tag:blogger.com,1999:blog-87730596501653614752024-03-05T02:34:34.993-08:00Emel Bilge ÇınarPortfolio and blog about VFX, Games, Design, Life and Stuff...Bilgehttp://www.blogger.com/profile/13163906494534952043noreply@blogger.comBlogger5125tag:blogger.com,1999:blog-8773059650165361475.post-30361402140655773182022-01-11T09:25:00.004-08:002022-01-11T09:27:15.932-08:00Blender Guru Notes IV - 11.01.2022<p><b>TEXTURE PAINTING</b></p><p>1) Texture Painting'e başlamadan önce node editörde bir Texture | Image Texture node'u ekliyoruz. Sonra bunu main node'un base color'ına bağlıyoruz. (Color Ramp'i silebiliriz.)</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWT6BCVmY8aO0mXDyDQiq28RHwGoxFMM8NWuPgLRvlb4FgCVN7o2jw-T6NjT08TfF1Gf1hfyiM94j43onpRE5uNUjTW727hKrAnJaunc41H3UzjUawk8phbqfuZQFCqn-l1IqzPNB39AaZ/" style="margin-left: 1em; margin-right: 1em;"><img data-original-height="420" data-original-width="912" height="294" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWT6BCVmY8aO0mXDyDQiq28RHwGoxFMM8NWuPgLRvlb4FgCVN7o2jw-T6NjT08TfF1Gf1hfyiM94j43onpRE5uNUjTW727hKrAnJaunc41H3UzjUawk8phbqfuZQFCqn-l1IqzPNB39AaZ/w640-h294/image.png" width="640" /></a></div><br />2) New butonuna basarak yeni texture oluşturuyoruz. Bunun gibi bir proje için bize 512x512px yeter. 1024px verisine 1024/2 yazıp ENTER dersek o zaten işlemi yaparak 512 değerlerini giriyor.<p></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj7EohAVvo6ZoBJWgACXc5VbfhVoYm-dbIEWDCNOJB-pMyfty2u4yCBHPme9CtL4zYbcQ8S3dczzZDOtRD-rz9uVoR3Fzi-vVkojqf03v0H2p6Jgz46vYZ4HXHLsgaKxwwATG5aGLfNTB8H/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="290" data-original-width="372" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj7EohAVvo6ZoBJWgACXc5VbfhVoYm-dbIEWDCNOJB-pMyfty2u4yCBHPme9CtL4zYbcQ8S3dczzZDOtRD-rz9uVoR3Fzi-vVkojqf03v0H2p6Jgz46vYZ4HXHLsgaKxwwATG5aGLfNTB8H/" width="308" /></a></div><br />3) Üstteki shelf'lerden "Texture Paint" moduna geçiyoruz.<p></p><p>4) Obje Edit mode'tayken UV Mesh'in soldaki texture'a yansıması için SYNC Mode'u açmak gerekiyor.</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgKXgg6NId1kk9IuCqfQqTomgr0byEI_dx6SHgXh6H9298WkjFaPOz9OOfoS7DZUwYd3TNlKQ467YOlGyBiY8Sidl0wdi5uCf71FMAFbPY8Pnk_ytCftUVOYiG4sWPSn_MNEKoiojpq6s5-/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="226" data-original-width="439" height="165" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgKXgg6NId1kk9IuCqfQqTomgr0byEI_dx6SHgXh6H9298WkjFaPOz9OOfoS7DZUwYd3TNlKQ467YOlGyBiY8Sidl0wdi5uCf71FMAFbPY8Pnk_ytCftUVOYiG4sWPSn_MNEKoiojpq6s5-/" width="320" /></a></div><br />5) Vertex, Esge ve Face modları arasında aşağıdaki butonlarla geziyoruz. ALT'ı basılı tutarak seçim yapmak loop seçtiriyor. SHIFT ekliyor; CTRL çıkarıyor.<p></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgOHF39Ybx6j3LCZ_gxH1-rhbU3-cIOjibdqYFjCHiLHhk8exm4ozKflZ7apmrtEVWjKoVyTM3PHlZrtTCFhgexrBpA55A30kR5laOYMpQgXQAbN628wxZ9IX1RkwAZThRppRYLSDEDBmyP/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="87" data-original-width="159" height="175" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgOHF39Ybx6j3LCZ_gxH1-rhbU3-cIOjibdqYFjCHiLHhk8exm4ozKflZ7apmrtEVWjKoVyTM3PHlZrtTCFhgexrBpA55A30kR5laOYMpQgXQAbN628wxZ9IX1RkwAZThRppRYLSDEDBmyP/" width="320" /></a></div><br />Ya da klavyenin 1,2,3 butonlarına basabiliriz.<p></p><p>6) Texture üzerindeki GRID'i aşağıdaki butondan açıyoruz.</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2chgNlPqgtcxzC7UIRkHmBTr4fY31yFKydvKbNOn7Ja7OJpoDqCI6g76Vw3aj_ImaYjC0m1BCLuD_D5u51H3jFeTMS_s0VNXScwPN4pEThTjYdOp9eY1s5vodX74RwUqKyvLmGk7VVYmF/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="223" data-original-width="433" height="165" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2chgNlPqgtcxzC7UIRkHmBTr4fY31yFKydvKbNOn7Ja7OJpoDqCI6g76Vw3aj_ImaYjC0m1BCLuD_D5u51H3jFeTMS_s0VNXScwPN4pEThTjYdOp9eY1s5vodX74RwUqKyvLmGk7VVYmF/" width="320" /></a></div><br />7) Texture Painting tool'ları boyama araçları gibi çalışıyor. Paint, Fill, Clone, Smear vb.<p></p><p>8) X butonuna renk ataması yaparak, tıpkı Photoshop'taki gibi 2 renk arasında geçiş yapabiliyoruz.</p><p>9) Boyama bittikten sonra Texture dosyasını save etmek gerekiyor.</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgHelU77W07ccjKD9m22MBBY8IM3QDbFp_Xa5xTPhwZ4vqmLjdaTcVqVP23u20lRYc-oehzVFI6YJ116xXTs_sOHlr7Z8TfvFUlRu_2lYXjstBMnu8FQACOrg_PFb_OfVB6XjtUdRjRYbOg/" style="margin-left: 1em; margin-right: 1em;"><img data-original-height="555" data-original-width="360" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgHelU77W07ccjKD9m22MBBY8IM3QDbFp_Xa5xTPhwZ4vqmLjdaTcVqVP23u20lRYc-oehzVFI6YJ116xXTs_sOHlr7Z8TfvFUlRu_2lYXjstBMnu8FQACOrg_PFb_OfVB6XjtUdRjRYbOg/w260-h400/image.png" width="260" /></a></div><br />10) Noise ve Color node'larını birleştirmek için Color | MixRGB node'unu yaratıyoruz. Ve aşağıdaki gibi bağlıyoruz.<p></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhViid3r3XL8K7KgPEdYlCNMhvmdYZgxHHCjjXMGZ5jaJfbJuaZRLQQkyEPsjLqcG0S3Zqo3ZYzZd-5GCVaeqblsTWlU9YRkIIbYRP5zu0Cuz_EbkHd8bGjKRXURqi9VZ-K0lRg7UiELTpl/" style="margin-left: 1em; margin-right: 1em;"><img data-original-height="634" data-original-width="1574" height="258" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhViid3r3XL8K7KgPEdYlCNMhvmdYZgxHHCjjXMGZ5jaJfbJuaZRLQQkyEPsjLqcG0S3Zqo3ZYzZd-5GCVaeqblsTWlU9YRkIIbYRP5zu0Cuz_EbkHd8bGjKRXURqi9VZ-K0lRg7UiELTpl/w640-h258/image.png" width="640" /></a></div><br />11) Photoshop'taki Opacity ve Blending Mode'ları bu node'la elde ediyoruz.<p></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixqBDBa3rxBhjakPRJ8EhRpKgL22P7o58KAdV0rLqUUmrLLlOfg_mqEKpSHUNFWueogFbKfnJTJKziW83WS4VHY9rMok8ZAXJ-FW8-UwsAtM_D89A6JJDa4ZllL3O9D1d489aOFbCz5K3W/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="298" data-original-width="287" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixqBDBa3rxBhjakPRJ8EhRpKgL22P7o58KAdV0rLqUUmrLLlOfg_mqEKpSHUNFWueogFbKfnJTJKziW83WS4VHY9rMok8ZAXJ-FW8-UwsAtM_D89A6JJDa4ZllL3O9D1d489aOFbCz5K3W/" width="231" /></a></div><br />12) ALT + S'le texture painting değişikliklerini kaydediyoruz.<div><br /></div><div>13) Shading için node'larla hazırladığımız son düzen bu şekilde:</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgSGochwooF-dgUpL7Pt0uRGAAd3mPrWxBoK2ep7n9yPT01hPlvz3zLkQNAJ5CHne78l-FIaYq8nLnfWq83gApUpwycRv9OrBLCIFzrREGOiNBFZjN7Dx56Eri3wq0orAm8I0rJsiliJVi9/" style="margin-left: 1em; margin-right: 1em;"><img data-original-height="1030" data-original-width="1920" height="344" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgSGochwooF-dgUpL7Pt0uRGAAd3mPrWxBoK2ep7n9yPT01hPlvz3zLkQNAJ5CHne78l-FIaYq8nLnfWq83gApUpwycRv9OrBLCIFzrREGOiNBFZjN7Dx56Eri3wq0orAm8I0rJsiliJVi9/w640-h344/image.png" width="640" /></a></div><br />Bu da final render.<br /><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhDegR30K99Xa4HEWbfHAJgYfY8cEZ50DT_rkNU8Z8H2vStbymNZnxMB0YjR2iZc_Rt1KukkWMqppQOdlo2-t98KQN5Jdcikf7CeYi55R7OG5yMoBJLMTB6PnrWqI5Bo0Q2PJiIbz8x5eYJ74dNMLfmutqIby5ZJxxB-CsNf_ivYwd2nlLdswCVBXEyag=s2048" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2048" data-original-width="2048" height="640" src="https://blogger.googleusercontent.com/img/a/AVvXsEhDegR30K99Xa4HEWbfHAJgYfY8cEZ50DT_rkNU8Z8H2vStbymNZnxMB0YjR2iZc_Rt1KukkWMqppQOdlo2-t98KQN5Jdcikf7CeYi55R7OG5yMoBJLMTB6PnrWqI5Bo0Q2PJiIbz8x5eYJ74dNMLfmutqIby5ZJxxB-CsNf_ivYwd2nlLdswCVBXEyag=w640-h640" width="640" /></a></div><br /><div><br /></div></div>Bilgehttp://www.blogger.com/profile/13163906494534952043noreply@blogger.com0tag:blogger.com,1999:blog-8773059650165361475.post-5067769486795292732022-01-10T10:55:00.004-08:002022-01-10T10:56:21.127-08:00Blender Guru Notes III - 10.01.2022<p><b>TEXTURING & MATERIALS & SHADING</b></p><p>1) PureRef'şe görsel referansları board mantığıyla bir araya toplayabiliyoruz. Ücretsiz ve harika bir program:</p><p>https://www.pureref.com/</p><p>2) Gelişmiş materyal ve doku çalışmaları için Node Editor'ü kullanıyoruz. Bunun için "Shading" tab'ine geçiyoruz.</p><p>Node editör'lerde komutlar soldan sağa mantığı ile çalışır. Her bir kutuya "node" denir.</p><p>3) Node Editör'e herhangi bir node'u "Add" menüsü ile ekliyoruz. (SHIFT + A)</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhYmGc06qRQu8ea_yGVyhMW5KrQ3MF2m08nNac22O3ff4opGa4vIk6-6tj-NBEaB7pxdUbfGc-4aNKLxY6fsyGBbWEwYSYs_2Ay7k-UxgqwlDKzO0rSqL0Ry7XWKXx0xO0lPUPv4tU1CIhC/" style="margin-left: 1em; margin-right: 1em;"><img data-original-height="466" data-original-width="910" height="328" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhYmGc06qRQu8ea_yGVyhMW5KrQ3MF2m08nNac22O3ff4opGa4vIk6-6tj-NBEaB7pxdUbfGc-4aNKLxY6fsyGBbWEwYSYs_2Ay7k-UxgqwlDKzO0rSqL0Ry7XWKXx0xO0lPUPv4tU1CIhC/w640-h328/image.png" width="640" /></a></div><br />4) Donut dokusu için "Noise texture" node'unu ekliyoruz. Fac (Factor) ve Color output'ları var. Fac, color'un grayscale versiyonu.<p></p><p>5) CTRL + Right Mouse Drag bir knife çizer ve node bağlantılarını keser.</p><p>6) Daha sonra Noise texture'ı ile PBSDF arasına "Converter | Color Ramp" texture'ını ekliyoruz. Node'u iki node arasındaki bağlantının üzerine bırakırsak araya girer.</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJGG3_gSqFT6l0dsN1Qi3WvJ7Yc5NUePQaVYMol7hIiyxO2RxywO_zXq9tnJORxlxEW24IMlbRZN_KxU8fGi96J2ePQmufPmiC5dVqZXYlVngQVZw_55sBkJAxVImX3k-9L21CceMv0dxk/" style="margin-left: 1em; margin-right: 1em;"><img data-original-height="467" data-original-width="1184" height="252" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJGG3_gSqFT6l0dsN1Qi3WvJ7Yc5NUePQaVYMol7hIiyxO2RxywO_zXq9tnJORxlxEW24IMlbRZN_KxU8fGi96J2ePQmufPmiC5dVqZXYlVngQVZw_55sBkJAxVImX3k-9L21CceMv0dxk/w640-h252/image.png" width="640" /></a></div><br />7) Color ramp, noise texture'ının kontrastını belirleyen bir ara node'tur. Ayrıca renkleri de değiştirilebilir.<p></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjgBRxJUbpDgFbVwj4pSqNy7vYYY1t79fk0JQAiWcU9Kh8VzJN3_wRwp49_mkPXGhdQdmzNefjIArjakWKc2fxCUwm9T72eacgbXgMSrm06ZZJVjfM2p7LwQUtcYCKZh_WEjhpv3K4ACd07/" style="margin-left: 1em; margin-right: 1em;"><img data-original-height="1030" data-original-width="1920" height="344" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjgBRxJUbpDgFbVwj4pSqNy7vYYY1t79fk0JQAiWcU9Kh8VzJN3_wRwp49_mkPXGhdQdmzNefjIArjakWKc2fxCUwm9T72eacgbXgMSrm06ZZJVjfM2p7LwQUtcYCKZh_WEjhpv3K4ACd07/w640-h344/image.png" width="640" /></a></div><br />8) Noise texture'ının daha iyi preview edilebilmesi için Settings | Add-ons | Node-Wrangler açılmalıdır. Bu add-on açıkken herhangi bir node'a "CTRL + SHIFT" basılı tutarak tıklarsak, sadece o node'un preview'ını görürüz. Hepsini görmek için yine main node tıklanmalıdır.<p></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhoUxc5e0PxOER1Fhttx05cGblGhLgL5rr5gJoJ4C8giXZfLC1xDIKJNyGxa7mZsq-Pzmp-E6shSUYK8MEapqxaTbKawLBYYZooxleVcoLAAlPWMKPwHbTqcQsLy06ADJXb-oYSW5oAsxVD/" style="margin-left: 1em; margin-right: 1em;"><img data-original-height="652" data-original-width="780" height="535" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhoUxc5e0PxOER1Fhttx05cGblGhLgL5rr5gJoJ4C8giXZfLC1xDIKJNyGxa7mZsq-Pzmp-E6shSUYK8MEapqxaTbKawLBYYZooxleVcoLAAlPWMKPwHbTqcQsLy06ADJXb-oYSW5oAsxVD/w640-h535/image.png" width="640" /></a></div><br />9) Donut üzerinde Noise texture'ının fazla strech olmadan dağılabilmesi için Input | Texture Coordinate node'unu ekliyoruz. Onun Object output'unu Noise node'unun Vector'ına bağlıyoruz. Ve Noise node'unun Scale'ini artırıyoruz.<p></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg9kpxLA2nIcusvcoR9NI-5A1TcSnxCsESk6pwJfON_5yMd7bc57CSZLExCYOMk693MxFvAQ49G5PBOTkhIe2RCBeHDvVz3DLiQSbvHG-hh5bJ5mtH4CIsk27mFeuq5qPXINxbG0Q58D3Ng/" style="margin-left: 1em; margin-right: 1em;"><img data-original-height="1030" data-original-width="1920" height="344" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg9kpxLA2nIcusvcoR9NI-5A1TcSnxCsESk6pwJfON_5yMd7bc57CSZLExCYOMk693MxFvAQ49G5PBOTkhIe2RCBeHDvVz3DLiQSbvHG-hh5bJ5mtH4CIsk27mFeuq5qPXINxbG0Q58D3Ng/w640-h344/image.png" width="640" /></a></div><br />Böylece noise node'u vektör tabanlı koordinatlandırıldığı için scratching problemi ortadan kalıyor.<p></p><p><b>10) BUMP MAP EKLEMEK</b></p><p>Bunun için ana node'taki "Normal" input'unu kullanacağız; çünkü bump özelliğini yüzeylerin üzerindeki normallerin yönü ile belirliyoruz.</p><p>Önce SHIFT A ile Vector | Bump node'u yaratıyoruz.</p><p>Noise Texture'unun FAC çıkışını, main Node'un normaline bağladıktan sonra BUMP node'unu aradaki bağlantıya sokuyoruz.</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgy8Opc_DLzHy8tXZLBX0ZGf0R3hbr0vRKPnzz9vkJ41hxMWdEeNPXSEExJqEQuZYp7_1SpBMFHLaWF9SWgEUVGTPcb1V8ZdA6X3RbLw6hNaBj6QFrCUoV8UYNbKPFLNsr_N01oPTMkKNn7/" style="margin-left: 1em; margin-right: 1em;"><img data-original-height="442" data-original-width="937" height="302" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgy8Opc_DLzHy8tXZLBX0ZGf0R3hbr0vRKPnzz9vkJ41hxMWdEeNPXSEExJqEQuZYp7_1SpBMFHLaWF9SWgEUVGTPcb1V8ZdA6X3RbLw6hNaBj6QFrCUoV8UYNbKPFLNsr_N01oPTMkKNn7/w640-h302/image.png" width="640" /></a></div><br />Fakat "Bump" node'unda noise ile "normalleri" değil, "height" değerini değiştirmek istiyoruz. Bu nedenle ilgili değişikliği yapıyoruz.<p></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh9oJEffGD2tXHaWetqLVik2XuCvXtqbq4VMzCHOlEMJWctG_vZ8y0vXGroI8aQpzTVvSnQtjaI9pY1NFGPSNAUy8_U4Ocsjcs6xDYHefjcbicayuDr8QM-Zn5uaEBHMuTtHKlR4MnTWTRS/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="376" data-original-width="332" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh9oJEffGD2tXHaWetqLVik2XuCvXtqbq4VMzCHOlEMJWctG_vZ8y0vXGroI8aQpzTVvSnQtjaI9pY1NFGPSNAUy8_U4Ocsjcs6xDYHefjcbicayuDr8QM-Zn5uaEBHMuTtHKlR4MnTWTRS/" width="212" /></a></div><p>Strength değeri daima 1.000 olarak kalmalı. (On-Off gibi) Distance değerini değiştirerek bump'ın şiddetini azaltacağız. Bu değerler Blender default'u olarak metrik geliyor. O nedenle şu anda distance değeri 1 metre. O nedenle makul bir değere; 0.002'ye çekiyoruz.</p><p>Noise texture'ındaki detail seviyesini artırırsak; bump detaylarını preview'da daha iyi görürüz.</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjYk3MPKv81A2dt3Ordh9lWXGChjGXl9cTVrJGPgdO8Rom24OsKyhnvCadfCr2ICOPhEOtz4szOQdVCz6Zpn3PIm3l6Ji4c4WB92jL-w0EC8whNRKUmPd_oqZH8fdWWJBgk7ZjGX4eJl1jO/" style="margin-left: 1em; margin-right: 1em;"><img data-original-height="746" data-original-width="1195" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjYk3MPKv81A2dt3Ordh9lWXGChjGXl9cTVrJGPgdO8Rom24OsKyhnvCadfCr2ICOPhEOtz4szOQdVCz6Zpn3PIm3l6Ji4c4WB92jL-w0EC8whNRKUmPd_oqZH8fdWWJBgk7ZjGX4eJl1jO/w640-h400/image.png" width="640" /></a></div><br /><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjLstv5B4wu3X4siWs63W_IE6MVG8QGHnMrQLXyZhmKROeSak6UDi8JD1wwahDWgoMPasSwxiEa-9eS0dV5YjFxIbWbU8dSJEn9R2t4VXajsw_RbNS6zBmuc7_UflEUwIZCLC4YwVLzZ8CVwsaPCoGmjRWc0KutGYYWrLWR_XqUzh0Ly_VwlJnw8ZuLfg=s1920" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1080" data-original-width="1920" height="360" src="https://blogger.googleusercontent.com/img/a/AVvXsEjLstv5B4wu3X4siWs63W_IE6MVG8QGHnMrQLXyZhmKROeSak6UDi8JD1wwahDWgoMPasSwxiEa-9eS0dV5YjFxIbWbU8dSJEn9R2t4VXajsw_RbNS6zBmuc7_UflEUwIZCLC4YwVLzZ8CVwsaPCoGmjRWc0KutGYYWrLWR_XqUzh0Ly_VwlJnw8ZuLfg=w640-h360" width="640" /></a></div><br /><p></p>Bilgehttp://www.blogger.com/profile/13163906494534952043noreply@blogger.com0tag:blogger.com,1999:blog-8773059650165361475.post-46081858695375494242022-01-09T09:31:00.004-08:002022-01-10T10:55:59.317-08:00Blender Guru Notes II - 09.01.2022<p> ICING DECORATION</p><p>1) Icing katmanındaki objeyi "edit mode" ile düzenleyebilmek için, Solidify modifier'ının "edit mode" özelliğini kapatıyoruz. Bunun için, modifier'ın "edit mode" tab'ını kapatmak yeterli. (İkinci buton)</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh681cg62r58ZUaGm3Q1TL_cHJSm29jr8SfMQJA_MMwq94QQVsuqL8KlJkvtKP-ugC1IlvRJ2V1vf20rX1uT0HSyesrsFzbvD4u85UjP7KwIsEHkm0MsemWvV8YmXhgOtr3csT4FdnkEgnq/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="213" data-original-width="329" height="207" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh681cg62r58ZUaGm3Q1TL_cHJSm29jr8SfMQJA_MMwq94QQVsuqL8KlJkvtKP-ugC1IlvRJ2V1vf20rX1uT0HSyesrsFzbvD4u85UjP7KwIsEHkm0MsemWvV8YmXhgOtr3csT4FdnkEgnq/" width="320" /></a></div><br />2) CTRL tuşunu basılı tutarak SNAPPING özelliğini açabiliriz. Viewport'ta MAGNEt ikonu ile snapping özelliği açılıyor. Yanındaki butondan snapping methodu seçiliyor.<p></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhgqwUWVSbwOij0Ai4QXgeWifrrgfTEByPyWpUBY0-3zxvgJLbqY_hXGFHAiodNH16PPNB9BUw7-MYSX1Cc3QQCkrCo1ioYc4el7cHcXX4lsgR9glPDEZQYkCHl36H5K7oJBbKVlE2O0etD/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="66" data-original-width="243" height="87" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhgqwUWVSbwOij0Ai4QXgeWifrrgfTEByPyWpUBY0-3zxvgJLbqY_hXGFHAiodNH16PPNB9BUw7-MYSX1Cc3QQCkrCo1ioYc4el7cHcXX4lsgR9glPDEZQYkCHl36H5K7oJBbKVlE2O0etD/" width="320" /></a></div><br />3) Icing'i, alttaki donut mesh'ine uygun olarak "damlar" hale getirmek için, yüzeylerin birbirine yapışabilmesi adına, snap özelliğini "FACE" olarak değiştiriyoruz. Bunun yalnızca seçtiğimiz VERTEX bölgesi için değil, tüm icing tabanı için uygulanabilmesi amacıyla "Project Individual Elements" özelliğini açıyoruz.<p></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh4vgm9pWjznt6viZMKT11eIdC7KypOO6_Go3L7TfRV7ulqQ16LuJO0qVdw7NR3oalV891rNP_UDHNyfqY-_tLINQYXDUfgWOjCIhK27KQLPuaMIVXGNLKmqwAhKHX19_GunJkpbljDHMj9/" style="margin-left: 1em; margin-right: 1em;"><img data-original-height="485" data-original-width="561" height="345" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh4vgm9pWjznt6viZMKT11eIdC7KypOO6_Go3L7TfRV7ulqQ16LuJO0qVdw7NR3oalV891rNP_UDHNyfqY-_tLINQYXDUfgWOjCIhK27KQLPuaMIVXGNLKmqwAhKHX19_GunJkpbljDHMj9/w400-h345/image.png" width="400" /></a></div><br />Böylece Icing katmanı, alttaki donut yüzeyi ile birbirine girmeden donut'u kaplayabilir hale geliyor.<p></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhgmQ1Qb7Zukx6X-u3pJ_BakRwFI8nx7oFfiOytCsFhMZbY2RhP0okulpYgx0YeLag8CJOrF08Kkn_dAjrKZbgh2jU6uUcmj2fPextLFlnwkuzLgxVu9hPOIlruTmt26yDIsVf34a_o_r9C/" style="margin-left: 1em; margin-right: 1em;"><img data-original-height="464" data-original-width="555" height="334" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhgmQ1Qb7Zukx6X-u3pJ_BakRwFI8nx7oFfiOytCsFhMZbY2RhP0okulpYgx0YeLag8CJOrF08Kkn_dAjrKZbgh2jU6uUcmj2fPextLFlnwkuzLgxVu9hPOIlruTmt26yDIsVf34a_o_r9C/w400-h334/image.png" width="400" /></a></div><br /><b>4) Blender'a Referans İmaj / Görsel Almak</b><p></p><p><b>EKRANI BÖLMEK</b></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgMygdbYYEes9FZe0uPJE0yQqoO3maDO5c0rNuFAgbcQkBgog_88Chjk576H5_qKY5oaKSHhEXEiItkC4WpPUL_vKg2TY59ki52aVUK8brs47G3ZZGsgwf9FW7QCwhEIArCOyNM46KcLzVV/" style="margin-left: 1em; margin-right: 1em;"><img data-original-height="415" data-original-width="528" height="315" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgMygdbYYEes9FZe0uPJE0yQqoO3maDO5c0rNuFAgbcQkBgog_88Chjk576H5_qKY5oaKSHhEXEiItkC4WpPUL_vKg2TY59ki52aVUK8brs47G3ZZGsgwf9FW7QCwhEIArCOyNM46KcLzVV/w400-h315/image.png" width="400" /></a></div><br />Toolbar'ın kenarına sağ tıklayarak Vertical Split (veya horizontal) komutunu uygularsak, ekranı bölebileceğimiz internaktif bir guide aktif oluyor. Cursor'u ekranın birleşme yerine getirirsek imleç + şeklini alıyor. Aynı şekilde ekranı sola sürükleyerek bölebilir, sağa sürükleyerek bölünmüş ekranı silebiliriz.<p></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgmm0NvQ31TO4sS9WZqjBuoJ3aWdeXKBoUfutv8jDgTQl855Phzm600prBpvAbXeoVg2pDdX6q9C6xp_txd_-_syNg4yL6j7JmsnLwczNUFzcYwxaQJs_0cXuEzBULQJxDaKpWRCRsqIPTZ/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="201" data-original-width="231" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgmm0NvQ31TO4sS9WZqjBuoJ3aWdeXKBoUfutv8jDgTQl855Phzm600prBpvAbXeoVg2pDdX6q9C6xp_txd_-_syNg4yL6j7JmsnLwczNUFzcYwxaQJs_0cXuEzBULQJxDaKpWRCRsqIPTZ/" width="276" /></a></div><br />Daha sonra sol üsteki butondan vieport modülünü değiştirerek, böldüğümüz ekrana istediğimiz özelliği atayabiliyoruz.<p></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhgs96pUc9DVXNWmq-M28kyslXBu5vzPMUVdkVCL6TDSRGnyCh_W6QqWDzONwvWuo-1yKj3QLS1Afq9EK75yMr_gvEeYKZ5F_1elYf5l9UrkS3dvC1l9pef9uZ2lnebyAl0_IgXm_GTJ_ww/" style="margin-left: 1em; margin-right: 1em;"><img data-original-height="339" data-original-width="930" height="234" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhgs96pUc9DVXNWmq-M28kyslXBu5vzPMUVdkVCL6TDSRGnyCh_W6QqWDzONwvWuo-1yKj3QLS1Afq9EK75yMr_gvEeYKZ5F_1elYf5l9UrkS3dvC1l9pef9uZ2lnebyAl0_IgXm_GTJ_ww/w640-h234/image.png" width="640" /></a></div><br />5) Imaj alabilmek için "Image Editör" seçeneğini seçiyoruz.<p></p><p>6) Sağ üstteki "open" komutu ile seçtiğimiz görseli blender'a "referans" olarak alıyoruz.</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjKZybxXADZCGmLy7sr_7q3vBKbg_SYG0rMrr7n5nqRR5XwkGPce2j6T6_F0tyi8oYHtgKe8FbhTvpgm_QDPdDqKUIj0xgiwo5qFdJFqLLIPrPgqcWOZTYz-1QsLrgYz0KuqrOv4AHdbQDc/" style="margin-left: 1em; margin-right: 1em;"><img data-original-height="1080" data-original-width="1920" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjKZybxXADZCGmLy7sr_7q3vBKbg_SYG0rMrr7n5nqRR5XwkGPce2j6T6_F0tyi8oYHtgKe8FbhTvpgm_QDPdDqKUIj0xgiwo5qFdJFqLLIPrPgqcWOZTYz-1QsLrgYz0KuqrOv4AHdbQDc/w640-h360/image.png" width="640" /></a></div><br />7) Dripping etkisi için, daha fazla detay gerektiğinden tekrar "Subdivision Surface" modifier'ını üste taşıyoruz. Böylece ekranda ne varsa (obje olarak), onların hepsine belirttiğimiz detay seviyesinde detay ekliyor. Modifier'ın uygulanabilmesi için EDIT MODE'tan çıkmak gerekiyor.<p></p><p>8) H objeyi geçici olarak gizler, ALT + H geri getirir. Obje Outliner'dan seçilebilir.</p><p>9) Icing'e subdiv uyguladığımızda, viewport'ta bazı vertex'ler clipping etkisi ile alttaki donutun altında kalıyor. Bunu düzeltmek için Edit mode'ta vertex seçip, ALT + S ile hafif hareketlerle düzeltme yapmak gerekiyor.</p><p>10) Dripping etkisi için, damlaların ucundaki vertexleri "E" ile Extrude edip, S ile daraltarak istenen gemoetriyi elde ediyoruz.</p><p>11) Tüm edge loop'u seçmek için ALT + Left Click yapıyoruz. Seçitğimiz yöne doğru tüm loop'u seçer.</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgTjJJobiSXdtyRlEOwKdxkuoB-h_OknM49bvh2ZM8qcVvCQmaqojStU3vRestlKECBaUYTJhera1MeTWumZBd5dPIddaWuSmzpGmXdJdoAmTTW-zZ8A1iGvvKnqvJzReqZBOrc35MZgAxQ/" style="margin-left: 1em; margin-right: 1em;"><img data-original-height="1030" data-original-width="1920" height="344" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgTjJJobiSXdtyRlEOwKdxkuoB-h_OknM49bvh2ZM8qcVvCQmaqojStU3vRestlKECBaUYTJhera1MeTWumZBd5dPIddaWuSmzpGmXdJdoAmTTW-zZ8A1iGvvKnqvJzReqZBOrc35MZgAxQ/w640-h344/image.png" width="640" /></a></div><p>12) Donuta final şeklini verdikten sonra "Shrinkwrap" modifier'ını uygulayıp, üstteki icing'in tamamen donut'a yapışmasını sağlıyoruz.</p><p></p><p><b>SCULPTING</b></p><p>13) Başlamadan önce tüm modifier'lar sırayla APPLY edilmelidir.</p><p>14) Sculpting Workspace'i, üstteki Sculpt tab'ine geçerek açılır.</p><p>15) Default bursh çeker (yükseltir), CTRL basılı tutulursa iter (çukurlaştırır.)</p><p>G: Grab </p><p>F: Brush Size </p><p>SHIFT + F: Brush Strenght</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiwBTrw8prxqtjveDrV7J9ayUMbJMJZCyD29iEQDkwGkrXzX2CaAksMmItXf4XNBW42MnDF9rbo1ranJtd-FLE6N6KiA7oJR0S2HfctJ6IfVqQf5kqBvhmV87UWHCpwNOLFgLbtjYJOrvMu/" style="margin-left: 1em; margin-right: 1em;"><img data-original-height="590" data-original-width="967" height="244" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiwBTrw8prxqtjveDrV7J9ayUMbJMJZCyD29iEQDkwGkrXzX2CaAksMmItXf4XNBW42MnDF9rbo1ranJtd-FLE6N6KiA7oJR0S2HfctJ6IfVqQf5kqBvhmV87UWHCpwNOLFgLbtjYJOrvMu/w400-h244/image.png" width="400" /></a></div><br /><b>RENDERING</b><p></p><p>16) CTRL + ALT + Numpad 0 kamerayı persp view'a snap'ler.</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjeXvlbsYHxsHj7iMqSPWKfmCOfw_zZVNgaV72fgwwuhCaDWTUoP3qM1TGxGFvViTgLqefRaMieCumG7OIqw78X5JZ8zbtaZirsuA5NTQPhIVbmKzerKCp9dDYQbJfji3tPMX2nz8jaCOPW/" style="margin-left: 1em; margin-right: 1em;"><img data-original-height="519" data-original-width="901" height="230" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjeXvlbsYHxsHj7iMqSPWKfmCOfw_zZVNgaV72fgwwuhCaDWTUoP3qM1TGxGFvViTgLqefRaMieCumG7OIqw78X5JZ8zbtaZirsuA5NTQPhIVbmKzerKCp9dDYQbJfji3tPMX2nz8jaCOPW/w400-h230/image.png" width="400" /></a></div><br />17) N | View | Camera to View'a tıklarsak, kamera persp cam olarak lock'lanır.<p></p><p>18) ALT + G: Seçili objeyi orijine getirir.</p><p>19) NumPad 0 ile cam view'a geçiliyor. Bu view'dayken outliner'dan CAM seçilip G ile açısı oynatılabilir.</p><p>20) Işıkların etkisinin viewport'ta görünmesi için aşağıdaki butona bas:</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhFpLucsFV3-_tuTE6Pv6mPlkrnyvtzKaSmw2HNPFOIrtX0o0bSNfM9gmlmGPFE93O-syJiHGREN4HOkTdhPdgc2uDwN-ybNrTn3-O3oHrvJeX1SVHedgpYSog4WcxW7U24uszQjNsnKT4c/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="102" data-original-width="99" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhFpLucsFV3-_tuTE6Pv6mPlkrnyvtzKaSmw2HNPFOIrtX0o0bSNfM9gmlmGPFE93O-syJiHGREN4HOkTdhPdgc2uDwN-ybNrTn3-O3oHrvJeX1SVHedgpYSog4WcxW7U24uszQjNsnKT4c/" width="233" /></a></div><br />21) Z: Viewport view'i değiştirmek için pie menü açar.<p></p><p>22) Cam'in vp'taki büyüklüğü cam properties'ten değiştirilir.</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj6A34ssg_jYZ-7wUcBMR-ZMilD6kQoqaLA8LXFII0reHpyRpjkf8wbUkvXmQEwrvQJaD9AQqHk7W2EAhPhDPJ6OoYAm2u5RSjnEjBnAEGuc9dPoN0ahfYhrs0jqyblTUJ1SfvsKxHBd3XH/" style="margin-left: 1em; margin-right: 1em;"><img data-original-height="611" data-original-width="737" height="531" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj6A34ssg_jYZ-7wUcBMR-ZMilD6kQoqaLA8LXFII0reHpyRpjkf8wbUkvXmQEwrvQJaD9AQqHk7W2EAhPhDPJ6OoYAm2u5RSjnEjBnAEGuc9dPoN0ahfYhrs0jqyblTUJ1SfvsKxHBd3XH/w640-h531/image.png" width="640" /></a></div><br />23) Blender default olarak realtime EEVEE motorunu kullanır. Alternatifi CYCLES. (Maya Software Engine & Mental Ray gibi.)<p></p><p><b>EEVEE Notları</b></p><p>24) Eevee'de objenin doğru şekilde gölge cast edebilmesi için Shadow ayarlarından cube size'ı 4096 yapıyoruz.</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiGExze62L3-p8Pb1xgcHVcppR4qULE5OQAqLRf6c-BkmiLtvcG5Bm6QSvzEJXHhcYioJxQ5ljWZEYJ_1shezFNz3VuxHNguByR4mGMfpohLHFJlecsmFBVOew933qBaLWms6uje5EEJXGL/" style="margin-left: 1em; margin-right: 1em;"><img data-original-height="529" data-original-width="848" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiGExze62L3-p8Pb1xgcHVcppR4qULE5OQAqLRf6c-BkmiLtvcG5Bm6QSvzEJXHhcYioJxQ5ljWZEYJ_1shezFNz3VuxHNguByR4mGMfpohLHFJlecsmFBVOew933qBaLWms6uje5EEJXGL/w640-h400/image.png" width="640" /></a></div><br />25) Daha sonra ışık kaynağını seçip, Bias ayarlarını minimum'a indiriyoruz. Böylece ışık objenin içinden geçmiyor, gölge düşürüyor.<p></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgv2PCoZKXXiuhccRh7M5eb62Vr94JBlVUHv0GNz5JBns-AyCDBlFC8ZoVrOyIpkolHp_3XkVpcf6XdcMZxVj3WrLme9YppuTPQcnS46LrCJhfbsnl1JUOjxj-MIeL1Qt6u6Ef9_1TYZ_Gw/" style="margin-left: 1em; margin-right: 1em;"><img data-original-height="212" data-original-width="335" height="406" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgv2PCoZKXXiuhccRh7M5eb62Vr94JBlVUHv0GNz5JBns-AyCDBlFC8ZoVrOyIpkolHp_3XkVpcf6XdcMZxVj3WrLme9YppuTPQcnS46LrCJhfbsnl1JUOjxj-MIeL1Qt6u6Ef9_1TYZ_Gw/w640-h406/image.png" width="640" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEizlV4PLZIMowaNBx1vw1ulEyZ5c9uFzf6YzrJEiTSDPoKWHHft-sYV-JlHcatC8FLxu6LglmtixPBjvWhB5IBqCm2tfiOD9TfGqoyoWHpc9J-fhHIFY1Xgde-8JQ1YVrY7AQ7P3JImu0pm/" style="margin-left: 1em; margin-right: 1em;"><img data-original-height="528" data-original-width="890" height="381" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEizlV4PLZIMowaNBx1vw1ulEyZ5c9uFzf6YzrJEiTSDPoKWHHft-sYV-JlHcatC8FLxu6LglmtixPBjvWhB5IBqCm2tfiOD9TfGqoyoWHpc9J-fhHIFY1Xgde-8JQ1YVrY7AQ7P3JImu0pm/w640-h381/image.png" width="640" /></a></div><br />26) Eevee'de bounce lights / raytacing yok. Cycles'da var. Fakat Ambient Occlusion'ı açtığımızda contact shadows oluşuyor.<p></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjGePei5PHzn3kMG1K8vGsGCzSN-e2zFc0HPgKfkGm8knP_s4mZHiE0VjX4iy0-TfcHKoiffSf4cFr22FOZP4BdDXR_xM_f4m3pPUD6-FRlu3RqQT_wKlEvfbNpq2wVpr-1AWWgpbVJlWxQ/" style="margin-left: 1em; margin-right: 1em;"><img data-original-height="545" data-original-width="940" height="372" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjGePei5PHzn3kMG1K8vGsGCzSN-e2zFc0HPgKfkGm8knP_s4mZHiE0VjX4iy0-TfcHKoiffSf4cFr22FOZP4BdDXR_xM_f4m3pPUD6-FRlu3RqQT_wKlEvfbNpq2wVpr-1AWWgpbVJlWxQ/w640-h372/image.png" width="640" /></a></div><br />27) Add Material diyerek, seçili objelere materyal atanabiliyor. Daha sonra ayarları yapılıyor.<p></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgFo6GVfr93PcjBaDwcXNvZSxIMp7U_FOUs9LTWJOCNcLH4j9LI2VCDiU_hC4LsmEfo9uu8_F5MnPWkJcV9ButcuG32waNp9u2TsQYwHz9Q2rbNXDWmfpzrzP41Fkv0YGS7qBDFtPoShYU_/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="314" data-original-width="340" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgFo6GVfr93PcjBaDwcXNvZSxIMp7U_FOUs9LTWJOCNcLH4j9LI2VCDiU_hC4LsmEfo9uu8_F5MnPWkJcV9ButcuG32waNp9u2TsQYwHz9Q2rbNXDWmfpzrzP41Fkv0YGS7qBDFtPoShYU_/" width="260" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_Ji3z4QkIA90rLsZI0iBCw97ijwEiUo6SMZTT2zHoGzZ-yz_ZLUDipzoSxje22h8CSf4IC6SmqTN0ZMDIYdAZkf5WUzrGKTX5oFdZqpKhWkBmZupNRU6OQGGucQY9B6g7PeI8UgQh4vkf/" style="margin-left: 1em; margin-right: 1em;"><img data-original-height="545" data-original-width="927" height="376" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_Ji3z4QkIA90rLsZI0iBCw97ijwEiUo6SMZTT2zHoGzZ-yz_ZLUDipzoSxje22h8CSf4IC6SmqTN0ZMDIYdAZkf5WUzrGKTX5oFdZqpKhWkBmZupNRU6OQGGucQY9B6g7PeI8UgQh4vkf/w640-h376/image.png" width="640" /></a></div><br />28) Roughness değeri düşürüldükçe materyalin glossiness'ı yani yaldır yaldır parlayan yüzey etkisi :) artar.<p></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjjW19uEMoTTy3m7lslV_cLRaYOQ0qzujaksZD1-XiOAJ00qIwFg5U1cFGn1wDu_xQxVD4Ndj84WObwO3g-ArRry6ywrVZaW2F1CbaDkBs2AxvZSN28A6c7YVmU4LohTt2zY4Z4o-FV0h3T/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="122" data-original-width="270" height="145" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjjW19uEMoTTy3m7lslV_cLRaYOQ0qzujaksZD1-XiOAJ00qIwFg5U1cFGn1wDu_xQxVD4Ndj84WObwO3g-ArRry6ywrVZaW2F1CbaDkBs2AxvZSN28A6c7YVmU4LohTt2zY4Z4o-FV0h3T/" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhvha_d3L_VOATFyLr-saO9d0j6azW8mDGVPbRKYo16r6zOdqJN0SLFMQAt5-wns4aCCDWP6fj4_cEu8s2FjVEmtuPEqzhxEfhjAkJZ7t4R90eDwvNg4L65oAHGZBkoFsCuSjjXToYsqAvl/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="523" data-original-width="925" height="181" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhvha_d3L_VOATFyLr-saO9d0j6azW8mDGVPbRKYo16r6zOdqJN0SLFMQAt5-wns4aCCDWP6fj4_cEu8s2FjVEmtuPEqzhxEfhjAkJZ7t4R90eDwvNg4L65oAHGZBkoFsCuSjjXToYsqAvl/" width="320" /></a></div><br />29) Screen Space Reflections ayarı açılarak daha gerçekçi yansımalar elde edilebilir.<p></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi5o-_8pgqhUgyoci26_Yu0wJhn1KSm307XjOLrfxFwmwRlnpbY0kRvHEbfBJ4CPVlR0CyaGchO5du5yY2-toGxks5ZwSo4cr6ccCNLC76EDk6bqopuNY8cP7KIiQxhA3dTSTUxAqw7rgpT/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="246" data-original-width="295" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi5o-_8pgqhUgyoci26_Yu0wJhn1KSm307XjOLrfxFwmwRlnpbY0kRvHEbfBJ4CPVlR0CyaGchO5du5yY2-toGxks5ZwSo4cr6ccCNLC76EDk6bqopuNY8cP7KIiQxhA3dTSTUxAqw7rgpT/" width="288" /></a></div><br />30) Bloom'u açtığımızda genel bir "parlama" etkisi eklenmiş olur.<p></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhI77vN2k9KF4X5VYB7c4eToLjt5PPL2UtVgpPr8qF9w4NQUne6T0Sn3cEtN3W7blYT6LTaO8f0A18bF5Ax0x-6foOiS2xAywpLCSYiVGQTyNeLyKObPyjRPeP2IQql6lQnWAKou9nON61F/" style="margin-left: 1em; margin-right: 1em;"><img data-original-height="568" data-original-width="1076" height="338" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhI77vN2k9KF4X5VYB7c4eToLjt5PPL2UtVgpPr8qF9w4NQUne6T0Sn3cEtN3W7blYT6LTaO8f0A18bF5Ax0x-6foOiS2xAywpLCSYiVGQTyNeLyKObPyjRPeP2IQql6lQnWAKou9nON61F/w640-h338/image.png" width="640" /></a></div><br />31) Subsurface Scattering etkisi için aşağıdaki değeri değiştiriyoruz. (Default 0)<div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUxGZ1S6VaEOEFQgMFXUS-lQtyQktWbmWL-3takFhm14JZ8Q2TksM3ArPRtKZc8rm_BVgWSsArSAn8FjdgqPxSOt-tHiDQc-Cu2eExl23nkgLoE5rTYIGnbjXnXvzfRTWVhu_XVsn4bihk/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="54" data-original-width="270" height="64" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUxGZ1S6VaEOEFQgMFXUS-lQtyQktWbmWL-3takFhm14JZ8Q2TksM3ArPRtKZc8rm_BVgWSsArSAn8FjdgqPxSOt-tHiDQc-Cu2eExl23nkgLoE5rTYIGnbjXnXvzfRTWVhu_XVsn4bihk/" width="320" /></a></div><br />Bu organik materyalin içinden geçen ışık etkisidir. altındaki 3 kanalık değeri RGB'yi temsil ediyor.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi0Psf3hrVbdu5C0Sdxg_pqEpLBuqf1eQ9xlIP05xe_bk78084ZUUFO5yVZOc495oCbkwwzYutyf-ZpBoN0IZNCn6N4Ii-5IXFIIpotWdvL0xAE1TVeS6DrjnT1vI07gzemnhhw_VJOLi6e/" style="margin-left: 1em; margin-right: 1em;"><img data-original-height="635" data-original-width="1194" height="340" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi0Psf3hrVbdu5C0Sdxg_pqEpLBuqf1eQ9xlIP05xe_bk78084ZUUFO5yVZOc495oCbkwwzYutyf-ZpBoN0IZNCn6N4Ii-5IXFIIpotWdvL0xAE1TVeS6DrjnT1vI07gzemnhhw_VJOLi6e/w640-h340/image.png" width="640" /></a></div></div></div><br />32) Subsurface Scattering değeri yüksekken Eevee'de daha iyi sonuç veriyor; ama Cycles'ta oldukça metalik bir yüzey elde edilmesini sağlıyor.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjAdzV_Wdj1eAirMaC4ELtpvNI7TOMcDVyeBPK44lmXim8eSZdL7GeeIyZYhXhNZg5y0aDFhb_mRDEZsEjLL1deA8yScs-4nj7K6qtCJ0_K0sXqaRzLNKGlViRC6UlGEpZfZLWPeBzZ1hxyRi8AlXZqdx99cFNZapW5Nh1DojYur8RnXDU0-CmVzB6hkA=s1920" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1080" data-original-width="1920" height="360" src="https://blogger.googleusercontent.com/img/a/AVvXsEjAdzV_Wdj1eAirMaC4ELtpvNI7TOMcDVyeBPK44lmXim8eSZdL7GeeIyZYhXhNZg5y0aDFhb_mRDEZsEjLL1deA8yScs-4nj7K6qtCJ0_K0sXqaRzLNKGlViRC6UlGEpZfZLWPeBzZ1hxyRi8AlXZqdx99cFNZapW5Nh1DojYur8RnXDU0-CmVzB6hkA=w640-h360" width="640" /></a></div><div><br /></div><div>33) Subsurface Scattering değeri düşükken Cycles ile daha doğal bir sonuç veriyor.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiMERc6lhVQ1ddx3cHdOpZWHC-6HdzrH6lHJUJPRlXnqQYPyhXVJ2_9I9DFmCVxCV7PDkYffOlpSZdzQEG0341bg6fmSzyaFp77z8cGjlR_WJdHAC797qKQh_iU6P5gI_GWtri1E7qzIh00x7sVQGP92nPSr2syboAMR2wBM9E08O0l_08I8r4U0KLrRQ=s1920" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1080" data-original-width="1920" height="360" src="https://blogger.googleusercontent.com/img/a/AVvXsEiMERc6lhVQ1ddx3cHdOpZWHC-6HdzrH6lHJUJPRlXnqQYPyhXVJ2_9I9DFmCVxCV7PDkYffOlpSZdzQEG0341bg6fmSzyaFp77z8cGjlR_WJdHAC797qKQh_iU6P5gI_GWtri1E7qzIh00x7sVQGP92nPSr2syboAMR2wBM9E08O0l_08I8r4U0KLrRQ=w640-h360" width="640" /></a></div><br /><div>34) Sağ üst köşeden material mode açıldığında, sahnedeki default HDRI aktif olur. Yansımalara HDRI bilgisi eklenir.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgCyTwsY3LwzNRuia03aKmGek3_jWXK5DnsGPeo4XwD7d3xIC6gDCPxyq_pub8SHgFgk6EFZLoMdRI40s91dBD2xQ4uzLN8rlEW4TJ2doF74g8kZGjBqydtkyjTvFmpDuvEt32i1wz4orZK/" style="margin-left: 1em; margin-right: 1em;"><img data-original-height="624" data-original-width="935" height="428" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgCyTwsY3LwzNRuia03aKmGek3_jWXK5DnsGPeo4XwD7d3xIC6gDCPxyq_pub8SHgFgk6EFZLoMdRI40s91dBD2xQ4uzLN8rlEW4TJ2doF74g8kZGjBqydtkyjTvFmpDuvEt32i1wz4orZK/w640-h428/image.png" width="640" /></a></div><br /></div><div>35) Material Mode ayarlarında "Scene Lights" işaretlenirse sahnedeki ışıklar hesaplanır.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEik5uno7DQRHdAScU1Xu1VcgN8Bp2JCN8gfynzddC4EpC8aPIdZbdHw-2HIMq6djuCrhU1NBlsq0HPHI1X1APl5KJWLOpllI4VqEUbA1PMQkNv58vRpHDo7HGDQ0ttR3t40rnuCvPr_uEA8/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="404" data-original-width="326" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEik5uno7DQRHdAScU1Xu1VcgN8Bp2JCN8gfynzddC4EpC8aPIdZbdHw-2HIMq6djuCrhU1NBlsq0HPHI1X1APl5KJWLOpllI4VqEUbA1PMQkNv58vRpHDo7HGDQ0ttR3t40rnuCvPr_uEA8/" width="194" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjB5NofDiitFVMjtfvKuzafv_m1shg1H7vy7tnJrRMgul2XDk80iwF_hLyObdL8PB6TT-oLOPjMDyFVpkcohzvhbzmLPTCJzKwA-Rl-OxjL56IHJ6CGece4SWgfGaW3tHPgWajkeWU_yhjg/" style="margin-left: 1em; margin-right: 1em;"><img data-original-height="646" data-original-width="1119" height="370" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjB5NofDiitFVMjtfvKuzafv_m1shg1H7vy7tnJrRMgul2XDk80iwF_hLyObdL8PB6TT-oLOPjMDyFVpkcohzvhbzmLPTCJzKwA-Rl-OxjL56IHJ6CGece4SWgfGaW3tHPgWajkeWU_yhjg/w640-h370/image.png" width="640" /></a></div><br />36) Rendering Engine'i Cycles tutup, material mode ayarlarında Scene World'ü de etiketlersek, hem Cycles'ı kullanıp hem de Eevee ile çalışıyor gibi çalışabiliriz.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjWP1KidBbXWXRM-8XH0o6RliLG_k9ZplTQ4NMqfyjnP9LsFk-O_V6rP8km-ZT4Qx1n0e_xfnWeXzLfD2G3L0WEsAd-qln88vErFsuvgo_utbqhHnQLuZomADn7T7y38JDQ5uAL874myQ9C/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="260" data-original-width="345" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjWP1KidBbXWXRM-8XH0o6RliLG_k9ZplTQ4NMqfyjnP9LsFk-O_V6rP8km-ZT4Qx1n0e_xfnWeXzLfD2G3L0WEsAd-qln88vErFsuvgo_utbqhHnQLuZomADn7T7y38JDQ5uAL874myQ9C/" width="318" /></a></div><br /><b>37) SAMPLES + DENOISER</b></div><div><br /></div><div>Viewport'ta ve Render'da "Denoise" filtresini kullanabiliriz. Bu AI yardımıyla kumlanmayı giderir. Böylece çok yüksek sample'larla çalışıp uzun süre render beklememize gerek kalmaz.</div><div><br /></div><div>38) NVIDIA RTX GPU'larla "Optix" AI Denoiser filresi kullanılabilir. CPU bazlı denoiser'lar çok daha yavaş çalışır.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhshuXdtRGvehRbZO_UEJqlBvgvMxkPhIPdRAETYHMGUBLkj8ltu7Q8dIwv8DkCVKe0NtZyRB2rPo7073RBywd-wVHQOW4-dlS1X0y8vFAOsN6PIImYzJwJg4XqCthxXnWM1r720IWX7Q0g/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="96" data-original-width="272" height="113" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhshuXdtRGvehRbZO_UEJqlBvgvMxkPhIPdRAETYHMGUBLkj8ltu7Q8dIwv8DkCVKe0NtZyRB2rPo7073RBywd-wVHQOW4-dlS1X0y8vFAOsN6PIImYzJwJg4XqCthxXnWM1r720IWX7Q0g/" width="320" /></a></div><br />39) Start Sample değerini yükselttikçe denoiser filtresi daha hızlı çalışır.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiORT7SFdcrIcNGIXVjEm2Vbrtmp7TIbp32CFMFKNtUXDzz5oGDIuD1H5QCRzAjlgvtk7Et7-KcpTQOEYOqUEBhfQQcMcWZaqrItNFjEFEjpeGHYFx15o2J0LM1kAH5lsxo80GwOM_C6wVM/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="47" data-original-width="253" height="59" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiORT7SFdcrIcNGIXVjEm2Vbrtmp7TIbp32CFMFKNtUXDzz5oGDIuD1H5QCRzAjlgvtk7Et7-KcpTQOEYOqUEBhfQQcMcWZaqrItNFjEFEjpeGHYFx15o2J0LM1kAH5lsxo80GwOM_C6wVM/" width="320" /></a></div><br />40) Noise Treshold eskiden "Adaptive Sampling" olarak bilinirdi. Default olarak bırakılabilir.</div><div><br /></div><div>41) Denoise'a time limit koyup, her karedeki sampling'i belirlenen süre içinde yapması sağlanabilir.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjOFRBs9plLnNvkPtBsn-U96FhI0X1e_3vWCEYAe5wqn28Xkbo9zIbN67rE7PXe4Xn1l_D2af2-L4FdWOoaJdbJf9cV_zBhqelMIKgkAjLAOwWfDyQmNTcyVY7K7GVR0pENUjpoWjp9EEBf/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="64" data-original-width="251" height="82" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjOFRBs9plLnNvkPtBsn-U96FhI0X1e_3vWCEYAe5wqn28Xkbo9zIbN67rE7PXe4Xn1l_D2af2-L4FdWOoaJdbJf9cV_zBhqelMIKgkAjLAOwWfDyQmNTcyVY7K7GVR0pENUjpoWjp9EEBf/" width="320" /></a></div><br /><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEi-UQZGez-LTmbQu4mtzuv9EHkCh-5ioPBR5Age3YaeJ2F-KlGiukEq_W1ZxuJv4ew1WjrFBK5dnWvR5_N6n-6eGaEcKLoiRfRIgP2-eO1j7NQcQEsElE1gpNNl5wvdmLTqSZKPULy9mknp-fdmflilR-7xbhNTE-SQ3vN8wKsQVVuwSAnIW3TdCfQJSA=s1920" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1080" data-original-width="1920" height="360" src="https://blogger.googleusercontent.com/img/a/AVvXsEi-UQZGez-LTmbQu4mtzuv9EHkCh-5ioPBR5Age3YaeJ2F-KlGiukEq_W1ZxuJv4ew1WjrFBK5dnWvR5_N6n-6eGaEcKLoiRfRIgP2-eO1j7NQcQEsElE1gpNNl5wvdmLTqSZKPULy9mknp-fdmflilR-7xbhNTE-SQ3vN8wKsQVVuwSAnIW3TdCfQJSA=w640-h360" width="640" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><br />Bilgehttp://www.blogger.com/profile/13163906494534952043noreply@blogger.com0tag:blogger.com,1999:blog-8773059650165361475.post-34704005021285942992022-01-08T11:54:00.006-08:002022-01-08T11:54:45.557-08:00Blender Guru Notes I - 08.01.2022<p><b>BASE MODELING</b></p><p><b>1) Primitive Özellikleri Menüsü</b></p><p>Objeyi yarattıktan sonra bir kere çıkıyor; ve ekranın başka bir yerine tıklanırsa kapanıyor. Eğer herhangi bir işlem uygulanmadan "bir kereye mahsus" geri getirilmesi için F9'a basmak lazım.</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjd9kZdcR0PNP-KCJOc6fkE5zecS0o2k7XclCAjzuhOk5OHnP1CltmnEzpeJdQ5MZaQFYAnIgmUPW7gHhpa4BiSzpP1sQYQVIqKzib5L3r-aV_Wz2Yun8MCFSrnjDz3jZsTnaJvBmikNmlB/" style="margin-left: 1em; margin-right: 1em;"><img data-original-height="453" data-original-width="361" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjd9kZdcR0PNP-KCJOc6fkE5zecS0o2k7XclCAjzuhOk5OHnP1CltmnEzpeJdQ5MZaQFYAnIgmUPW7gHhpa4BiSzpP1sQYQVIqKzib5L3r-aV_Wz2Yun8MCFSrnjDz3jZsTnaJvBmikNmlB/w318-h400/image.png" width="318" /></a></div><br />2) Maya'da scale bilgisini "freeze" etmek gibi, Blender'da da "apply" ediyoruz. CTRL + A | Scale gibi.<p></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi5m7GrFhAamMRDNFmh8Ie6MMBgkCVkfrnCbIARkNZlxoSGm8uVZKHPKXwclgs5D7n6hOtlfb9tMeWewohnlGAVmPVpspJ2gWNcSSPkLYd93IZO0XUSiLozzVLoCEBD7YOys_dcca3unqpu/" style="margin-left: 1em; margin-right: 1em;"><img data-original-height="430" data-original-width="324" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi5m7GrFhAamMRDNFmh8Ie6MMBgkCVkfrnCbIARkNZlxoSGm8uVZKHPKXwclgs5D7n6hOtlfb9tMeWewohnlGAVmPVpspJ2gWNcSSPkLYd93IZO0XUSiLozzVLoCEBD7YOys_dcca3unqpu/w302-h400/image.png" width="302" /></a></div><p>3) Smooth mode'a geçmek için sağ tıklayıp Shade modunu "Smooth" olarak seçiyoruz.</p><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhFPC3uqQTBG_lGgRhzwEoOB5-oGtCDms8WuIVBmhYwoZQgEzI9eqzIhkf-pA7orG8uJtJm0WExjbNispZ3GyRZh2NJUFV-wi2TFsZ8WqRBJyKwLCY8mKeHqsS4Yq5FHejy67_l5gwUR45D/" style="margin-left: 1em; margin-right: 1em;"><img data-original-height="495" data-original-width="252" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhFPC3uqQTBG_lGgRhzwEoOB5-oGtCDms8WuIVBmhYwoZQgEzI9eqzIhkf-pA7orG8uJtJm0WExjbNispZ3GyRZh2NJUFV-wi2TFsZ8WqRBJyKwLCY8mKeHqsS4Yq5FHejy67_l5gwUR45D/w203-h400/image.png" width="203" /></a></div><br /><br /></div><div>4) Objeyi gerçekten daha detaylı hale getirmek için sub-divisions ekliyoruz. Bunun için Blender'da "modifier'lar" kullanıyoruz.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiVlQGY-eqXKnYiLOcBT8Pg9NUkCez9KhExE0ITBTojn4rdvqB5QNdC0QdLrw13HrKneYV7Vvji9XTurPQ6HuL2JXTDxnukCdtlFDbQ33Xxh-6vJZOd1QOyvV5QlqnRH2KcZIfB4eGAjx79/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="501" data-original-width="187" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiVlQGY-eqXKnYiLOcBT8Pg9NUkCez9KhExE0ITBTojn4rdvqB5QNdC0QdLrw13HrKneYV7Vvji9XTurPQ6HuL2JXTDxnukCdtlFDbQ33Xxh-6vJZOd1QOyvV5QlqnRH2KcZIfB4eGAjx79/" width="90" /></a></div><br />Modifier eklemek için "Modifier" menüsünü kullanacağız. Add Modifier | Subdivision Surface</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh8SyClHn-J_4-uEj2Vg4-CoQTayQznbwWoenMVYie7GVn7GMbeX3mluRaSQTgiIHSGZ_lqQjzXEogNilTsPXzPvZpAOjrtkBJZQBc_KxHH2bw-_pixWa-xF5xiOZEE0s_Z5A3hz0oKNotk/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="152" data-original-width="225" height="216" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh8SyClHn-J_4-uEj2Vg4-CoQTayQznbwWoenMVYie7GVn7GMbeX3mluRaSQTgiIHSGZ_lqQjzXEogNilTsPXzPvZpAOjrtkBJZQBc_KxHH2bw-_pixWa-xF5xiOZEE0s_Z5A3hz0oKNotk/" width="320" /></a></div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj2op4wphl-b16WffFDxlOImnzUC1jokBL-7rKgB0nVISznoMATmKePDzTimNq50iXVVnvVcn-Z9f70JfjCtXH1t1VDcz-nALaotZjAoHbb8OtdSyWk1eT3-THcn6CROHNuXtBOo8k9MRx1/" style="margin-left: 1em; margin-right: 1em;"><img data-original-height="575" data-original-width="781" height="295" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj2op4wphl-b16WffFDxlOImnzUC1jokBL-7rKgB0nVISznoMATmKePDzTimNq50iXVVnvVcn-Z9f70JfjCtXH1t1VDcz-nALaotZjAoHbb8OtdSyWk1eT3-THcn6CROHNuXtBOo8k9MRx1/w400-h295/image.png" width="400" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZhk3AqlqWiVvDgWVhDZMu8u-u805WhG4nyLl8C8FQao8HAF4lUdeLPh4tBvZ4EZgtjIpqybkHxu7A4ih08LRU2Q7ppr_Bd0k6hGBrxKvX-rZ6NzLZVuKgHWyRuU-6DoS8tPKhQXBfXhyphenhyphene/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="113" data-original-width="281" height="129" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZhk3AqlqWiVvDgWVhDZMu8u-u805WhG4nyLl8C8FQao8HAF4lUdeLPh4tBvZ4EZgtjIpqybkHxu7A4ih08LRU2Q7ppr_Bd0k6hGBrxKvX-rZ6NzLZVuKgHWyRuU-6DoS8tPKhQXBfXhyphenhyphene/" width="320" /></a></div><br />Eğer "monitör" ikonunu kapatırsak modifier viewport'ta görünmez. Kamera ikonunu kapatırsak subdivision render'da gözükmek.<p></p></div><div><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjkdgqCdqOp_vkWLhWbCMXSxE62ebBpKXFxnQ-EOuYwmpXkJqo3pi-WgYzuF9mwsXSUMGLTYGl_ks_buzSMW6rdphQJ0OWMeoon_BDU5XptEfh93PMn8FBahIcvOw-9Bwi9fw44B-ZChl1V/" style="margin-left: 1em; margin-right: 1em;"><img data-original-height="438" data-original-width="712" height="246" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjkdgqCdqOp_vkWLhWbCMXSxE62ebBpKXFxnQ-EOuYwmpXkJqo3pi-WgYzuF9mwsXSUMGLTYGl_ks_buzSMW6rdphQJ0OWMeoon_BDU5XptEfh93PMn8FBahIcvOw-9Bwi9fw44B-ZChl1V/w400-h246/image.png" width="400" /></a></div><br /></div>5) TAB ile wireframe/edit moduna ya da obje moduna geçiyoruz. Ayrıca CTRL + TAB ile object mode için pie menü açılıyor.</div><div><br /></div><div><b>6) Imperfection is digital perfection. </b></div><div><br /></div><div>7) Proportional Editing | O | Birkaç vertex birden seçiyor. Seçim alanını etkileyen brush size'ı küçültmek için MMB ile scroll up yapmak gerekiyor.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgJwysK6etrYmTwJebHLuoj1aXLGMx05Bo7Yfs1aswrKEGeUDueZ2Wf-E5DGq-49GZQbo29MyYB-cD-FM81hHHKbNOSRfQXf4hnqBL5lxOYZVSbz4VwbubVJHaUzjEcm86ZdDWlumhqLKQ1/" style="margin-left: 1em; margin-right: 1em;"><img data-original-height="557" data-original-width="959" height="233" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgJwysK6etrYmTwJebHLuoj1aXLGMx05Bo7Yfs1aswrKEGeUDueZ2Wf-E5DGq-49GZQbo29MyYB-cD-FM81hHHKbNOSRfQXf4hnqBL5lxOYZVSbz4VwbubVJHaUzjEcm86ZdDWlumhqLKQ1/w400-h233/image.png" width="400" /></a></div><div><br /></div>8) ALT + S ile, proportional edit modunda, face / vertex yönünde deformatif hareket yapılabilir; kamera açısına bağımlı kalınmaz.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEggcA_B2WMRP28eZuUsqGtunzx275gHKMZlZDgYzyUqWDQYKtQ2MQKIsjoNaOUWqIyInEPi8LjZIJrh2arqGTLqIJsWqjhCIGbAZyZomic9DQJLaRkxMnWw-8eaItc7dk99s4SB-Lu6q397/" style="margin-left: 1em; margin-right: 1em;"><img data-original-height="1080" data-original-width="1920" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEggcA_B2WMRP28eZuUsqGtunzx275gHKMZlZDgYzyUqWDQYKtQ2MQKIsjoNaOUWqIyInEPi8LjZIJrh2arqGTLqIJsWqjhCIGbAZyZomic9DQJLaRkxMnWw-8eaItc7dk99s4SB-Lu6q397/w400-h225/image.png" width="400" /></a></div><br /> 9) Eğer sahnedeki kamera ya da ışığa tıklayamıyorsak, Edit mode'ta kalmışızdır.</div><div><br /></div><div>10) Select menüsünde "Select Random" komutunu uygulayarak Edit mode'ta "random" seçimler yapabiliriz.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRfWihzb5TFmPTodZXJDJ29ZraGyGEHGOs_Q1mfnc2CKzuHTPNQLiugkWfWyS9J-2As1U9ovpMaIxph4sFaYmDagislkvmF4vlMZOAGeUFrpdEikj9zNhFlV9EnCPeN2CjK3xer7wwq5H6/" style="margin-left: 1em; margin-right: 1em;"><img data-original-height="577" data-original-width="859" height="269" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRfWihzb5TFmPTodZXJDJ29ZraGyGEHGOs_Q1mfnc2CKzuHTPNQLiugkWfWyS9J-2As1U9ovpMaIxph4sFaYmDagislkvmF4vlMZOAGeUFrpdEikj9zNhFlV9EnCPeN2CjK3xer7wwq5H6/w400-h269/image.png" width="400" /></a></div><br />Bu tool'un ayarları her zamanki gibi sol alt köşede açılıyor; etkisini azaltıp, fall off parametrelerini de oradan değiştirebiliriz.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgdyF3Mx-a0gOkpB3JK1rM5LHjM8lxAnoLFS04ONjdfZNkw-ahqWaEWQXYXM3pkJWFp4GM4E-HP1y5OEXKYo2B6qzOacMGfPSBKl-cwOx6iC5uSqmrRpxxZJxYgCBFvoNjzvKMXcrAPFMEz/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="255" data-original-width="366" height="223" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgdyF3Mx-a0gOkpB3JK1rM5LHjM8lxAnoLFS04ONjdfZNkw-ahqWaEWQXYXM3pkJWFp4GM4E-HP1y5OEXKYo2B6qzOacMGfPSBKl-cwOx6iC5uSqmrRpxxZJxYgCBFvoNjzvKMXcrAPFMEz/" width="320" /></a></div><br /><b>ICING</b></div><div><br /></div><div>11) Bir objenin face'lerinin yarısını ortografik mode'ta seçmeye çalışırken, baktığımız açıdan bu face'lerin sadece bir kısmı seçilebilir. Hepsini seçebilmek için ALT + Z ile X-Ray mode'u açarak seçim yapabiliriz.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9sM58FgeEIu3Dkb_7E5mqGLO4Idm0drH3rr9hKQfVkGsInybVz4uWRbI3lYaGzfFZWn88-7YoUxGE2ZZTwECNWMYGrgMGBVsS153oubuF7CthdN7IrR1E-7zx8bNuIvAcGVUYoy93YXGz/" style="margin-left: 1em; margin-right: 1em;"><img data-original-height="448" data-original-width="775" height="231" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9sM58FgeEIu3Dkb_7E5mqGLO4Idm0drH3rr9hKQfVkGsInybVz4uWRbI3lYaGzfFZWn88-7YoUxGE2ZZTwECNWMYGrgMGBVsS153oubuF7CthdN7IrR1E-7zx8bNuIvAcGVUYoy93YXGz/w400-h231/image.png" width="400" /></a></div><br />12) SHIFT + D ile seçili objeler duplicate edildiğinde cursor'a yapışır ve "nereye kopyalanacağı" bilgisini bekler. ESC veya sağ klikle bu komut bekleme durumundan çıkılarak, duplikasyon orijinde yapılabilir.</div><div><br /></div><div>13) Bu işlemle, seçili / duplike edilmiş objeyi "SEPERATE" etmek yani ayırmak gerekir. Bunun için kısayol: P | Selection'dır.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhh4b2JPf1f3jKmi4DRx5u-RwufylCvi7KpuZqoqf_qpGpOyqJRRmGL0wuQ6PD-TY6e0rfb3MRVvX8waQVlhz7FC2eHMsYf4TAOP1VzACX-mrF5Ajm5P7ILmIt40UiaKfyLARyBRREb7fl0/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="197" data-original-width="253" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhh4b2JPf1f3jKmi4DRx5u-RwufylCvi7KpuZqoqf_qpGpOyqJRRmGL0wuQ6PD-TY6e0rfb3MRVvX8waQVlhz7FC2eHMsYf4TAOP1VzACX-mrF5Ajm5P7ILmIt40UiaKfyLARyBRREb7fl0/" width="308" /></a></div><br />14) Bir vertex'i seçip "CTRL + L" yaparsak, o obje içinde birbirine bağlı tüm vertex'leri seçer.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi6sua9zu7ZJMgvf7JmeLWmvfjWhWhDHu9aq4S74th_Fbt_fe4O3yRMqa0F8UUPBfrRgmlUuRuuu862vKKrcXlwtApNa3fgmY2R49GzqtlLW47GuxFRrt7JNrDo9X8mRVFYHYrzg4uUkw3A/" style="margin-left: 1em; margin-right: 1em;"><img data-original-height="409" data-original-width="847" height="194" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi6sua9zu7ZJMgvf7JmeLWmvfjWhWhDHu9aq4S74th_Fbt_fe4O3yRMqa0F8UUPBfrRgmlUuRuuu862vKKrcXlwtApNa3fgmY2R49GzqtlLW47GuxFRrt7JNrDo9X8mRVFYHYrzg4uUkw3A/w400-h194/image.png" width="400" /></a></div><br />15) F2 ile seçili obje isimlendirilebilir.</div><div><br /></div><div><b>16) Plane'e Et Kalınlığı / Hacim Kazandırma</b></div><div><br /></div><div>Icing plane'ini seçtikten sonra, Add Modifier | Solidify komutu uygulanır.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhza7RlZfakMd-3iY4yMQCFCATNu_W9e_zhHn_F47ZMzFPzFQtyhFA72pb_JjdIUnEbIkFwVXPS_2qiR0ABvS634g5sJ98D2HgjZH_hfDKGV8qmCMk20teWYAM88-0esj8i_VMaS3BVzLem/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="211" data-original-width="373" height="181" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhza7RlZfakMd-3iY4yMQCFCATNu_W9e_zhHn_F47ZMzFPzFQtyhFA72pb_JjdIUnEbIkFwVXPS_2qiR0ABvS634g5sJ98D2HgjZH_hfDKGV8qmCMk20teWYAM88-0esj8i_VMaS3BVzLem/" width="320" /></a></div><br />17) Görünüm modları arasında Z'ye basarak geçiş yapabiliriz.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCtSbELkD7LiGqMB0lYyC8DsiIeJFlXIvGqisnTcEfMaWYZB89Brvdb8-7JbKmP2c_xguoSor1PATWazXwWXrDBltwv14c0xX5rFlyLxKqfmFey0rm7YT0r1GbKM4ksx_Zmv97K4Vc6EXE/" style="margin-left: 1em; margin-right: 1em;"><img data-original-height="540" data-original-width="1056" height="328" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCtSbELkD7LiGqMB0lYyC8DsiIeJFlXIvGqisnTcEfMaWYZB89Brvdb8-7JbKmP2c_xguoSor1PATWazXwWXrDBltwv14c0xX5rFlyLxKqfmFey0rm7YT0r1GbKM4ksx_Zmv97K4Vc6EXE/w640-h328/image.png" width="640" /></a></div><br />Aynı zamanda viewport'taki ikon kullanılarak da görünüm modları arasında geçiş yapılabilir.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgpMjHcJgr52Sjy3B0BYZT1bQIFMZp8uWE0wnEqzQVrr8yEQsqPV-R1bd1YOhgOlUbshDW-redKLxsxYlzQ5JLfzIM1MzHA75BVdaUUIrNjpP7cQHrEiMDybO8B6IiFmO3ZfDTNqIOQ2TNa/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="163" data-original-width="381" height="137" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgpMjHcJgr52Sjy3B0BYZT1bQIFMZp8uWE0wnEqzQVrr8yEQsqPV-R1bd1YOhgOlUbshDW-redKLxsxYlzQ5JLfzIM1MzHA75BVdaUUIrNjpP7cQHrEiMDybO8B6IiFmO3ZfDTNqIOQ2TNa/" width="320" /></a></div><br />18) Solidify uygulandıktan sonra Offset değeri, -1'den 1'e çevirilir.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhCSOVDo50xJqHDzMVrnwkttLmqnIUY3L6YnXkIw7SU-Q1R_9pcRMRFhTxYExMVata1SWyfWxWAMPJATyr-eJ5cHtw3ha3cpS2bQAO4Om3NLzSZBx-nPvm-0w3DXjPBmuNGoeXmoHRfdkHS/" style="margin-left: 1em; margin-right: 1em;"><img data-original-height="248" data-original-width="352" height="281" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhCSOVDo50xJqHDzMVrnwkttLmqnIUY3L6YnXkIw7SU-Q1R_9pcRMRFhTxYExMVata1SWyfWxWAMPJATyr-eJ5cHtw3ha3cpS2bQAO4Om3NLzSZBx-nPvm-0w3DXjPBmuNGoeXmoHRfdkHS/w400-h281/image.png" width="400" /></a></div><br />19) Thickness değerini modele göre ayarlaayrak boyutlandırmasını yapıyoruz. SHIFT'i basılı tutarak modifier'ları kullanarak daha hassas değişimler elde edebiliriz. CTRL ise INCREMANTAL artırır.</div><div><br /></div><div><b><u>20) MODIFIER'LARIN SIRASI ÖNEMLİDİR!</u></b></div><div><br /></div><div><b><u>En üstteki modifier ilk uygulanır.</u></b></div><div><br /></div><div>Panel yanındaki noktalardan tutularak modifier'lar taşınabilir.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgLANPHJybIX6BkIYNiqvUWrmxb5bpkaZh_QbVF9ZASiQklkBzxMfkLDINtBJ39UnULaHcVtVK6GW4pR4p4e89xzL6Tl9dqPPjTAJJjZ4Zcbo_NTLTY1kgs0PPhSgAGZHh5dWZpwCBYsFY-/" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="114" data-original-width="78" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgLANPHJybIX6BkIYNiqvUWrmxb5bpkaZh_QbVF9ZASiQklkBzxMfkLDINtBJ39UnULaHcVtVK6GW4pR4p4e89xzL6Tl9dqPPjTAJJjZ4Zcbo_NTLTY1kgs0PPhSgAGZHh5dWZpwCBYsFY-/" width="164" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div>Solidify'ı Subdivision'ın üzerine taşırsak; objeye önce et kalınlığı verir; sonra subdivision uygular. Böylece kenarları daha yumuşak bir icing elde etmiş oluruz.</div>Bilgehttp://www.blogger.com/profile/13163906494534952043noreply@blogger.com0tag:blogger.com,1999:blog-8773059650165361475.post-24131942714112583992021-05-09T12:02:00.002-07:002021-05-09T12:02:23.106-07:00The First Post Of A New Journey: Introduction to the Blender 3D<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhdvT6mIh06qAw-mDib3UoEtcE1ZxaAivjA2stq3Z6FvS2ZFNfogEZhPQE11iBq_GrvOeg23SLEWlcDcMwqaeWc66JhOEIu35euFCthDvkUYhBKf6Lrs9CUuhX8d61wFaxDY2E0Mzs387JQ/s1080/Blender+%25C3%2596%25C4%259Frenmeye+Ba%25C5%259Flamak.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1080" data-original-width="1080" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhdvT6mIh06qAw-mDib3UoEtcE1ZxaAivjA2stq3Z6FvS2ZFNfogEZhPQE11iBq_GrvOeg23SLEWlcDcMwqaeWc66JhOEIu35euFCthDvkUYhBKf6Lrs9CUuhX8d61wFaxDY2E0Mzs387JQ/w640-h640/Blender+%25C3%2596%25C4%259Frenmeye+Ba%25C5%259Flamak.png" width="640" /></a></div><br /><p>I've been dreaming about this for a very long time. My relationship with <b>Autodesk Maya</b> ended the day I lost access to the student license. I'm not particularly eager to use pirated programs. Not just morally; It isn't easy to educate yourself in a pirated environment and meet industry standards.</p><p>In my professional career, the 3D design had already fallen into second place. Because I have been working on digital marketing, social media, and content production for the last 5 years, in this context, the programs I used the most were <b>Adobe Photoshop, Adobe Illustrator</b>, and <b>Adobe After Effects</b>. However, recently, I started to need to use a 3D program again, especially to make my dream designs with high production quality.</p><p>I thought about it a lot, and my preference was <b>Blender 3D</b> because of its swift and powerful tools, incredible improvement curve, and, of course, the open-source environment. In this blog, I will write about the work I have done to make my dreams come true. I start by learning about Blender 3D. Let's see what will come next?</p><p>So let's start!</p>Bilgehttp://www.blogger.com/profile/13163906494534952043noreply@blogger.com0Bursa, Turkey40.1885281 29.060963611.878294263821154 -6.0952863999999991 68.498761936178852 64.217213600000008