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Blender Question Bank

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Answer in short

1. Navigating keys in the blender


Pan. Moves the view up, down, left and right. To pan the view, hold down Shift and
drag MMB in the 3D Viewport. For discrete steps, use the hotkeys Ctrl - Numpad8 ,
Ctrl - Numpad2 , Ctrl - Numpad4 and Ctrl - Numpad6 as with orbiting.

2. Name the render engines in the blender


Eevee is a physically based real-time renderer.
Cycles is a physically based path tracers.
Workbench is designed for layout, modelling and previews.

3. What are constraints


a. Constraints are a way to control an object’s properties (e.g. its location, rotation,
scale), using either plain static values (like the “limit” ones) or another object,
called “target” (like e.g. the “copy” ones).
b. You can control an object’s animation through the targets used by its constraints
(this is a form of indirect animation). Indeed, these targets can then control the
constraint’s owner’s properties, and hence, animating the targets will indirectly
animate the owner.
c. You can animate constraints’ settings. e.g. the Influence or when using an
armature’s bone as a target, animate were along this bone (between root and tip)
lays the real target point.

4. What is keyframe
A Keyframe is simply a marker of time which stores the value of a property.

Answer in brief

What is IES texture

IES Texture Node


The IES Texture is used to match real-world lights based on IES files. IES files store the
directional intensity distribution of light sources.
1. Inputs
Vector
Texture coordinate for lookup in the light distribution. Defaults to normal.
2. Strength
Light strength multiplier.
3. Properties
Mode
a. Internal
Use the IES profile from a file embedded in a text data block in the blend-file, for easy
distribution.
b. External
Load the IES profile from a file on disk.
4. Outputs
Factor
Light intensity, typically plugged into the Strength input of an Emission node.

1. What is ambient occlusion?

The Ambient Occlusion shader computes how much the hemisphere above the
shading point is occluded. This can be used for procedural texturing, for example, to
add weathering effects to corners only.
For Cycles, this is an expensive shader and can slow down rendering significantly. If
render time is a concern, using Pointiness from the Geometry node or baking
Ambient Occlusion will render faster.

2. What is global illumination?

Global Illumination (GI) is a system that models how light is bounced off of surfaces
onto other surfaces (indirect light) rather than being limited to just the light that hits a
surface directly from a light source (direct light).

If you notice when looking at a photograph in the shadow areas there is light. > too
even when you are directly blocked by the sun. In 3D this effect. > of visible shadow
detail is called global illumination which comes in.

Global illumination is an important part of 3D animation and design that helps give it
a more realistic feel. Without global illumination, objects simply would look right in
certain cases, which would lead to pulling the audience out of the moment

3. What is the Shape key?


a. Shape keys are used to deform objects into new shapes for animation. In other
terminology, shape keys may be called “morph targets” or “blend shapes”.
b. The most popular use cases for shape keys are in character facial animation and
tweaking and refining a skeletal rig. They are particularly useful for modelling organic
soft parts and muscles where there is a need for more control over the resulting
shape than what can be achieved with a combination of rotation and scale.

4. What is Dynotopo

Dynamic topology (aka dyntopo) is a dynamic tessellation sculpting method, that adds and
removes details on-the-fly, whereas regular sculpting only affects the shape of a mesh. This
makes it possible to sculpt complex shapes out of a simple mesh, rather than just adding
details onto a modelled base mesh.
Dyntopo can be toggled with the checkbox in the header or with Ctrl-D . With dynamic
topology active, most brushes will subdivide the mesh during the stroke.
5. What is a particle system?

Particles are lots of items emitted from mesh objects, typically in the thousands. Each
particle can be a point of light or a mesh, and be joined or dynamic. They may react to many
different influences and forces and have the notion of a lifespan. Dynamic particles can
represent fire, smoke, mist, and other things such as dust or magic spells.
Hair-type particles are a subset of regular particles. Hair systems form curves that can
represent hair, fur, grass and bristles.
You see particles as a Particle Modifier, but all settings are done in the Particle tab.

Particles generally flow out from their mesh into space. Their movement can be affected by
many things, including:
• Initial velocity out from the mesh.
• Movement of the emitter (vertex, face or object) itself.
• Movement according to “gravity” or “air resistance”.
• Influence of force fields like wind, vortexes or guided along a curve.
• Interaction with other objects like collisions.
• Partially intelligent members of a flock (herd, school, …), that react to other members of
their flock, while trying to reach a target or avoid predators.
• Smooth motion with soft body physics (only Hair particle systems).
• Or even manual transformation with Lattices.

6. What is simulation

7. Shadows in blender

8. Define and explain translucent and transparent shader

Transparency allows light to pass through without refracting or scattering it, while
translucency scatters light to some degree. What the manual says about the
Transparent shader: Transparent BSDF without refraction, passing straight through
the surface as if there was no geometry there

The Translucent shader is more like a Refraction shader with a high Roughness and
an IOR of 0 (no refraction) It is also a little bit like an SSS shader in that light is
scattered when passing through. (The main difference between the two is that the
translucent shader scatters light more uniformly)

To visualize this using the manual images:

The Transparent shader lets light straight through:

The Translucent shader scatters light:

9. What is Volumetrics?

Volumetrics
Eevee simulates volumetric scattering by evaluating all volume objects inside the view frustum.
For this, it uses several 3D textures which have a high video memory usage. The texture dimensions
can be tweaked using the Tile Size and Samples parameters.
Object volumes have some limitations.
Start
Start distance of the volumetric effect.
End
End distance of the volumetric effect.
Tile Size
Controls the quality of the volumetric effects. Lower size increases video memory usage and quality.
This is the size in pixels of a volumetric cell.
Samples
Number of samples to compute volumetric effects. A higher count increases video memory usage
and quality. These samples are distributed along the view depth (view Z axis).
Distribution
Blend between linear and exponential sample distribution. Higher values put more samples near the
camera.
Volumetric Lighting
Let the volume scattering scatter light in the scene. Unnecessary if no Volume Scatter is present in
the scene.

Light Clamping
Clamp light contribution of the volume scattering effect. Reduces flickering and noise. Set to 0.0 to
disable clamping.
Volumetric Shadows
The approximate light absorption of the surrounding volume objects. This makes the volumes more
opaque to light. This is a very expensive option and has limitations

Shadow Samples
Number of samples to compute volumetric shadowing.

10. What is the final gathering

Final Gather can be found in just about all of the most common render engines and is an
essential step in creating realistic renders that closely mimic how light interacts with objects
in the real world.

In the real world, a lot of the light that you see is the direct result of indirect illumination
(e.g., light that isn't coming directly from a source like a light bulb). This is the light that
bounces off other surfaces to illuminate your surroundings. When creating realistic renders
whether it be for an interior or visualization, indirect illumination is something you will want
to consider using within your scene.

11. What is Lattice deform


Lattice – or commonly called deformation cage outside of Blender. A lattice consists
of a three-dimensional non-renderable grid of vertices. Its main use is to apply a
deformation to the object it controls with a Lattice Modifier. If the object is parented
with Lattice Deform a Lattice Modifier is automatically applied.
12. What is a vertex group?

Vertex Groups are mainly used to tag the vertices belonging to parts of a Mesh
Object or Lattice. Think of the legs of a chair or the hinges of a door, or hands, arms,
limbs, head, feet, etc. of a character

A vertex group is a collection of vertices in a mesh object in Blender. Each object can
have one or more vertex groups assigned to it, and each group within that object can
make up a separate collection of vertices.

To see what vertex groups are present on an object, first select your object, then go
to the object data properties in the properties panel, shown by a green triangle icon.

Next, open the vertex group section and you will see a list of vertex groups present on
this object. By default, there are no vertex groups for new objects and the first vertex
group added will be called “Group”.

Answer in detail

1. Name and explain the types of light available in the blender

1. Point light.
The point light is an Omnidirectional point of light, that is, a point radiating the same
amount of light in all directions. It’s visualized by a plain, circled dot. Being a point light
source, the direction of the light hitting an object’s surface is determined by the line joining
the light and the point on the surface of the object itself. It can be used as a simple model of
e.g. a light bulb.
2. A spotlight emits a cone-shaped beam of light from the tip of the cone, in a given direction.
Power
Power of the light in Watts. Higher values increase the intensity of the light. Negative values
can be set but should be avoided for the predictable and physically based result.
Radius
When larger than zero, the light will be emitted from spherical surfaces with the specified
radius. Lights with larger sizes have softer shadows and specular highlights.
3. Area light
The area light simulates light originating from a surface (or surface-like) emitter. For
example, a TV screen, office neon lights, a window, or a cloudy sky are just a few types of
area light. The area light produces shadows with soft borders by sampling a light along a grid
the size of which is defined by the user. This is in direct contrast to point-like artificial lights
which produce sharp borders.
4. Sunlight
Sunlight provides light of constant intensity emitted in a single direction from infinitely far
away. It can be very handy for uniform clear daylight open-space illumination. In the 3D
Viewport, the sunlight is represented by an encircled black dot with rays emitting from it,
plus a dashed line indicating the direction of the light.

5. Explain the workflow of PBR

PBR stands for Physically Based Rendering.


Rather than simply taking a picture of the material and applying it as a texture, we use a PBR
workflow. In a PBR workflow, we have predefined texture maps that each contain a piece of
information about how the material should react to light.
Physically based rendering (PBR) refers to the concept of using realistic shading/lighting
models along with measured surface values to accurately represent real-world materials.
PBR is more of a concept than a strict set of rules, and as such, the exact implementations of
PBR systems tend to vary.
There are two kinds of PBR workflows. They are called metallic and glossy. Not to be
confused with any of the individual parts of a PBR workflow. These are just names. For the
most part, we use the metallic workflow, and this is the workflow that Blender supports
through the use of the Principled BSDF shader.
The metallic workflow is so much more popular and widely used than the glossiness
workflow so if glossiness isn't specifically mentioned, you can assume that the metallic
workflow is what is meant. When it comes to Blender, even more so since the glossiness
workflow isn't even supported right now.

6. Explain world settings in the blender

The world defines the environment that the scene is in. The surface shader sets the
background and environment lighting, either as a fixed colour, sky model or HDRI texture.
With volume shaders, the entire scene can be covered in mist or other volumetric effects.
The surface shader defines the light emission from the environment into the scene. The
world surface is rendered as if it is very distant from the scene, and as such, there is no two-
way interacting between objects in the scene and the environment, only light coming in. The
only shader accepted is the Background node with a colour input and strength factor for the
intensity of the light.

Image Based Lighting


For image-based lighting, use the Environment Texture node rather than the Image Texture
node for correct mapping. This supports Equirectangular (also known as latitude/longitude)
for environment maps, and Mirror Ball mapping for converting photos of mirror balls to
environment maps.

A volume shader can be applied to the entire world, filling the entire space.
Currently, this is most useful for nighttime or other dark scenes, as the world surface shader
or sunlight will have no effect if a volume shader is used. This is because the world
background is assumed to be infinitely far away, which is accurate enough for the sun for
example. However, for modelling effects such as fog or atmospheric scattering, it is not a
good assumption that the volume fills the entire space, as most of the distance between the
sun and the earth is space. For such effects, it is better to create a volume object
surrounding the scene. The size of this object will determine how much light is scattered or
absorbed.

7. Character lighting in blender

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