the top of the keyboard reveal each of the first ten Blender layers. Alt+any number shows each of the last ten layers. Shift+any number allows you to show more multiple layers simultaneously. And that's not all! The following table shows some of the more commonly used hotkeys while working in Blender.

HotkeyDescription
ASelect all
Alt+ADeselect all
Shift+AShow Add menu
Shift+DDuplicate
Alt+DLinked duplicate
E (edit mode)Extrude
F (edit mode)Create face/edge
GGrab/move
Alt+GClear location
HHide selected
Alt+HReveal all
IInsert keyframe
Ctrl+JJoin selected objects
L (edit mode)Select linked vertices
Shift+L (edit mode)Deselect linked vertices
MMove selection to collection
Ctrl+MMirror selection
NToggle Sidebar visibility
Ctrl+NNew Blender session
Ctrl+N (edit mode)Calculate normals outside
O (edit mode)Enable proportional editing
P (edit mode)Separate to new object
Ctrl+PMake parent
Alt+PClear parent
RRotate
Alt+RClear rotation
SScale
Alt+SClear scale
U (edit mode)Unwrap mesh
Ctrl+SSave file
XDelete selection
Ctrl+ZUndo
Ctrl+Shift+ZRedo
SpacebarPlay animation
Shift+SpacebarShow Tool menu
Ctrl+SpacebarMaximize editor area
TabToggle Edit mode
Ctrl+TabShow mode pie menu
Tilde (~)Show view pie menu
F2Rename selected object
F3Show search menu
F9Show floating Last Operator panel

By Jason van Gumster

What is the Blender software and what can you do with it? Blender is a free and open source 3D modeling and animation suite. Yikes! What a mouthful, huh? Put simply, Blender is a computer graphics program that allows you to produce high-quality still images and animations using three-dimensional geometry.

It used to be that you'd only see the results of this work in animated feature films or high-budget television shows. These days, it's way more pervasive. Computer-generated 3D graphics are everywhere. Almost every major film and television show involves some kind of 3D computer graphics and animation. (Even sporting events! Pay close attention to the animations that show the scores or players' names.)

And it's not just film and TV; 3D graphics play a major role in video games, industrial design, scientific visualization, and architecture (to name just a few industries). In the right hands, Blender is capable of producing this kind of work. With a little patience and dedication, your hands can be the right hands.

One of the things that makes Blender different and special compared to other similar 3D software is that it is freely available without cost, and that it's free and open source software.

Being free of cost, as well as free (as in freedom) and open source, means that not only can you go to the Blender website and download the entire program right now without paying anything, but you can also freely download the source, or the code, that makes up the program.

For most programs, the source code is a heavily guarded and highly protected secret that only certain people (mostly programmers hired by the company that distributes the program) can see and modify. But Blender is open source, so anybody can see the program's source code and make changes to it. The benefit is that instead of having the program's guts behind lock and key, Blender can be improved by programmers (and even non-programmers) all over the world!

Because of these strengths, Blender is an ideal program for small animation companies, freelance 3D artists, independent filmmakers, students beginning to learn about 3D computer graphics, and dedicated computer graphics hobbyists.

It's also being used (if a bit clandestinely) more and more in larger animation, visual effects, and video game studios because it's relatively easy to modify, has a very responsive development team, and no need for the headache of licensing servers.

Blender, like many other 3D computer graphics applications, has had a reputation for being difficult for new users to understand. At the same time, however, Blender is also known for allowing experienced users to bring their ideas to life quickly. Fortunately, with the help of the regular improvements introduced in each new release of Blender, that gap is becoming much easier to bridge.

Blender's origins and the strength of the Blender community

The Blender you know and love today wasn't always free and open source. Blender is actually quite unique in that it's one of the few (and first!) software applications that was 'liberated' from proprietary control with the help of its user community.

Blender Software Manual

Originally, Blender was written as an internal production tool for an award-winning Dutch animation company called NeoGeo, founded by Blender's original (and still lead) developer, Ton Roosendaal. In the late 1990s, NeoGeo started making copies of Blender available for download from its website.

Slowly but surely, interest grew in this less-than-2MB program. In 1998, Ton spun off a new company, Not a Number (NaN), to market and sell Blender as a software product. NaN still distributed a free version of Blender, but also offered an advanced version with more features for a small fee. There was strength in this strategy and by the end of 2000, Blender users numbered well over 250,000 worldwide.

Unfortunately, even though Blender was gaining in popularity, NaN was not making enough money to satisfy its investors, especially in the so-called 'dot bomb' era that happened around that time. In 2002, NaN shut its doors and stopped working on Blender. Ironically, this point is where the story starts to get exciting.

Even though NaN went under, Blender had developed quite a strong community by this time, and this community was eager to find a way to keep their beloved little program from becoming lost and abandoned.

In July of 2002, Ton provided a way. Having established a non-profit organization called the Blender Foundation, he arranged a deal with the original NaN investors to run the 'Free Blender' campaign.

The terms of the deal were that, for a price of 100,000 euro (at the time, about $100,000), the investors would agree to release Blender's source code to the Blender Foundation for the purpose of making Blender open source. Initial estimations were that it would take as long as six months to one year to raise the necessary funds. Amazingly, the community was able to raise that money in a mere seven weeks.

Because of the Blender community's passion and willingness to put its money where its metaphorical mouth was, Blender was released under the GNU General Public License on October 13, 2002. With the source in the community's hands, Blender had an avalanche of development and new features added to it in a very short time, including somewhat common features like Undo (a functionality that was conspicuously missing and highly desired since the initial releases of Blender by NeoGeo).

Nearly two decades later, the Blender community is larger and stronger than ever. Blender itself is a powerful modern piece of software, competitive in terms of quality with similar software costing thousands of dollars. Not too shabby. The image below shows screenshots of Blender from its early days to the Blender of today.


Blender through the years: Blender 1.8 (top left), Blender 2.46 (top middle), Blender 2.72 (top right), and the major changes apparent in the Blender of today (bottom).

Making open movies and games with Blender

One of the cool things about the programmers who write Blender is that many of them also use the program regularly. They're writing code not just because they're told to do it, but because they want to improve Blender for their own purposes.

Many of Blender's developers started as artists who wanted to make Blender do something it hadn't been able to do before. Part of the programmers' motivation has to do with Blender's open source nature, but quite a bit also has to do with the fact Blender was originally an in-house production tool, built for artists, based on their direct input, and often written by the artists themselves.

Seeking to get even more of this direct artist feedback to developers, the Blender Foundation launched 'Project Orange' in 2005. The project's purpose was to create an animated short movie using open source tools, primarily Blender

A team of six members of the community were assembled in Amsterdam, in the Netherlands, to produce the movie. Roughly seven months later, Elephants Dream premiered and was released to the public as the first open movie. This means that not only was it created using open source tools, but all the production files - 3D models, scenes, character rigs, and so on - were also released under a permissive and open Creative Commons Attribution license.

These files are valuable tools for discovering how an animated film is put together, and anyone can reuse them in their own personal or commercial work. Furthermore, if you don't like Elephants Dream, you're free to change it to your liking! How many movies give you that luxury? You can see the film and all the production files for yourself at the project's website.

Due to the success of the Orange project, Ton established the Blender Institute in 2007 for the expressed purpose of having a permanent space to create open movie and game projects, as well as provide the service of training people in Blender. Since then, the Blender Institute has churned out open projects (most codenamed with a type of fruit) every couple of years.

Like with Elephants Dream, both the final product and the production files for each project are released under a permissive Creative Commons license. More recently, the Blender Institute has spun off a separate entity, the Blender Animation Studio, a Blender-based animation studio with the goal of producing and releasing a feature-length animated film.

Blender Download

This image shows rendered images from a bunch of the open projects.


Open projects from the Blender Institute help drive Blender development (Blender Foundation.)

With the completion of each of these projects, the functionality and stability of Blender significantly increased.

All these projects continue to exhibit the strength of the Blender community. Each of them were financed in a large part by DVD presales (and now Blender Cloud subscriptions) from users who understand that regardless of the project's final product, great improvements to Blender are the result, and everyone benefits from that.

Check out these Blender resources to learn more.

Apple store free download for android. This is an excerpt from:

Some of the dramatic visual effects you've seen in top-grossing movies and heralded television series got their start in Blender. This book helps you get your own start in creating three-dimensional characters, scenes, and animations in the popular free and open-source tool.

Author Jason van Gumster shares his insight as an independent animator and digital artist to help Blender newcomers turn their ideas into three-dimensional drawings. From exporting and sharing scenes to becoming a part of the Blender community, this accessible book covers it all!

Create 3D characters-no experience required
Build scenes with texture and real lighting features
Animate your creations and share them with the world
Avoid common rookie mistakes

What Is Blender Animation Software

This book is the ideal starting place for newcomers to the world of 3D modeling and animation.

About the Book Author

Jason van Gumster, author of all previous editions of Blender For Dummies, has used Blender in animation, video, and digital design for over 20 years. A Blender Foundation Certified Trainer, he has taught numerous students and serves as lead moderator on BlenderArtists.org, the largest Blender community website.





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