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如何在 Blender创建印花玻璃杯第一部分 How to Engrave Glass in ...

发表于 2015-4-29 20:33:42 | 显示全部楼层 |阅读模式

如何在 Blender创建印花玻璃杯第一部分  How to Engrave Glass in Blender: Part 1
By Filippo Veniero

Introduction  介绍
Blender development continues day on day, with each version boasting new features and tools to help artists improve their work.
In these tutorials we'll be using Blender 2.67 - new in this release is the Freestyle render engine for non-photorealistic rendering, a 3D printing add-on, subsu***ce scattering shader(SSS) now available for Cycles, new mesh modeling tools (Individual Face Inset, Poke Face and Knife Project) and in addition to the new features, over 260 bugs that existed in previous releases have been fixed!
在这个指南我们将使用Blender 2.67 --这个版本有非真实感的Freestyle渲染引擎,3D打印,次表面散射(SSS)都可以支持Cycles,新的网格建模工具 (Individual Face Inset, Poke Face 和 Knife Project)除了新功能,在以前的版本中存在超过260 bug已经修复!

 楼主| 发表于 2015-4-29 20:34:30 | 显示全部楼层

In this first tutorial we're going to look at how to create photorealistic engraved glass in Blender 2.67. Let's get started!
在这个指南我们将在 Blender 2.67怎么创建真实的印花玻璃杯。让我们准备开始吧。
Download the free tutorial files here.

Modeling Glass 玻璃杯建模
First of all search, search for reference images of glasses. Open Blender, delete the default cube and set your first glass reference image as your background image (N key > background image > add image). Don't forget to change view mode from Perspective to Orthographic (shortcut key 5).
首先搜索,搜索玻璃参考图像。打开Blender, 删除默认的立方体,并设置你的玻璃窗口图像作为背景图像【N键>背景图像(background image) > 添加图像(add image)】。不要忘记将透视图模式改为正交视图(快捷键数字键5)。
There are several ways to create a glass (e.g., spin, extrusions), but I prefer to work with extrusions. Add a circle (8 sides), go into Edit mode, select the vertex of the circle and extrude along the Z axis until you obtain a glass shape. Check the normal vectors (in Edit mode, N key > Mesh Display, turn on Face Normals). If they are reversed, click Ctrl + N to fix them. Add a Subsu***ce modifier and set the su***ce to Smooth.
有几种方法来制造的玻璃杯(例如,旋转,挤压) ,但我更喜欢用挤压工作。添加一个8段的圆环,到编辑模式,选择圆环的顶点沿着Z轴挤出直到你获得玻璃杯的形状。检查法线向量(在编辑模式N键> Mesh Display, 打开Face Normals)。如果是相反的,按Ctrl + N来解决这些问题。添加一个细分表面(Subsu***ce )修改器设置光滑(Smooth)表面。

Wine glass model - the best way to work is to use a front reference photo
酒杯建模 - 工作的最好方法是使用前参考照片

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 楼主| 发表于 2015-4-29 20:35:23 | 显示全部楼层
Model a Flute Glass长笛玻璃杯
Now let's see how to model a flute glass! This is easier because we already have a glass model to work from. In Object mode, duplicate the first glass (Shift + D) and call it "flute". Press the backslash (/) key (Blender shows only the selected mesh), add a flute image to the background and, in Edit mode, scale the mesh until it has the right proportions. Press the backslash (/) key again to return to the previous view.
现在让我们看看如何创建长笛玻璃杯!这是比较容易,因为我们已经有一个玻璃杯子模型。在物体模式下,复制第一个玻璃杯(Shift + D)命名为"flute".按数字键盘的/键(最大化选择物体)添加一个长笛玻璃杯图像作为背景,在编辑模式,缩放玩个直到正确的匹配图像。再次按数字键盘的/键返回到前面一个前视图。

The wireframe of our glasses
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 楼主| 发表于 2015-4-29 20:36:03 | 显示全部楼层
Create Some Texture  创建一些纹理
I usually create textures for my images using Inkscape ( and GIMP ( We'll use a simple geometric texture to create the engraved glass: open Inkscape and set the page to 700 x 700 pixels. Begin to draw simple shapes (circles and ellipses) and then duplicate it and apply Inset (Path > Inset). Use Pattern Along Path to enrich the texture with more details (Path > Path Effect Editor > Pattern Along Path). When you have a drawing, as shown in step 4, save your work and then export the image as a PNG.
我通常使用Inkscape ( 和 GIMP (创建纹理。我们将使用一些简单的几何纹理来创建印花玻璃杯:打开Inkscape 设置页面为700*700像素。开始绘制简单的形状(圆形和椭圆形),然后复制它,并应用边界(路径>插入) 。使用模式沿路径,以丰富的纹理细节(路径>路径效果编辑器>图案沿路径) 。当你有一个绘制,如步骤4 ,保存您的工作,然后将图像导出为PNG 。

Create texture with Inkscape
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 楼主| 发表于 2015-4-29 20:36:34 | 显示全部楼层
Unwrap your Models 展开模型
First of all, change the screen layout (the menu at the top of the window) from Default to UV Editing. Select one of the glass models, jump into Edit mode and select an edge loop (select the first vertex and then Alt + click), as shown. Now press Ctrl + E > Mark Seam. Press the U key and then unwrap (I use the Conformal unwrap mode).
首先,改变屏幕布局(在窗口的顶部菜单)从默认的到UV编辑(UV Editing)。选择其中一个玻璃杯模型,进入编辑模式,然后选择一个循环边(选择一个顶点 按住Alt +点击),如图所示。现在,按Ctrl + E>Mark Seam。按U键,然后unwrap(我用的是展开模式) 。

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 楼主| 发表于 2015-4-29 20:37:27 | 显示全部楼层
Top Tip: Add a Little Bling!
Small details make all the difference, so let's add an extra loop at the base of the glass and at the top. In the final image these will create very realistic light effects.

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 楼主| 发表于 2015-4-29 20:39:27 | 显示全部楼层

In the second part of our glass tutorial we'll learn how to set up and render a realistic glass shader in Blender, and discover how to enrich our scenes with some simple cloth simulation. Be sure to read the first part of this tutorial before starting.
Lighting and Scene Setup  照明和场景设置
For this scene we will use the classic 3-point lighting in a light box. Add a plane on the top of the glasses and set it as an emission shader (strength 1.5). Add an emission plane on the left side (warm light, strength 1) and another on the right side (cold light, strength 2). Now add some planes and create a light box. Set the material as a white diffuse shader.
对于这个场景我们将使用经典的三点照明灯箱。在玻璃杯的顶部添加一个平面并设置它为发光着色器(emission shader)strength 为1.5.添加一个发光平面在左边(设置为暖色光,strength 为 1)另一个在右边(冷光,strength 为 2)。现在添加一些平面创建照明灯箱.设置材质为白色的漫反射着色器(white diffuse )。

Light and setup your scene in Blender
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 楼主| 发表于 2015-4-29 20:39:47 | 显示全部楼层
Glass and Wine Materials 玻璃和酒材质
Select Cycles as the render engine and in Object mode, select a glass and add a new material. Use a glass shader, with the index of refraction set to 1.47 and color RGB (0,99; 0,99; 0,99). Add another material to the object (with the same glass shader) and call it "engraved_glass". Add to the engraved_glass material the texture created in step 4 and connect the texture node to the displacement material output.
在物体模式,并选择 Cycles作为渲染引擎,选择其中的一个玻璃杯并给它添加一个新的材质。使用一个玻璃着色器(glass shader),
折射率(index of refraction )设置为1.47RGB颜色为(0,99; 0,99; 0,99).添加另外一个材质给物体【使用同样的玻璃着色器(glass shader)】并命名为"engraved_glass"。添加前面创建的纹理给engraved_glass材质并连接纹理(texture)节点到置换(displacement )材质的输出。

I usually use a math node to adjust the displacement level. In Edit mode, select the areas where you want the engravings and click Assign to the Material. If you want to change the size of the texture, add a node map.
我常常使用一个数学(math)节点来校正置换(displacement)级别。在编辑模式,选择您想要的雕刻区域,然后单击 Assign指定材质。如果你想改变纹理的大小,添加一个节点贴图(node map)。
Now select the wine material and use a glass shader with IOR set as 1.33, and color red.
现在选择葡萄酒材质并添加一个IOR为1.33的玻璃着色器(glass shader),颜色为红色。

Blender material settings
Blender 材质设置
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 楼主| 发表于 2015-4-29 20:40:26 | 显示全部楼层
Cloth Simulation 布料模拟
Now we'll add a small cloth simulation to our render. Search online to find a fabric texture (or create one with the internal render engine) and save it. Add a plane, and in Edit mode, subdivide it 5 times. From the top view (7 key) go to U key > Unwrap from View.
现在我们将为渲染添加一些布料模拟。在网上搜索找到了面料纹理(或使用内部渲染引擎创建一个),并保存它。添加一个平面,在编辑模式细分5次。切换到顶视图(数字键7)并按U键选择Unwrap from View.
Add a diffuse material and use the fabric texture as the color input. In the Physics panel, enable Cloth, select Cotton from the preset materials and turn on Self Collision. Select the plane under glasses and in the Physics panel, set it to Collision. Rotate the cloth by 90 degrees and bake the simulation.
添加一个漫反射材质(diffuse material)并使用面料纹理(fabric texture)作为颜色输出(color input)。在物理(Physics)面板,激活Cloth(布料),从预设的材质选择Cotton(棉)并打开Self Collision(自碰撞)。选择玻璃杯下面的平面并在物理(Physics)面板,点击Collision(碰撞)。旋转布料90度并烘焙模拟。

Cloth material and simulation baking
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 楼主| 发表于 2015-4-29 20:40:49 | 显示全部楼层
Render Setup 渲染设置
Place the glasses in your scene using your creative eye, and then add an empty object - call it "track". Select the first camera and then the empty object, and click Ctrl + T > Track to Constraint. Now the camera should point to the empty object.
使用你的creative eye放置玻璃杯在你的场景,然后添加一个空物体-叫做"track". 选择第一个相机然后选择空物体,快捷键Ctrl + T选择Track to Constraint。现在相机应该指向空物体。
Add a second empty object (focus) and place it on the subject you want to focus on. In the Render Layer tab, turn on the Direct Glossy channel and in the Render tab, set Render Samples to 1000 and Resolution to 1920 x 1920. Select the camera, open the Object Data panel and select Focus in the Depth of Field tab. Set Radius as 0.05 and Blades to 5. In the World tab, set Strength as 0. Now press F12 and wait for the end of render (coffee time!)
添加第二个空对象(焦点),并把它放在你想要关注焦点。在渲染层选项卡,打开 Direct Glossy 通道,在渲染选项卡,设置渲染采样(render Samples )为1000分辨率(Resolution)为1920 x 1920.选择相机,打开Object Data (对象数据)面板,选择Depth of Field 的 Focus。设置Radius 为0.05,Blades为5.在World 选项卡,设置Strength为0.现在按F12等待渲染结束(可以喝杯咖啡)。

The composite and glossy direct render
合成和glossy direct渲染
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