Blender Beginner Part 03
Step 66Go to layer 6. Select either the inside mirror or the outside mirror. Move one of those objects.
Step 67Undo your move(if confirmed) and select none. Select the inside mirror, hold shift and select the mirror holder. The inside mirror should be a brighter more intense pink than that of the outside mirror.
Step 68Press control P. Select Make Parent.
Step 69Now move the Mirror Holder part and it will move the inside Mirror.
Step 70Press B and LMB drag across both the Mirror holder and Mirror.
Step 71With both Mirror and the Mirror Holder selected, move the both to the layer 1.
Step 72Go to layer 8. Parent the Lampshade, Bulb, Lamp pole, to the Lamp base. Select all of the parts and move this to layer 1.
Step 73Go to layer 1. Select the Lampshade and Bulb and move them to layer 2. This will keep the lamp light from being blocked for the time being.
Step 74Select the camera.
Step 75In the second window press ctrl + 0 on the numpad. This will show the camera view which is also the view where we will render. Rendering will show all the aspects of the 3d scene(lighting, materials, transparency, etc...) that is normally not seen in the regular 3d viewport. Make sure the buttons window is on the Editing Panel Group(F9) Context so we can see the camera options.
Step 76In the Camera panel. Change the lens number. Notice this changes the view of the camera. You can adjust from wide angle lens to telephoto by changing these settings. Passepartout alpha setting of 0.2 shows the area which will be rendered and darkens the other unrendered area around it. Title safe button shows an extra dotted line. Any image rendered within the extra dotted line will be able to be seen while being shown on television. Passepartout and Title Safe should be pressed. The lens in my camera view is 35.
Step 77Move the models around and find a good camera angle that shows most of the objects and the table.
Go to Scene Panel Group(F10) Context and look at the Render panel. There are many options. The main ones we will be using are OSA, Ray, Shadow, and Set render size to defined size(100%, 75%, etc..). Make sure Ray and Shadow are checked.
Hit render. Notice the lamp light has projected light and the objects are now casting shadows. This is because raytracing is on(Ray) and Shadows are turned on. Raytracing will also let us be able to show reflections, transparency, and translucency.
Step 79Go to File>Save Image(F3).
Step 80Save the render file as Render01.jpg
Step 81Render again with OSA on. This makes the edges of objects more smooth during the render. It is also called anti-aliasing. You may notice with OSA that the render took longer. The higher the OSA number the smoother the edges will be but also the longer the render will take. If you decide to render again, without raytracing the render will take less time but it will render without shadows. Turn of OSA and save the file as Room03.blend.
Select the Lamp light named l.bulb.lamp. In the buttons panel select the Shading Panel Group(F5) Context and the Lamp Sub-context. The Lamp Sub-Context looks like a lightbulb. In the Preview panel the type of light used is Lamp light. This type of light is an even circular light similar to a lightbulb. In the Lamp panel the Distance is set up to 20.00 blender units which means at 20 blender units the light intensity will be half of the Energy value. The energy value is set to 1.000. Layer is also selected. For now we will not describe why I did this. In the Shadow and Spot panel Ray Shadow is selected. This means that the light will use ray tracing for its shadows. Try out the different settings such as Lamp, Area, Spot, Sun, Hemi, Distance, Energy, and Ray Shadow. Also moving the light will affect the scene differently. Render those tests. You will notice many differences. The scope of this tutorial is to only introduce you to lighting for more info go here:
Now we will learn how to add Materials and textures to the objects. Select the table. Choose the Shading Panel Group(F5) Context and the Material Sub-context. The Material Sub-Context looks like a red sphere.
The table already has a material attached. In the Links and Pipeline panel the table material is called table_mat. We know that the table mesh is atached to the material because ME: table_mesh shows this. All of the material settings have been setup already. However, we still need to attached a texture. I have already uv mapped the table and painted a texture for the uv map. All that is needed is to attach the texture.
In the Texture panel press the Add New button.
Step 84Change the name of the texture to TE: table_tex.
Step 85The name should change as shown.
Step 86Select the Texture Sub-Context button(F6). It looks like a leopard print square.
Step 87Select the Texture Type as Image.
Step 88A few new panel options appear. In the Image panel press the Load button. Select the Table.jpg and press Select Image(or hit enter). Please note this texture image was taken from this page:
Step 89Hit F12 to see the render of the table with the texture. Notice the texture is not attached like it should be.
Step 90To fix this first go back to the Material Sub-Context and select the Map Input panel. The uv mapping type we used was Orco. Orco was using the original undeformed coordinates of the object. We want to use the uv coordinates.
Step 91Select UV and render. The table looks like a wooden table.
Step 92Save this file as Room04.blend.