1st Edition

Blender for Visual Effects

By Sam Vila Copyright 2015
    164 Pages 212 Color Illustrations
    by A K Peters/CRC Press

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

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

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

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

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

    Problem Definition
    Introduction
    Approaching the Task
    Additional Materials
    Summary

    Preparation
    Getting Ready
    Setting up Blender
    Shooting
    Calibration
    Summary

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

    Scene Setup
    World Creation
    Setting up Elements
    Lighting
    Summary

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

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

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

    Index

    Biography

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

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

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

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

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