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Blender Compositing and Post Processing
Blender Compositing and Post Processing
Blender Compositing and Post Processing
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Blender Compositing and Post Processing

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This book is a stepbystep compositing guide, with lots of illustrations and practical approaches and implementations to attain a desired visual quality to a deadline. Each chapter progressively adds to your skillset, covering a wide range of CG film making compositing concepts.

This book is for digital CG artists looking to add photo realism and life to their footage. This book also assists technical CG artists in strategizing and implementing productive lighting. If you are new to Blender or compositing, this book will guide you step by step in gaining compositing skills.
LanguageEnglish
Release dateJan 21, 2014
ISBN9781782161134
Blender Compositing and Post Processing

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    Book preview

    Blender Compositing and Post Processing - Mythravarun Vepakomma

    Table of Contents

    Blender Compositing and Post Processing

    Credits

    About the Author

    Acknowledgments

    About the Reviewers

    www.PacktPub.com

    Support files, eBooks, discount offers and more

    Why Subscribe?

    Free Access for Packt account holders

    Preface

    What this book covers

    What you need for this book

    Who this book is for

    Conventions

    Reader feedback

    Customer support

    Downloading the color images of this book

    Errata

    Piracy

    Questions

    1. Blender Compositing – Overview

    Understanding CG compositing

    Blender's significance as a compositor

    Getting started

    Supported image formats in Blender

    Supported color modes in Blender

    Supported color depths in Blender

    Blender's color spaces

    The RGB color space

    The HSV color space

    The YUV color space

    The YCbCr color space

    Render layers/passes

    Render layers

    Render passes

    Each passes' significance and content

    Summary

    2. Working with Blender Compositor

    Architecture

    Composite node types

    Getting familiar with the compositing user interface

    Node Editor

    UV / Image Editor

    Color management and linear workspace

    Handy shortcuts for Blender Compositor

    Summary

    3. Working with Input and Output Nodes

    How to import or export from a compositor?

    Input nodes

    The Render Layers node

    The Image node

    The Movie Clip node

    The RGB node

    The Value node

    The Texture node

    The Time node

    The Mask node

    The Bokeh Image node

    Output nodes

    The Composite node

    The Viewer node

    The Split Viewer node

    The File Output node

    The Levels node

    Summary

    4. Image Manipulation Techniques

    Understanding image manipulation

    The Bright/Contrast node

    The Hue Saturation Value node

    Hue

    Saturation

    Value

    Factor

    The Color Correction node

    Master, Highlights, Midtones, and Shadows

    Gamma, Gain, and Lift

    Mask socket

    The RGB Curves node

    Grading by setting the black and white levels

    Grading using the Bezier curve

    The Color Balance node

    The Mix node

    Blending modes

    Use Alpha

    Factor

    The Gamma node

    The Invert node

    The Hue Correct node

    Transformation tools

    Summary

    5. Beyond Grading

    Kudos

    Relighting

    The Normal node

    The Fresnel effect

    Depth of Field

    The Defocus node

    The Bokeh type

    Angle

    Gamma correct

    FStop

    Maxblur

    Threshold

    Preview

    Use Z-buffer

    Z-Scale

    The Bilateral Blur node

    The Blur node

    Optical distortions

    The Glare node

    The Lens Distortion node

    The Despeckle node

    The Filter node

    Motion blur

    The Vector Blur node

    The Directional Blur node

    Texture mapping

    The Map UV node

    Organizing

    Grouping

    Layout

    Frame

    Reroute

    Switch

    Summary

    6. Alpha Sports

    What is an Alpha channel?

    Alpha modes in Blender

    Visualizing alpha in Blender

    Significance of alpha in the layering concept

    Layering in Blender with the alpha channel

    Layering with the Mix node

    Layering with the Alpha Over node

    Fringe issue

    Generating mattes using the ID Mask node

    Edge filtering

    Inverting values

    Keying

    Value and luminance

    Luminance

    Inspecting a green/blue screen footage

    The Difference Key node

    The Distance Key node

    The Luminance Key node

    The Color Key node

    The Channel Key node

    Summary

    Index

    Blender Compositing and Post Processing


    Blender Compositing and Post Processing

    Copyright © 2014 Packt Publishing

    All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

    Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

    Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

    First published: January 2014

    Production Reference: 1140114

    Published by Packt Publishing Ltd.

    Livery Place

    35 Livery Street

    Birmingham B3 2PB, UK.

    ISBN 978-1-78216-112-7

    www.packtpub.com

    Cover Image by Mythravarun Vepakomma (<mythravarun@gmail.com>)

    Credits

    Author

    Mythravarun Vepakomma

    Reviewers

    Olivier Amrein

    Alexey Dorokhov

    Acquisition Editor

    Neha Nagwekar

    Lead Technical Editor

    Mohammed Fahad

    Technical Editors

    Pramod Kumavat

    Adrian Raposo

    Gaurav Thingalaya

    Copy Editors

    Aditya Nair

    Stuti Srivastava

    Project Coordinator

    Michelle Quadros

    Proofreader

    Ameesha Green

    Indexers

    Hemangini Bari

    Mariammal Chettiyar

    Tejal R. Soni

    Production Coordinator

    Komal Ramchandani

    Cover Work

    Komal Ramchandani

    About the Author

    Mythravarun Vepakomma was born in Hyderabad, India, in 1983 and is currently working as a CG Supervisor at Xentrix Studios Pvt Ltd, India. Though he graduated in Electrical and Electronics Engineering in 2004, he has always had a great passion for comics and cartoons. During his studies, his passion got him attracted to web designing and 3D animation.

    Mythravarun always believed in transforming his passion into a career. He decided to go for it and started learning 3D graphics and web designing on his own. He also started working as a part-time illustrator and graphic designer. After consistent efforts, he finally moved into the field of 3D animation in 2005 to chase his dream of making it his career.

    He has a decade of experience in several TV series, theme park ride films, and features. He now deals with creating and setting up CG lighting and compositing pipelines, providing a creative direction for CG Projects, research and development on several render engines to create a stable future for the studio, and many more things.

    Midway through his career, Mythravarun

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