03 June 2012

Jonathan Williamson - Architectural Visualization In Blender 2.6 - Training Video

Recently Jonathan Williamson released a new tutorial video on BlenderCookie.com, covering how to do Architectural Visualization In Blender 2.6 using Blender Cycles rendering engine.

Since there aren't any recent architectural modeling and rendering tutorials around commercially for Blender, I was very interested in Jonathan's new tutorial. I am big fan of both hard body modeling and architectural modeling tutorials. One of the first reviews I ever did was of a hard body mechanical model. So when Jonathan contacted me and asked if I would be interest in doing a review of his new baby, I said yes.


Product Specifications:
  • Name: Architectural Visualization In Blender 2.6
  • Author: Jonathan Williamson
  • Price: $10 Monthly Citizen Membership Subscription
  • Type: Online Streaming Video/Downloadable
  • Runtime : 5 Hours
The aim of the course if the rendered results are anything to go by is to deliver a very realistic looking scene of an interior room. According to the website everything required to produce such a render will be covered in the tutorial (which is was). So hopes were high that this will be a very good product.

Given that it's Jonathan Williamson doing the Blendering, you would expect nothing less, seeing how he has a string of high quality tutorials behind him.

So off I went to BlenderCookie and signed in to the Architectural Visualization in Blender 2.6 course. Once signed in I was presented with a total of 25 video tutorials each covering an aspect of architectural visualization in Blender. You can watch the videos online or download them direct to your hard drive. I decided to download them. The downloads were very quick and reliable. The total file size of the downloaded zip files was just over 3 gigabytes. You will need either a very quick or very reliable connection to download them.

Video Listing:
 Introduction To The Series                       1 Min 14
 Introduction To BMesh                           12 Min 18
 Modeling The Main Structure                     19 Min 15
 Modeling The Windows                            29 Min 25
 Modeling The Trim                               10 Min 20
 Modeling The Stairs                             10 Min
 Modeling The Chair                              21 Min 25
 Modeling The Wall Light                         23 Min 42
 Using Linked Groups                              6 Min 19
 Using The Edit Linked Library Addon              2 Min 35
 Importing Assets                                10 Min 45
 Environment And Sun Lighting                    12 Min 33
 Using A Window Light                             4 Min 38
 Adding A Background Image                        6 Min 58
 Adjusting The Cameras                            9 Min 42
 Creating A Material Library                      4 Min 49
 Creating The Room Shaders                       30 Min 21
 Shading The Chair                                8 Min 50
 Shading The Wall Lighting                        1 Min 21
 Shading The Room                                13 Min 52
 Scenes And Render Layers                        23 Min 02
 Compositing The Render Layers                    9 Min 17
 Color Adjustments With Nodes                    15 Min 23
 Adding Volumetric Lighting                      16 Min 20
 Final Editing With Photoshop                    10 Min 17
 

Of the 25 videos the first video is an introduction and goes over what will be covered in the rest of the videos.

The second video "Introduction To BMesh" has a brief rundown of the important changes that were introduced in Blender's new mesh system called BMesh which has recently been added to Blender's SVN trunk and will be available to all Blender users when Blender 2.63 is released.

This course requires what is currently a beta version of Blender 2.63, as the features of BMesh are used at various places within the tutorial. BMesh's major feature is that it allows for NGONS which are faces which have more than 4 edges, as well as numerous other useful features. Jonathan provides links to the appropriate Blender builds on the course website, so even if you do not have the latest and greatest version of Blender you will be able to get it from the links provided. I found the explanation of how BMesh worked and what it means for Blender users to be clear and easy to understand, with the important concepts explained very well. If you had no clue as to what BMesh was this video really helps. It's hard for me to remember sometimes that a lot of Blender users never use development/beta versions of Blender and may be totally unaware of BMesh and its long, long history of getting to the Blender public at large.

After the whirlwind tour of BMesh, the third video "Modeling The Main Structure" gets into the real work of constructing the interior room. In preparation Jonathan first goes through correctly calculating and using the right scales to model in with Blender. Explaining why it is important and laying down some simple rules to make sure scale is accurately maintained throughout the rest of the project, as well as highlighting some potential pitfalls that can be encounter by Blender users when modeling with accurate scaling. Thankfully he models using the Metric system and bypassed the crappy imperial system. Which should make things much more accurate and easy to do, given that Blender's current unit system is not consistently applied correctly with Blender own scale conversion system. Once the unit system is out of the way Jonathan moves on to creating a basic floor plan layout of the interior room. At this point he takes some time to explain how object scale can be distorted when scaling things in Object Mode and makes it very clear how to fix it, so as not to get caught out later on.

For his preliminary floor plan design layout he uses the grease pencil very effectively to quickly sketch the layout of the major structural parts of the room (ie window opening, stair locations etc). Once the grease pencil work is completed the mesh modeling actually starts. Here he start by cutting in a stairway in the floor plan using various features of BMesh, specifically the new knife tool.

The knife tool has been improved a lot in the BMesh builds of Blender. It was at this point that I was surprised as I learned that you could constrain knife cuts using the C key. Makes the video worth getting just for that reason alone for me. Extensive use of snapping is demonstrated to achieve accurate modeling. Once the basic stair cutouts have been done Jonathan moves on to constructing very basic walls and windows. Once this is done the basic general block structure for the interior building is complete and we move on to the next video. Excellent video overall, clearly explained and I actually learned something about the new knife cut and constraints!

The fourth video "Modeling The Windows" covers unsurprisingly modeling the basic structures that form the windows of the room, the support beams and other such things. At this point also the initially constructed block room is separated out into different parts. Those part being the floor and the windows. This shows good use of the separate tool and keeping parts organized for later stages of the construction project. Good simple methods for positioning an objects origin in Edit Mode are also demonstrated on the newly created support beams which aide in scaling the object more accurately and efficiently with Blender. This is good because people often get caught out when trying to position things accurately when switching between Object Mode and Edit Mode and knowing where your object origin is and how to control it really can speed things up. There is also good use of Blender's face angle display feature, shown when trying to accurately rotate the support beams, as was the use of accurate snapping, both of which are very important when doing this kind of modeling. Jonathan uses and demonstrates linked duplication and the repeat command to duplicate the support beams accurately. Another notable thing to me was the demonstration of Custom Transform Orientations, as they are very useful for architectural modeling and make creating the support beams much easier than it otherwise would have been. Custom Transforms are often not understood so this should help Blender users get to grips with them. After the support beams Jonathan moves on to modeling the window struts and lower and upper window trim, using similar techniques to those used when modeling the support beams. By the end of this video the major structural support parts of the room are completed).

Video number five "Modeling The Trim" covers modeling the trim/baseboard/skirting board that runs along the wall at floor level. A new modeling technique is used to to do this, by using two curves, a path curve and a profile curve. The path curve uses Blender's Bevel Object feature to take the profile curve that Jonathan shows you how to create and uses it to form the cross section of the baseboard path. Jonathan's explanations were clear and easy to understand. As was his explanation of how vector curves work and how to interact with them. By the end of this video you have a cleanly modeled trim along the floor which was quick to make and it is very easy to alter both the path it takes and the profile shape of the trim, should you wish to have something different for your project.

Video number six "Modeling The Stairs" models a standard set of stairs using standard measurements as you would find with real stairs. The stairs are created using the same techniques as were used in previous videos with the added use of Blender's Array Modifier feature to accurately offset and rise the stair treads. The tread nose (the part the generally juts out from the top of a stair) of the stairs was even modeled to give them an even more realistic look. The stairs were modeled efficiently and with good use of snapping for quick positioning. Occasionally in this video Jonathan would revert back to using imperial measurements this did happen often and was not really important in the video.

Video number seven "Modeling The Chair" is the first of a few videos which go over how to model smaller items/assets that will eventually end up placed in the room that was constructed previously. Since there are a lot items (called assets) in the video tutorial Jonathan goes over modeling just two of them, the chair in this video and a lamp in the next one. All the other items were obtained from www.blendswap.com. www.blendswap.com is an excellent model repository for sharing Blender files, well worth checking out if you want to see a vast assortment of freely available Blender models.

On starting to model the chair Jonathan opens a brand new Blend file and models the chair separately from the rest of the room. The chair will get linked in later using Blender's Append and Linking feature, which is described later. The chair model is measured and created to scale. Jonathan uses a good technique of using a bounding box to more accurately work out what the eventual dimensions of the created chair will be. He also makes good use of the Display Properties Panel to show the bounding box in a different display mode, so that it does not get in the way while modeling the chair. The chair is constructed using various combinations of extrusions and edge loop cuts and edge sliding, all clearly described. Two modifiers were used and explained in the construction of the chair, the Mirror Modifier and the Subdivision Surface Modifier. Soft chairs like the one being modeled in this video generally have a more rounded soft organic shape when it comes to their surfaces. This is achieved using Blender's Subsurf Modifier, which Jonathan takes time to explain and shows when and how it should and should not be used. He also highlights possible pitfalls of having internal faces present when using the Subsurf Modifier and how to fix it. Using various techniques Jonathan shows how to add the appearance of seams to the chair to make it look softer and more realistic, as well as how to add extra faces when needed to achieve that desired soft effect. Good use of the CTRL++ feature of Blender is shown (Grow selection). Even though this video packed in a lot of information in a short amount of time it was all clearly explained as needed and resulted in a very simple chair model that looked very impressive. He also showed how asymmetric modeling can be used to make models look less computer generated and regular, improving their realism. Impressive video.

Video number eight "Modeling The Wall Light" used all the same techniques as previously describe to produce a stylish but simple wall light, but also included some new features that were describe clearly by Jonathan. Those features were Normal recalculation, High Speed Extrusion using Ctrl+Left Mouse Button clicking, the Edge Split Modifier, Solidify Modifier, Creases and Seams. I liked the use of the Edge Split Modifier with Mark Sharp combined with Creases to reduce the total amount of needed geometry in terms of controlling edge loops for small items such as this. Also it helps to make people aware of the power of creases & sharp edges when combined with the Edge Split Modifier. Just using these few basic features Jonathan was able to construct a lamp that looked a lot more detailed than it actually was. After the geometry of the lamp was finished Jonathan moved on to doing a basic form of rigging on the lamp so that its component parts could be moved and repositioned easily. This was achieved using Blender's Armature system. The use of the Armature system to attach the various bones to the various bits of a lamps mesh geometry was clearly and quickly explained. Weight painting was not covered but it was not needed in this case. Finally bone transformation locks and basic parenting were also used and explained, all combining together to give a lamp that was very easy to manipulate correctly without any bad movements. Yet another feature packed fast moving chapter with a lot of new information within it.

Video number nine "Using Linked Groups" takes the previously created and rigged wall light and goes through the steps needed to import that model into your room model by using Linked Groups to keep the linked models both organized and easier to link into a scene. The effects of linking a model and what that means are all clearly explained and Jonathan demonstrates how altering the original model also alters the linked in model in the room. Because the wall light model also had a rig attached to it Jonathan also explains how to use Blender's Rigging Proxy system to allow the linked in models to alter their rig bone positions. Blender's Rigging Proxy system is often skipped over so it was a surprise to see it explained. This will surely help when you need to import rigged objects that need to be amenable to adjusts in their rigs on a case by case basis. Another excellent video, making what could potentially be a difficult topic easy to grasp.

Video number ten "Using The Edit Linked Library Addon" Is a short but interesting video which covers how to use an Addon written by Jason Van Gumster which allows for the quick editing of original linked in files (assets) in Blender with a click of a button. Being able to alter original linked in files really helps when you have a lot of linked asset files, and this Addon makes the whole process so much easier. This was another short video, but a very useful one as this Addon is a great time saver.

Video number eleven "Importing Assets" is an extension of the things learned in the previous two videos. It covers importing all the other assets which are used in the scene and covers the topic of positioning objects for good visual composition. Specifically how to position the imported assets such that they feel right and give the correct visual focal point or eye flow for the scene. Jonathan imports the main objects showing how to do it and what to take into consideration. The rest are imported with the video paused and once imported the video is started up again. This was a short and simple video but still useful for the information on composition it gave. Also it showed the usefulness of the Edit Linked Addon as it was used to correct a mistake in an object import.

Video number twelve "Environment And Sun Lighting" covers setting up materials such that they all render with clay material. This is used to test how the scene will look as a whole when lighted using sky textures from the world settings. Blender Cycles node system is demonstrated and it seemed very clearly explained to me. Good descriptions of how to use the Sky Texture Node setup were gone over, and Jonathan showed how to mix various colors with the Sky texture to get a more colorful lighted scene. After having the light how he wants Jonathan uses a sunlamp to create shadows and again explains clearly how to set that up to get good shadows and color mixing. So another short chapter but full of important information.

Video number thirteen "Using A Window Light" is related to the previous video in that it also covers lighting but this time it's a different type of lighting, using a plane mesh object to act as an emission light source. Used primarily to get around certain control issues with lighting using only world and sky texture lighting. Also this video covers how to make this mesh light not block out the effects of the previously configured world sky texture lighting. This is done by using and changing the Ray Visibility settings in Cycles. All of this is explained by Jonathan. The end result is that we end up with a nicely lighted scene that is both lighted by a Sky Texture and an light emitting plane which covers our windows but does not block other light sources.

Video number fourteen "Adding A Background Image": Up until this point the view out of the window in the room that has been constructed was totally empty, but in a real view the window would look out on something. So Jonathan goes over how to add a background image texture to the scene and position it such that it looks like a real world view outside of the window. This is achieved using the Image As Plane Addon and Blender Cycles Light Path feature to create a shadeless material that is usable in Cycles. Jonathan explains all these features clearly. Though I was a little confused about the Light Path setup, it was simple enough to achieve and it could just have been me not paying attention. Another short video but the information on setting up shadeless image textures was very useful as it was not immediately obvious to me how I would have achieved this. Good video.

Video number fifteen "Adjusting The Camera" covers setting up the camera, and some of its important settings precisely. as up until this point the camera has only been positioned very roughly. To achieve the proper camera setup Jonathan uses the standard tools such as rotation and translations of that camera and also uses two less well known features that a Blender camera provides. Those being Compositions guides set to "Rule Of 3rds" mode and the Cameras shift feature. Most people will know what composition guides are for, but less probably know about the Camera Shift option. I just assumed it was for offsetting the camera slightly in the Viewport when rendering a scene, but Jonathan showed its true power in correction for perspective distortion. So this is another video where I learned something and it's probably worth the price on its own. Excellent video.

Video number sixteen "Creating A Material Library" covers how to create a simple scene which will be used to test various material settings to see how they look when rendered with the same light setting as you would have in your original room scene. It is also used as a storage location from which the materials can be taken from and linked into other scenes. This is made easier by Jonathan demonstrating how to import node groups which have the sky texture setup in them and by linking in the sun lamp from the original scene, thereby making sure that both the test material scene and the original room scene are lighted identically. Short video but an excellent way of testing material and making sure they will look right when used in a live scene. This video forms the first part of the next major topic covered in this tutorial, that of materials and shaders and how to set them up to get the desired results.

Video number seventeen "Creating The Room Shaders" this video covers creating the various shaders needed for the constructed room, which will later be linked into our scene. The first shader created is the wood floor shader. Jonathan shows how to use the Cycles Nodes to get the wooden floor effect that is required. Using textures that have been made available with the tutorial Jonathan goes over how to apply textures for color, spec and bump mapping using Cycles Node system. UV texturing is nicely explained, if a little quickly. Another handy tip I learned was that Node can be constrained along the x and y axis. Being able to change how the scale of UV Mapping is displayed on objects using Cycles is fully covered. The node setups covered are well explained and very flexible in terms of how much control they give you over your final outputted shader. Nice tip of how to alter the tint of the floor texture using Cycles Node was very useful also. Cycles Node Groups are also covered in the tutorial. Jonathan takes some time to explain how these work and what they are used for.

After the floor shader Jonathan moves onto the wall shader. But instead of using the Cycles Node system he uses the Material Panel system that is also available in Cycles. Which again is handy to know. Next up is covering how to shade the wooded beams. He does this by using the settings from the previously created wood floor shader, showing how sharing settings can speed up shader creation. Jonathan works his way through all the other shaders (glass, metal) in a similar way and describes them all very well. The end result of creating these shaders was very realistic looking. A fabric shader was also created, which again the end result looked very good. The Cycles Node system makes creating these realistic shaders so easy that Jonathan almost had nothing to say, just a few nodes and some simple steps and boom, realistic shaders!

Video number eighteen "Shading The Chair" in this video the previously created shader materials are used to add a material to the chair model that was modeled in an earlier video. Only at this point the chair has not yet been UV Unwrapped so can't be UV Textured, so Jonathan demonstrates how to UV unwrap the chair model. Again it's clearly explained and I had no problem following. Handily Jonathan highlighted a possible bug with long file path names, which should save some people trouble.

Video number ninteen "Shading The Wall Light" covers shading the wall light that was previously modeled. Since this is a very basic shading object. The materials are just linked in from the ones you made in your material test file. Very short video but again easy to understand.

Video number twenty "Shading The Room" covers similar topics as were covered when shading assets earlier only this time it covers shading the major room structures, the floor, walls and stairs are all shown being shaded. The rest of the items in the room are shaded also but not shown on the video, as it is the same process of shading throughout. Other interesting highlights of this video were the coverage of a material changing Addon and the use of Blender's layers system to make shading the important parts of the scene easier and more organized. Excellent video.

Video number twenty one "Scenes And Render Layers" this video marks the start of a completely different phase in this tutorial process. All the physical modeling and texturing of geometry has been completed by this point. Things move on to the more post production oriented side of architectural rendering and visualization. This video covers how to split up and organize your created scene using a combination of render layers and separate scenes. Jonathan describes how he is going to organize his scenes and why, as well as describes some of the important render settings that will be used to get the best results for his scene. Render Layer manipulation and scene management within Blender can be a complicated and difficult to follow subject but Jonathan managed to explain it very well and I was able to understand what he was doing. A good tip I liked on this video was the simple but not often used button which allows you to delink 3D Viewport layer buttons from the render layer version of the same buttons. He also covered BVH caching and how to speed up scene rendering with this option. Another impressive part of this tutorial was the method he used to capture reflections on a window for later compositing in Blender. An advanced video but very well explained, though you may have to watch it more than once to get it.

Video number twenty two "Compositing The Render Layers" takes the previously organized render layers and scenes from the last video and goes through how to render those elements and finally composite them together to give a scene that looks like one whole scene rather than a collection of different parts. Jonathan clearly shows how to take those rendered images and use them in the compositor, and shows some of the new features available in newer development builds of Blender Cycles. Probably about the only minor mistake I saw was that like almost everyone else Jonathan incorrectly said that the compression slider for PNG images effects image quality, this is incorrect it just effects image size. not output quality of the image. PNG is a lossless image format after all. This would effect quality if it was a jpg or some other lossy format. Either way it's a insignificant issue and has no effect on the final results. Excellent video.

Video number twenty three "Color Adjustments With Nodes" is where Jonathan covers how to do color correction on his composited render. The node setup he uses are explained very well, and it is a simple setup, he does not go crazy with many different nodes, just the basic ones for very good final results. One thing that I did like a lot was Jonathan's discussion of the Multilayer OpenEXR file format, and how to use it to preserve the ambient occlusion pass as an image, rather than having to depend on Blender internal render buffers, or less suitable file formats. You could do entire video series just on color correction so Jonathan did a great job in cutting out all the fluff here. Excellent video covered only what was needed, nothing superfluous.

Video twenty four "Adding Volumetric Lighting" was a bit of a surprise to me, because Jonathan actually goes all out to get something approximating atmospheric light dispersion. Most other tutorials either skip doing this entirely or just add a glow effect to highlights. By doing volumetic lighting using Blender internal render he was able give a lot of extra realism to his scene. I am not well up on the volumetric settings, so I can't say why changing the Lighting on the volumetrics to shadow gets the light ray effects that it does but it certainly works, so again I ended up learning something new. So all in all another excellent video even if parts of it I was not entirely clear on why it worked, I probably need to go back and watch it more times.

Video twenty five "Final Editing With Photoshop" this is the final tutorial and it combines the previously made volumetric light rays into the room scene, does some color cast tweaks and shows you how to clean up fireflys. While it would have been better to have completed this stage in open source software like Gimp, it's very easy to convert what was done in Photoshop to Gimp (which does make me wonder why Jonathan did not use Gimp in the first place). So another short but clearly explained video, covering the final touch ups needed to make an image truly polished.

So for those of you who made it all the way through this long and rambling review you can probably tell that I thought on the whole this set of video tutorials was excellent, if not go count the number of times I said excellent in this review. What problems I did find were so small as to be not worth worrying over, as far as the content of the video tutorials is concerned. It's an amazing piece of work. Jonathan Williamson should give himself a big pat on the back.

On a slightly less certain note, I know that some will not like having to subscribe to a Blender Cookie Citizen membership just to have access to this tutorial as good as it is, but I think it is worth it as Blender Cookie does put out a lot of citizen tutorials, so you would likely over a year get several high quality tutorials not just including this one. Which I think makes it worth the subscription. It may or may not become available as a standalone product you can buy outright, I just don't know.

Brilliant product, if you can subscribe you should!

Review Score 90%

George Maestri - Blender 2.6 Essential Training - Training Video

It recently got very busy here and I have 2 reviews of Blender based training products to review. The product reviewed in this article is:



Product Specifications:
  • Name: Blender 2.6 - Essential Training
  • Author: George Maestri
  • Price: $25 (Monthly Subs)
  • Type: Online Streaming Video
  • Runtime : 7 Hrs 26 Mins
This is an online steaming training video course covering the basics of using Blender 2.6. It was authored by George Maestri, who I haven't heard of before, but he narrates very well and appears to be reasonably good with Blender. The website that hosts this training material is lynda.com, who are a large and popular educational training site. They have a combination of subscription models as well as being able to purchase training DVD directly. Currently this product is not available as a DVD, so it can only be purchased by having a subscription to the lynda.com site.

The videos in this course are aimed squarely at the beginning Blender 2.6 user. Each short training video is designed to explain the basics of one particular specific feature of Blender very quickly to get the watcher up to speed as quickly as possible.

Tutorial Listing:
 Introduction
     Welcome                                             01m 22s
     Using the exercise files                            00m 28s
     Downloading Blender                                 00m 34s
     Using Blender on a Mac                              00m 42s
     Using Blender on a laptop                           00m 36s
 
 1. The Blender Interface
     Overview of the Blender interface                   06m 06s
     Understanding 3D view windows                       05m 23s
     Navigating in 3D space                              06m 35s
     Configuring user preferences                        06m 24s
     Creating custom layouts                             06m 04s
 
 2. Selecting and Translating Objects
     Selecting objects                                   06m 12s
     Moving objects                                      04m 35s
     Rotating objects                                    02m 48s
     Scaling objects                                     02m 16s
     Understanding transform orientation                 03m 53s
     Changing an object's origin                         05m 27s
     Selecting pivot points                              03m 22s
     Using Snap to move objects precisely                03m 56s
 
 3. Modeling
     Creating mesh primitives                            06m 36s
     Selecting vertices, edges, and faces                04m 48s
     Editing mesh objects                                07m 39s
     Proportional editing                                03m 52s
     Sculpt mode                                         04m 45s
     Working with edges and edge loops                   03m 42s
     Extrusions                                          05m 18s
     Smooth shading objects                              02m 23s
     Subdividing meshes                                  05m 12s
 
 4. Advanced Modeling
     Working with modifiers                              05m 52s
     Working with subdivision surfaces                   03m 48s
     Creating a simple creature                          07m 54s
     Symmetrical modeling with the Mirror modifier       08m 21s
     Joining mesh objects                                03m 37s
     Stitching vertices                                  04m 52s
     Finalizing a simple creature                        04m 48s
     Creating text                                       03m 29s
     Boolean tools                                       02m 59s
     Vertex groups                                       04m 51s
 
 5. Staying Organized
     Using the Outliner                                  08m 22s
     Using layers                                        04m 30s
     Creating groups                                     02m 48s
     Working with scenes                                 04m 02s
     Creating hierarchies                                02m 54s
 
 6. Applying Materials
     Assigning materials to objects                      08m 04s
     Diffuse shaders                                     06m 47s
     Working with specularity                            05m 56s
     Using the Ramp Shader options                       09m 45s
     Additional shading options                          02m 37s
     Creating reflections                                08m 29s
     Adding transparency and refractions                 06m 49s
     Subsurface scattering                               05m 59s
 
 7. Adding Textures
     Adding a simple texture                             06m 11s
     Using bitmaps                                       06m 53s
     Mapping textures in the UV Editor                   08m 28s
     Using UV projections                                05m 56s
     UV mapping a character                              06m 11s
     Fine-tuning UV mapping                              06m 07s
     Creating Bump and Normal maps                       03m 15s
     Displacement mapping                                03m 48s
     Using the Node Editor                               04m 59s
 
 8. Working with Light
     Adding lamps to a scene                             08m 44s
     Fine-tuning ray-trace shadows                       04m 32s
     Using spot lamps                                    04m 20s
     Fine-tuning buffer shadows                          06m 19s
     Using Hemi lamps                                    02m 32s
     Working with Area lamps                             05m 17s
     Creating sky and ambient light                      04m 49s
     Adding background images                            03m 19s
     Creating sunlight                                   06m 06s
     Ambient occlusion                                   07m 11s
 
 9. Cameras and Rendering
     Working with cameras                                04m 47s
     Creating camera targets with constraints            03m 43s
     Render properties                                   05m 07s
     Rendering animation                                 05m 13s
     Adding motion blur                                  04m 10s
     Creating depth of field                             07m 08s
 
 10. Basic Animation
     Understanding the Timeline                          04m 03s
     Animating objects                                   06m 26s
     Animating properties                                04m 00s
     Editing animation in the Graph Editor               08m 36s
     Using the Dope Sheet                                04m 53s
     Path animation                                      04m 32s
 
 11. Character Rigging
     Facial animation using shape keys                   04m 40s
     Understanding armatures                             06m 02s
     Fitting an armature to a creature                   07m 23s
     Deforming a character with an armature              03m 49s
     Setting up inverse kinematics                       03m 53s
     Controlling the hips and body                       02m 01s
     Animating in Pose mode                              02m 47s
     Creating a test animation                           09m 24s
 
 Conclusion
     Goodbye                                             00m 15s
 

While you won't become a Blender expert with these video the numerous amount of videos are extremely well produced and for the most part explained very well by the author.

All the exercise files which the course references throughout the videos are available as part of the course and indicated clearly when you need to reference theme. Though I found that I did not need to reference the exercise files as the author explained what he was doing on screen for each different video.

With the short runtimes of each of the videos this has enabled the author to pack in a lot of different bits of information and tips and trick when using Blender various features. So although you won't get in depth information from the videos you will get most of the major salient pieces of information and techniques you will need to get going in Blender.

There are a few small mistakes and omissions in the course as a whole, but they are small not really important (mostly terminology issues and not mentioning certain often used features). The one thing that I would really like to have been included in the tutorials was coverage of Weight Painting for armature attachment. Armature attachment was covered but only by using Parenting and automatic methods. Please also be aware that Cycles is not covered in this course because when it was released Cycles was not available in Blender, but Blender's internal render engines is still plenty powerful enough and flexible for most things regardless of what all the Cycles acolytes say!.

So if you are a beginner and you want to get the basics of Blender down as quickly as possible this is a good well narrated online course that will do well. The biggest major downside for me is that at the moment the product cannot be purchased without subscribing. This may change in time and they may release a DVD product that does not require subscribing (they have done this with other Blender products).

Review Score 70%

Paul Friedl - The Leather Book Animation - 3D from Start to Finish - Training Video

It's been a slow time for me recently as far as Blender tutorial reviews go, so when I found out about a new video tutorial, off I went to go and have a look at it.

In this video tutorial Paul Friedl takes the viewer through the steps involved in creating a photo-realistic Leather Book Animation with simple animations and texturing techniques.

I haven't seen many commercial Blender video tutorials which cover the creation of the smaller more mundane objects such as books like this one. I have seen plenty of character modelling and larger hard body things such as cars and helicopters etc., but not smaller items.

To me these smaller and mundane objects are just as important to be able to create, so a tutorial such as this one is very welcome.


Product Specifications:
  • Name: The Leather Book Animation - 3D from Start to Finish
  • Author: Paul Friedl
  • Price: $19 (3 Dec 2011)
  • Type: Downloadable Video
  • Runtime : 214 Mins
To download the video tutorial I went to the 3D Animation Plus website which I had not heard of before. So I checked out the About section of the website and found out that it looks to have been setup recently. Looks very organised and well designed. If the about page is to be believed then it will be a good web site to keep an eye on as there will be other tutorials to follow. Paul Friedl owns the website and has been working in 3D for 6 years, so is not a 3D newbie.

Irrespective of how long Paul has been doing 3D the important question is, how good a video tutorial is this? I would have to say that on the whole the tutorial is very good and the end result (shown in the image) looks very good to my eye.

The downloading of the videos was very easy and hassle free for me. The downloads are very large so you will need a reasonably fast network connection.

Once the downloads had completed I was presented with an archive file which I extracted and this left me with 3 directories. The first directory named "The Leather Book: Scene Files" contains all of the resource files that you will need if you want to follow along with modelling the Leather Book Animation. All textures, soundtrack, blend files and even the fonts used are supplied. These resources are very useful and are good examples to use.

The other two directories contain the main Leather Book Animation video tutorial files and also a Blender Basics video tutorial for those new to Blender, which is used to get the new Blender user up to speed with using Blender. So even if you have never used Blender before you should be able to understand what is being described, if you first watch the supplied Blender Basics videos.

The tutorial videos are organised into 16 parts, and go in order from start to finish in creating the Leather Book Animation. There is also a bonus video showing the process of making weathered old looking leather.

Sections Listing:
  • Introduction
  • Modelling And UV Export
  • Layout Design In Inkscape
  • Layout In Blender
  • Layout Animated In Blender
  • Photo-realistic Texturing In Blender
  • Applying Textures In Blender
  • Compositing In Blender
  • Creating Camera Rigs In Blender
  • Camera Animation
  • Improvements For Shot 1
  • Improvements For Shot 2 And 3
  • Improvements For The Depth Of Field In Shot 3
  • Video Editing In Blender
  • Outro
  • Worn And Damaged Leather
The narration of the videos is very clear as Paul takes his time explaining what he is doing and why. Also on a more technical level the encoding of the videos is clear and easy to see. Blender is used for all the mesh modelling, compositing, animations and video editing done while creating the book, but Blender is not the only piece of software used. Other popular open sourced software is used. Gimp is used to create the initial base textures which are later used in Blender to creature realistic leather. Also used is Inkscape to create the cover art that is on the front of the finished leather book.

I found the use of Blender, Gimp and Inkscape very informative as to how powerful a combination they can be when creating products such as this book animation. The Gimp coverage will be extremely useful to Blender users for creating base textures. On the mesh modelling side of thing Paul uses very simple modelling methods which are very easy to follow but he uses these simple modelling methods to create very effective results. Good coverage is given to properly UV Unwrapping the modelled meshes.

The animation sections of the tutorial are good but somewhat rushed, but are still useful for learning how to do basic animation. It would have been nice to have Paul explain in more detail how to control which camera is used for shot output (with features such as Camera Marker Binding). However the method he used still works.

The compositing section of the video is very good, extensive explanations are given of the processes used to composite together the previously created Gimp textures. This was my favourite part of the whole video as lots of simple but very clever uses of the Compositor were described. It really shows the power that the compositor has.

So in closing, this is a really good product well produced and if you are a Blender beginner or intermediate level user you are bound to find something of interest to learn. It's always good when a new company starts producing Blender materials, so hopefully it will be worth keeping an eye on the website for new tutorials.

Review Score 78%

Jonathan Williamson - Chracter Development In Blender 2.5 - Book Review

I have been a little busy lately and it has been a while since my last Blender book review, and since I didn't want to put of my review of Jonathan Williamson's newest book "Character Development In Blender 2.5", I decided I would put the hammer down and make some time to read through his book, I was glad I made time.

Those of you who have been wandering around in the world of Blender for any length of time will no doubt recognize the name, as Jonathan is one of the people that produces such great video tutorials at www.blendercookie.com.

This is not the first time I have reviewed tutorials from Jonathan, he also previously did excellent video tutorials on character modeling.



This time around instead of tutorial video Jonathan has produced a book covering some of the techniques and tools required to create a character mesh which can then be used in the later stages of a workflow pipeline (texturing, rigging, compositing, etc.

Product Specifications:
  • Name: Character Development In Blender 2.5
  • Author: Jonathan Williamson
  • Price: $26.77 (26 Sept 2011)
  • Type: Book
  • Pages: 496
The book has a broad audience, if you are a complete Blender beginner you will be able to pick it up and follow along with ease, and if your an intermediate level Blender user you will find topics covered that will be of interest to you also.

The start of the book covers the very basics of Blender and it's interface and spends a good deal of time explaining the fundamental features of Blender as well as general concepts of 3D and 3D modeling for those completely new to 3D. After the basics of Blender's interface are covered the books quickly picks up pace and keeps up the fast moving descriptions throughout the book.

The second part of the book is a rundown of some of the most important features of Blender that will be used throughout the rest of the book. Here we get simple and clear explanations of Blender's various mesh features, what modifiers are and how to use them. Also covered in this section of the book are Blender's Sculpting tools. The descriptions and examples used to describe how a user can use sculpting is one of the clearest I have come across especially in a printed book. The sculpting chapter to me is one of the stand out chapters, worth the price of the book alone. So often in printed books it can be difficult to properly describe the effect of the various tools used while sculpting but Jonathan does an excellent job.

One of the ways he manages this is by use of many, many pictures. This greatly helps when trying to interpret instructions given in the book and greatly speeds up how quickly things can be described to the reader. On the whole the quality of the pictures is very good and rarely did I have any problems figuring out what I was supposed to be doing, though there were occasional times when I had to go back and take a longer look at the pictures to see what I was supposed to do, this happened very rarely. The combination of clear textual descriptions and a vast number of pictures made things easy to follow. The only criticism I have as far as the pictures in the book go is that it would have helped a lot if they had all been in color, but for the most part this did not matter.

After the tools that are going to be used have been described the book then moves on to its third part, construction of your character. This third part forms the majority of the rest of the book. Topics such as making a block/rough character to later use to make the more detailed version of the character are covered. Both organic modeling in terms of the female character and her cloths are covered, as is hard body modeling for items such as jewelry and weaponry. So weather you prefer to do hard of sort body modeling both are covered. Sculpting introduced earlier in the book used extensively and Jonathan really shows the power it has in giving extra detail to a model.

The model that is created throughout the book is one that was created in concept art by David Revoy another well known Blender artist. As ever David's concept art is really great and helps make modeling the character described in the book easier. All the support files for both the finally created character and David's concept art are all provided on the DVD and can be downloaded from the books website.

One thing that probably should be made clear is that Jonathan explains something once earlier in the book and then expects you to remember what he said, you will get told how to carryout particular tasks once, then you are expected to use what he explained previously in later parts of the book. This is helped greatly by referring the reader back to various sections of the book, and the multitude of pictures. Because Jonathan doesn't repeat himself you tend to get a lot done in a short amount of time. There is very little in the way of press this button click, that key, unless it hasn't been explained before in which case Jonathan goes over the particular keys and their functionality.

After the majority of the character modeling tasks have been completed Jonathan runs through some extra steps to make the resulting render even more useful, covering both lighting and rendering settings. A section I really liked from this part of the book was the discussion and demonstration of how to use the Retopology feature that Blender provides. Very few people take the time to properly explain its usage, at least in books, as this is often easier to show in video form, Jonathan manages it well.

For the final part of the book Jonathan covers UV Unwrapping and how to apply Normal Map Baking to the finished character. UV Unwrapping was clearly explained as was baking Normal Maps. Just like the rest of the book there are numerous pictures to help keep things clear.

Given that books are a textual medium in can be difficult to describe and demonstrate certain features of Blender, Jonathan has seen this potential problem and has also provided a collection of videos on the DVD and also they are available on the books website. The videos go into more detail about specific topics covered in the book. These videos would be worth the price of the book alone, they are very informative, and if you find the book's text moves to quickly for you these videos should really help.

Excellent book well worth adding to your collection especially if you are a beginner or intermediate level Blender user, or you are a bit rusty with your character modeling skills.

Review Score 80%

Lee Salvemini - Ninja Character Creation Volume 2 - Rigging - Tutorial Video Review

CGMasters.net recently contacted me and asked if I would do a review of their Ninja Character Creation Rigging tutorial video. This is the second tutorial in their planned to be four part series on aspects of the character creation process using Blender . Given that I was so impressed with their previous Character Creation videos, I decided I would, so off I went to download the video from the download link they sent me.


Product Specifications:
  • Name: Ninja Character Creation Volume 2 - Rigging
  • Author: Lee Salvemini
  • Price: $60 (3 Sept 2011)
  • Type: Downloadable Tutorial Video
  • Length: 9 Hours 40 Min Roughly
Chapter Sections:
  • Bonus Chapter 1 - Welcome to Blender 2.5 - (Runtime 14Min 55Sec)
  • Bonus Chapter 2 - Blender's Armatures - A Crash Course - (Runtime 15Min 11Sec)
  • Chapter 1 - Creating The Skeleton - (Runtime 8Min 36Sec)
  • Chapter 2 - Creating The Proxy Mesh - (Runtime 31Min 56Sec)
  • Chapter 3 - Rig Overview - (Runtime 15Min 52Sec)
  • Chapter 4 - Head Rig - (Runtime 14Min 49Sec)
  • Chapter 5 - Arm Rig - (Runtime 29Min 49Sec)
  • Chapter 6 - Hand Rig - (Runtime 23Min 39Sec)
  • Chapter 7 - Leg Rig - (Runtime 19Min 32Sec)
  • Chapter 8 - Foot Rig - (Runtime 22Min 22Sec)
  • Chapter 9 (Part 1) - Spine Rig Standard Version 1 - (Runtime 8Min 57Sec)
  • Chapter 9 (Part 2) - Spine Rig Advanced Version 2 - (Runtime 27Min 18Sec)
  • Chapter 10 - Accessories Rig - (Runtime 56Min 42Sec)
  • Chapter 11 (Part 1) - Eye Rig - (Runtime 35Min 7Sec)
  • Chapter 11 (Part 2) - Blend Shape - (Runtime 39Min 55Sec)
  • Chapter 12 - Custom Properties - (Runtime 57Min 5Sec)
  • Chapter 13 - Vertex Groups And Weight Painting - (Runtime 129Min 48Sec)
  • Chapter 14 - Rigging With Cloth Simulation - (Runtime 15Min 7Sec)
  • Chapter 15 - Rigify - Auto-Rigging System - (Runtime 13Min 54Sec)
The first thing to note is that the downloadable version of these tutorial videos is very large, so you will need a reasonably good internet connection to download it. I found the download rate very quick and the reliability of the download very good. There were no dropped connections and all the files downloaded correctly. If you do not have a good enough connection to the internet then you can also order a DVD version of the content which is identical to the downloadable version.

After having downloaded the files and extracted their content, I opened the index page in my web browswer and was presented with a very neat and tidy interface listing all the topics covered in each of the video tutorials. Each of the 17 chapters (15 Main chapters and 2 bonus chapters) videos are viewable either from inside the web browser, or as independent videos which can be played in your video player of choice. The VLC media player is provided for Windows and Mac people so you do not have to download it if you do not have it on your machines. Also provided in the download files are all the blend files of the different stages of rigging of the ninja character, the python script, the version of Blender used to create the rigging and even the original concept art created by David Revoy (which looks amazing).

I found the web interface very easy to navigate and the video displayed very well in the browser and were very well encoded. If the video is too small for you in the web browser the flash player that is used has a full screen option which displays the video in full high quality.

Having explored the interface I moved on to actually watching all the videos from start to finish. This took me longer than I expected because I had to go back and watch different chapters multiple times to wrap my head around what I was being told.

Rigging is one of Blender's more advanced topics and it takes some mental gymnastics to understand some of the fundamental concepts that are involved when using Blender to do rigging. I should say that I am no rigging expert and found Mr Salvemnin's instructions easy to follow and very clear, though I did have to pay complete attention to everything he said. He takes the time to not only tell you what you need to do but also why. To me it is this combination of clear instruction and the explanation of why he does things the way he does that really makes the videos invaluable as a learning tool.

On the main cgmasters website for the rigging video they mention that the videos are appropriate for any level of Blender user. I would agree with this. I think if you have never done any rigging before you should be able to follow everything, though you will need to be paying very close attention to what is done and go back and watch the videos more than once. That said if you do take the time to properly watch and re-watch the videos you will be rewarded, no matter what your level of Blender rigging experience, even battle hardened riggers will pick up tips and tricks.

I have seen and read a lot of videos and books, and I can say that I have never seen a video tutorial that is as complete and extensive as this is on the topics of rigging. As far as I can tell (remember I am no rigging expert) it doesn't miss any information or steps required to make a professional, industrial grade, fully rigged character which you could probably use on professional productions such as Sintel. There are topics covered that I have never seen covered anywhere else (Proxy Meshes, Custom Controls, etc), which really set these videos above any other at least as far as Blender is concerned. If you manage to learn all the techniques used in these videos you will be able to do almost anything Blender rigging wise.

There are topics that are covered which by rights Mr Salvemini did not need to cover but which in being covered really helped make the video sets even better (Chaptars 14 and 15 for example).

I really can't say enough good things about these videos, they are amazing, I could not find a single thing to complain about.

If you are interested in Blender and want to get expert in rigging with Blender this is the video tutorial to get.

Review Score 100%

Roland Hess - Tradigital Blender 2.5 - Book Review

In the Blender world of books and training video tutorials, there are very few training aides that are specifically targeted towards teaching the theory and practical sides of animation using Blender as the specific tool to teach with.
This situation has been remedied somewhat with the release of Roland Hess's new book titled "Tradigital Blender" by publishers Focal Press. A book that covers the topics of animation and how to do it using the tools and features that Blender provides.

Blender user's will recognize the name as Mr Hess has produced many different books and video training courses in the past relating to Blender.


Product Specifications:
  • Name: Tradigital Blender
  • Author: Roland Hess
  • Price: $44.96 (1st Aug 2011)
  • Type: Book
  • Pages: 312
It's important to point out that this book is very specialized in what it teaches, it covers animation using Blender. No mesh modeling, rigging, or texturing subjects are covered. This book is for animators and animation.

On opening the book the first thing I noticed was the excellent quality of the pages, they are all glossy and in full color. This is amazing for a book of this price and really shows what can be done when publishers are not being tight fisted and trying to save some money on production costs. It really helps this book, everything is crystal clear and easy to see on the pages.

At the start of the book the approach taken is to first describe the 12 Principles of Animations and the theory behind those principles. Clear and precise examples are given to help in clearing up exactly what each of the 12 principles mean and why they are so important when it comes to giving life to your animations. This is especially important as the 12 principles are used throughout the other parts of the book as the guiding and interweaving principles upon which the rest of the book is based.

After the theory, the practical side of the 12 principles are implemented using Blender. This is achieved by describing the various tools at the disposal of the Blender animator. All the major tools such as Graph Editor, NLA Editor, Dope Sheet and Action Editor are covered in extensive depth, as is how to use these tools to their fullest to achieve the animation results needed.

Along with the detailed descriptions of how to use Blenders tools, other more structural and production workflow oriented topics are covered. Such as story boarding, animatics and how to structure these stages so as to be most efficient with your time while creating your animations. Mr Hess goes into great detail on the advantages and disadvantages of the different methods and approaches available to someone working on producing an animated work.

The two major methods of animating are covered, those being pose to pose and straight ahead. For the most part the book uses pose to pose animation techniques to form keyposes and then nearer the end of the book uses straight ahead to finish off the animation. The discussion as to why and when to use the two different animation methods was clearly explained and gave a good informational base to make a decision on, as to which method you should use when you are animating.

As well as describing the tools and techniques of animation within Blender the book also takes the reader through the steps of actually making a finished animation of a couple of Blender character models which are provided on the companion website that partners this book. I found the instructions to create the animated scene reasonable easy to follow, though even for a short animation like this one it sometimes became hard to follow along. If you do though you end up having all the salient points of animation both described to you in theory and fleshed out in practice with a finished animation. If you decide that you don't want to follow along with the book, that is fine also as it is able to stand with just the theory and explanations of how things would work if you were using Blender.

The only problems I found were with the companion website in that some files were missing or were the wrong files when downloaded, and the IK/FK switch from the demonstration files seems not to work on more recent versions of Blender. These were only minor issues though and turned out to not have too much of an impact, though it would be useful to have the IK/FK switches fixed in the demo files.

Excellent book, really well produced, teaches both theory and practice of animation in Blender. You need some patience to follow the book but if you do I think it will be very rewarding and very educational to the aspiring Blender animator.

Review Score 90%

John E. Herreño - Blender 2.5 Hotshot - EBook Review

John Herreño recently came out with a Blender 2.5 book, and since I don't remember reading anything from Mr Herreño before, I was interested to get my hands on this book.


Product Specifications:
  • Name: Blender 2.5 Hotshot
  • Author: John E. Herreño
  • Price: £16.14 (15 July 2011)
  • Type: EBook
  • Pages: 332
The first thing I did was check out Mr Herreño's website to see what Blender related stuff he had previously done (website). his website seems somewhat empty of what he is capable of, so I went searching some more on google and quickly found that he is a Blender Certified Trainer (BCT Page), and is on twitter as jedihe. So it seems that he is a very skilled Blender user.

Given the information I was able to find, I was eager to read this book as it seems to be the type of Blender book which I had not seen before, an intermediate level, Blender 2.5x projects based book.

There are in total 10 projects that are covered, 8 of them inside the book and 2 of them downloadable, which cover the following topics:
  • Project 1 - Render A Starship Shield Impact
  • Project 2 - Fly A Fighter Aircraft Through A Storm
  • Project 3 - Construct A Car Using Modeling & Shading
  • Project 4 - Creating A Professional Looking Demo Reel
  • Project 5 - Build An Interactive Walkthrough Using The Game Engine
  • Project 6 - Detailed Render Of The Earth From Space
  • Project 7 - Animate A Humanoid Character
  • Project 8 - Create A Snail
  • Project 9 - Render A Kitchen
  • Project 10 - Model A Basic Humanoid Character
Each of the projects on the whole are very informative and are worth doing. I found that I could follow them but you have to be paying attention and be prepared to fill in some of the things which are not specifically explained. This is to be expected as this is an intermediate level book.

Some of the projects are related to each other so will require you to have done those previous projects before you can do the next ones, in some cases.

When all the projects are done, you get a very good coverage of most of Blender's major features, and as such they serve as a good foundation to the use of Blender.

There are problems with the book though because for some reason the book does not supply support files on the books dedicated website, and resorts to having the user go to various websites to obtain the files needed to carry out the various tasks for each of the different subjects of each project. Unfortunately this causes problems as some of the websites they want you to go to require you to register with them. This is unacceptable for a paid for book, the support files should be supplied. Another problem was that one of the websites referenced in Project 5 was just a blank page which made doing the project harder than it needed to be. Also the fact that Projects 9 and 10 are not included within the book but are in downloadable form, is a little strange. It would also have been very helpful if the resultant files produced from the individual projects were also provided. The would help because you would not have to manually go through all the steps to carryout out projects that require previous projects to have been carried out.

Even given the problems above, this is still a very informative book and I think it is still worth getting.

Review Score 70%

Virgilio Vasconcelos - Blender 2.5 Character Animation Cookbook - EBook Review

Packt Publishing recently released another book in their Cookbook series, given how disappointed I was about the last Cookbook of theirs I had to review, I was a little bit apprehensive about reading another one. Thankfully though this time around this particular cookbook is of excellent quality.

This book written by Virgilio Vasconcelos, covers using Blender 2.5 to carryout out various aspects of character animation and rigging.


Product Specifications:
  • Name: Blender 2.5 Character Animation Cookbook
  • Author: Virgilio Vasconcelos
  • Price: £16.14 (8 July 2011)
  • Type: EBook
  • Pages: 300 (Roughly)
Mr Vasconcelos is a very talented character animator and uses Blender extensively to carryout out his works. He has a very informative website demonstrating his works (virgiliovasconcelos.com), take a look at his demo real to see what he can do.

Like the other Cookbooks in the Blender series of books, the approach taken to teach topics is in the form of short recipes which inform the reader as to how to carry out a specific tasks, and then after the recipe has been described, the book moves on to describe why a recipe is done the way it is.

This cookbook presents 50 recipes related to Blender 2.5 Character Animation topics. It can be read from cover to cover or used in the form of a quick reference, if you are only interested in a specific animation topic.

Each recipe is very clearly written and more has more than enough information to be useful to both beginning Blender users all the way up to experienced Blender users. One of the most memorable things about recipes was how much of the time I was reading and being impressed that I was learning novel ways of doing rigging and other clever techniques.

Each of the 50 recipes is described in a roughly ordered manner going from basics towards more advanced recipes as the book continues. As far as I was able to tell the recipes give you all the information you would need to rig and animate a human character.

Throughout the book support files and a human character armature called otto are used to demonstrate various topics. The otto character is very flexible and serves well as a demonstration model.

The first two thirds of the book introduces the reader to the various recipes while the last third is more general and brings together all the previously learned recipes leaving you to use what you have learned to carryout the later parts of the book.

This was a short review but part of the reason for that is the book does what it says it does i.e. teaches you various important recipes which are very likely to be useful to you as a character animator. It carries out this task extremely well and very clearly.

One thing that I kept thinking to myself while reading this book was, I wish I had this when I was first learning to use Blender, it would have made my life so much easier. I would imagine that would apply to other Blender users as much as it would for me. There were a few mistakes in some of the recipes, but nothing that really matters or that would not be very obvious and easily spotted and so aren't worth worrying about.

So all in all an Excellent book, well worth the time to work through all the recipes like I did, you will learn a lot if you are a new Blender user and probably a fair bit even if you are not so new.

Review Score 85%

Nathan Vegdahls Blender Massive Mammoth Masterclass Rigging Videos 1 and 2 - Training Video Review

A while back cmivfx.com released a new Blender video training tutorial on the rigging of a mammoth model previously created by Sebastian König. Those that saw the previous tutorials from Sebastian will know that they were of excellent quality and really well produced. Now the mammoth has moved on to the next stage in the production work flow, that of Rigging.

Rigging is the process of taking a model mesh and adding mechanisms which enable it to be animated and deformed more easily by an animator, so that a mesh does not have to be manipulated directly.


Product Specifications:
  • Name: Blender Massive Mammoth Masterclass: Rigging Videos 1 & 2
  • Author: Nathan Vegdahl
  • Price: $59.95 (23 June 2011)
  • Type: Training Videos (Streaming)
  • Length: 3 Hours 29 Mins and 2 Hours 48 Mins
This time however the Rigging stage is carried out by Nathan Vegdahl, an excellent Blender user and rigger. He has worked on many of the Blender open movies, so his qualifications are excellent.

I purchased both of the available training videos in a bundle from the cmivfx site. You can purchase the videos separately if you wish to.

These training videos are for intermediate to advanced Blender users. You will be expected to have a good grasp of Blender and how to navigate your way around it and its features. Nathan does take time to explain all the concepts that he uses in the 2 videos as far as rigging goes, but even so given the level of Blender user these videos are aimed at he does move along at a very fast pace. So if you're rusty with rigging and weighting you may need to go back and re-watch certain parts of the videos to make sense of them.

I found that I had to go through certain parts of the videos multiple times before they started to click for me. Though I think if I could understand it, it should not be difficult for your average Blender user to get to grips with.

The first training video covers setting up Blender's armature system. Covering such things as deform bones, control bones, constraints, drivers and modifiers and various other things. In short the first video covers the setup and design of the mammoth skeleton system.

This first skeleton design techniques were very clever and resulted in an extremely flexible and efficient bone setup. The coverage of how to use control bones, ik/fk drivers was very informative to me. I felt I learned a lot even if it did take some effort to keep up with Nathan.

Once the skeleton of the mammoth has been created, video 2 takes over, this time covering the topics of weighting the mesh of the mammoth to the bones of the skeleton created previously in the 1st video.

Nathan takes a slightly different approach to weight painting the mammoth mesh to the bones by using a technique he terms "Segment Weighting", which I have never seen used in Blender before but it definitely seems very effective to me, so was well worth learning about.

After the weighting of the bones to the mesh has been carried out, Nathan move on to creation of test poses of the mammoth which are used throughout the video to test for problems with deformations. Nathan uses a very good technique to spot deformation problems with a mesh by using something he calls Cross Sectional weighting. Using this technique he directly alters vertex group weighting rather than using Blender Weight Painting tools. While this may seem strange and slightly complicated it turns out to be very useful for the more complex deformations in a model such as the mammoth.

After the major deformations had been weighted Nathan then shows how to do the smaller but just as important deformation tidy-ups using Shape Keys and Corrective Shape Keys. Which take the deformations from good quality to excellent quality and really make the difference. Nathan also shows how to use Shape Keys to control face deformations in a very clear and easy to understand way.

This was a short review given the amount of information and techniques packed into these videos. As far as I can tell everything you could need to know to produce top quality rigged results are in these videos. It is all well narrated and broken up into manageable sections and the videos are very well encoded and very clear.

Excellent videos, using unique techniques which to me at least seemed very effective.

Well worth getting, it will be interesting to see if Nathan does other tutorial videos.

Review Score 93%

Colin Litster - Blender 2.5 - Materials and Textures Cookbook - eBook Review

Packt Publishing currently has a line of step by step books covering a large number of topics, the important thing about their cookbook series of books is that they are written in a similar way to recipe books, in that you are given step by step instructions on how to achieve a particular thing and then after the step by step has ended a description of why the recipe works is described.


Product Specifications:
  • Name: Blender 2.5 - Materials and Textures Cookbook
  • Author: Colin Litster
  • Price: £16.14 (22 June 2011)
  • Type: Reference EBook (PDF Format)
  • Page Count: 312
Topics Covered:
     Chapter 1: Creating Natural Materials in Blender
      Introduction
      Creating a realistic pebble material using procedural textures
      Creating a gray limestone pebble
      Creating the quartz pebble material
      Creating an opalescent quartz material
      Creating a mask to represent the quartz veins
      Combining two materials, to make a third, using Nodes
      Creating a large rock material using procedural, and node textures
      Creating a sea rock material
      Creating a texture node to simulate seaweed at the base of a rock
      Creating a large rock face using photo reference
     
     Chapter 2: Creating Man-made Materials
      Introduction
      Creating a slate roof node material that repeats but with ultimate variety
      Using a tileable texture to add complexity to a surface
      Warping a texture to disguise seams in a repeated texture
      Adding weathering by copying and reusing textures
      Combining materials using nodes
      Creating metals
      Using specular maps to add age and variety to man-made surface materials
      Adding oxidization weathering to our copper material
      Adding grime and artistic interest to our copper material
      Creating a path or road material that never repeats
      Repeating a tiled texture to duplicated objects
      Deforming materials and textures in Blender
     
     Chapter 3: Creating Animated Materials
      Introduction
      How to move textures and create animation without moving a mesh
      Manipulating the F-Curves of texture movement
      Using an Empty as a dummy object to control texture movement over time
      A barber pole with no moving parts
      How to alter the color of materials and textures over time
      Creating a red hot iron bar
      How to animate transparency in a texture
      Creating a burning sheet of paper
      How to change textures during an animation
      How to texture with movies creating a TV screen
     
     Chapter 4: Managing Blender Materials
      Introduction
      Setting a default scene for materials creation
      Additional settings for default scene
      Creating an ideal Blender interface for material creation
      Creating an ideal texture animation setup
      Naming materials and textures
      Appending materials
      Linking materials
      Making blendfiles stand alone
     
     Chapter 5: Creating More Difficult Man-made Materials
      Introduction
      Creating rust on iron-based metals
      Creating a mesh object to provide good reflective surfaces
      Using environment map textures to simulate reflection
      Varying environment map reflections to simulate corrosion or wear
      Using raytrace reflections to simulate polished metals
      Varying raytrace reflections to simulate dirt and grime
     
     Chapter 6: Creating More Difficult Natural Materials
      Introduction
      Creating realistic large-scale water in Blender 2.5
      Setting up an ocean vista environment
      Creating a wave surface using textures
      Creating an ocean surface material
      Creating wake around objects in water
      Creating a non-repeating leaf material
      Creating image and bump maps, with alpha channels
      Using images as the basis for a leaf material
      Using alpha to create a leaf shape on a simple mesh
      Adding a non-repeating bump to the leaf material
      Adding color complexity to the leaf material
     
     Chapter 7: UV Mapping and Sub Surface Scattering
      Introduction
      Creating a face map from photographs
      Unwrapping a face mesh to produce a UV map
      Editing a UV map to optimize the image space
      Creating multiple UV maps for a single object
      Combining UV maps to create an enveloping UV
      Using a paint package to merge UV maps
      Extracting color, bump, and specularity maps from photographs
      Applying UVs to create an accurate skin material
      Skin shading using SSS and AO
     
     Chapter 8: Painting and Modifying Image Textures in Blender
      Introduction
      Post processing rendered images from within Blender
      Adding more than one material to a surface
      Adding dirt onto a model
      Creating an aged photo with simple Blender materials
     
     Chapter 9: Special Effects Materials
      Introduction
      Creating explosive smoke in Blender
      Igniting a flame and making things burn in Blender
      Creating loopable fire and smoke sequences
      Adding complex FX without the render overhead
     
This book follows the same format, step by step instructions, followed by an explanation of the various features used in the recipes and why they are used the way they are.

Books that specifically cover getting to grips with Blender's Materials and Texturing abilities are very rare, sure there are books that cover both of these topics but those books usually cover other things. This book is specifically targeted to only covering Blender's Material and Texturing functionality and settings, and demonstrating how these settings can be used to create various material types in the 3D environment.

A wide range of differing material and texture types are created and demonstrated by building a series of different 3D scenes showing what the results look like.

A stand out part of this book is that it's the first book that I know of that goes into good detail on how to use Blender's Texture Node system, demonstrating just how powerful this node system can be. I really learned a lot about this method of creating textures. If you want a good guide on how this system works, this book is the book to get, as unfortunately other good documentation sources on this feature are really hard to come by, as Blender's Texture Node system is very badly documented and misunderstood.

This all sounds excellent so far, we have a book which goes into detail about how to use Blender's procedural texturing and it's Texture Node system to make very convincing textures and materials. Sounds as if this book should be an automatic go out and buy it book, right?

Unfortunately all the good work the book could do, is undone by the fact that it is littered with errors and missed steps as well as some missing and misnamed support files. A recipe book, I would say by definition has to have recipes that when followed will result in the correct effect being achieved. If you only rely on the books recipe instructions to achieve a particular effect you are interested in, you will either end up with a result which is completely wrong, or slightly wrong for almost all of the recipes described within this book.

Part of the problem is that a lot of these recipes rely on other recipes which have mistakes and missed steps. As a result there is a ripple effect all the way through almost all of the recipes resulting in them being wrong by varying amounts. Another reason for this is that Blender changed its method of calculations for certain texture effects such as bump mapping, after the book was in production. The book mentions this problem at the beginning of the book, but there are other errors and miss steps which are not highlighted.

If you do not want to have to manually go through the step by step recipes to make the materials, you can just use the supplied blend files to pick apart how the materials and texture were created.

These blend files are an extreme time saver, and are extremely useful as a learning exercise. Unfortunately the same blend files turn out to be pretty much mandatory viewing if you want to see how to properly make the described materials and textures that are supposedly described in the different step by step recipes written in the book. Without these blend files it would be very difficult to see what settings differed between what is written in the book and what is actually in the blend files. Without these blend files, on rendering any of these recipes, the results will look wrong a lot of the time.

So in short, you have a recipe book where if you follow the recipes as written in the book you won't get the correct results. The only way to see how the created materials and textures are created is to open the supplied blend files, which were sometimes missing. So I have to ask myself at that point, what is the point of the written book with the recipes which were not checked properly so as to make sure they were complete and accurate?

So I thought, what I will do is manually go through all the blend files and all the written recipes and see where they don't match and correct the recipes, such that I ended up with results on render that matched those of the supplied blend files. This took while but in the end I managed it and ended up with a list of all the errors and missed steps and the correct steps to get the correct render results. I then sent that list to the people at Packt, they were nice about it. Deciding that I would wait before I reviewed this book as I could say that yes the printed recipes are wrong but that the errata has been posted and so long as you read the errata you can see where the errors are and just do what's described in the errata posts and still end up with the correct result.

Well now it's several weeks later, as I type this review and still there is not an errata post for this book on their website. So you have now way of knowing about the corrections needed if you are just dependant on the written book recipes. Even with the errata, if you are in a hurry to get a recipe to achieve a particular effect you need, you will not want to have to go reading errata lists just to get a recipe to work. They should have been properly checked before being put in a book.

If the errata had been published I would have given the book a much higher rating as at least a normal reader could have found out all the mistakes. Without the errata the only thing that makes the book usable are the explanations at the end of recipes (which are very informative) and the blend files.

Hopefully they do a reprint of this book with the mistakes fixed and get better reviewers to spot mistakes next time, as it has 3 according to the book information and a technical editor as well.

Can't recommend this book, you are basically paying for blend files as the book itself is of no use as far as the recipes go. Colin Litster is well known Blender user, anyone who has seen some of his work knows that he is a very skilled Blender user. But because of bad production in this book that is not reflected.

For those who have already bought the book/ebook and are trying to follow the recipes here is the errata I found:

Page 12 - File pebble-03.blend from Packt file the DistNoise texture. Its mapping > Size fields are x1.37 y-0.16 z0.37, yet  all the other textures on the pebble have size value of 1, 1 , 1. Don't know if this is a mistake or just has not been communicated in the book text on when the distnoise texture is created.

Page 13 - File pebble-03.blend from the packt file.  Musgrave texture in the influence section, the colour swatch is set to a value of .28 for rgb, but in the book for this file we are told to use .14 for the musgrave colour picker. On page 13 step 17.  Wonders which is correct .14 or .28

File pebble-04.blend from the packt file. In the 3rd texture slot "QuartzMusgrave", it has the stencil option selected but we are not told to do so in the book, at least not directly until we have already been told to save the file.  Also in the same file the mapping panel has Size: value of .3, .5 and .4, again we are not told to alter the size values in the book and so they stay at 1, giving incorrect results, compared to the packt files.

Page 23 - File pebble-06.blend from the packt file.  Will not match with the instructions given in the book because on page 23 after step 18 they need to set the Influence colour selector to black 0,0,0 on the QuartzThin2 texture slot, this is not mentioned in the book.  Even though the packt file has this set correctly,  If someone only follows the instructions in the book they end up with a magenta stone.

Page 32 - There should probably be a step 16 to set the Influence Bump Mapping Method to Compatible.  As  this is the method used in the original packt "Sea-Rock-01.blend" file downloadable from the website.  Also you mentioned on step 15 setting the stencil option but this is not set in the packt files.  Which is right?

Page 35 - Step 5 needs to include setting the Mapping slot axis values to Z, Y and Z as that is what they are in the official files, and by default they will be X, Y and Z.  If not set the texture will not be mapped correctly to the mesh.

Page 36 - Step 11 needs to include settings the factor value for the Mix node to 1.

Page 37 - Step 17 needs to include setting the Mapping axis values to Z, Y and Z as that is what they are in the official files, and by default they will be X, Y and Z.  If not set the texture will not be mapped correctly to the mesh.  Also the Mapping Offset X value in the official file is -0.20, we are not told to alter this value in the book.  Also Influence for Colour should be deselected.

Page 38 - At step 19 in the official packt files DVAR is set to 0 but by default it is normally one, but we are not informed to change it, does this setting matter.

Page 41 - At step 7 Mapping is set to Size X .2  but when set it does not render as shown in the picture shown in the book, leaving the value at 1 gives results that look very similar to
that shown in the rendered picture.

Page 45 - Should all the textures for the large-rock-blue-stone.blend file have all the normal affecting textures use the compatible bump method?

Page 53 - Step 9 should include setting the Bump Mapping Method to Original.  Under image sampling the filtering method should be set to Box as this is what it is in the official packt files and more closely matches the render results when set.

Page 56 - Step 3 tells the reader to set Noise to Soft, yet the Setting in the packt file is set to Hard, and only hard settings gets correct renders.

Page 57 - Bump Mapping method under influence should be set to Original.  As Blender defaults to something different in recent builds.

Page 59 - Step 2 for the slate-tile section make sure the Bump Mapping Method is set to Original.

Page 59 - Step 2 for the Musgrave section.  The musgrave settings need to have intensity set to .44, by default its 1, but in the pack file its .44 . In the Mapping area set the Size X value to 4.33 as this is what the value is in the packt files, and when set the render matches what is shown in the book.

Page 67 - Step 3 in the packt files there is a ramp shader active yet we are not told in the book to add this.  It needs adding to get the results as shown in the book.

Page 67 - Step 9 - Must change Bump Mapping Method to Original.

Page 67 - To get the results shown in the book you must disable colour management. Also the sharpness of the displacement in render is greatly affected by the alias method used and in the packt file gaussian is used but that isn't default and we haven't been told to change the aliasing method in the book.

Page 68 - Image Sampling settings for the plating-bump-1.png file should have the filter type set to Box somewhere between steps 10 and 14.

Page 68 - Step 14 needs to change the bump mapping method to original as it is not set to this by default and we are not told to in the book, yet the official packt file use the original method.

Page 68 - Step 16 Set Nabla to 0.10

Page 69 - Under the Colour Section for the texture for beaten-bumps set Brightness to 0.9 and Contrast 1.2.  Under influence set the Normal Bump Mapping Method to Original.

Page 70 - Image Sampling for the plating-spec-pos.png, the filtering type needs to be set to box, as this is what it is in the packt files.  The Image Sampling section also should have Alpha Use option deselected, as this is not mentioned in the book and it is off in the packt files.  If it is on it affects highlights badly.

Page 72 - The Blend texture should have Color > Adjust > Brightness set to 1.3 and Contrast to 1.7

Page 73 - Under the Image Sampling panel for the Oxidization texture the Filtering method needs to be set to Box and the use Alpha option needs to be deselected.

Page 79 - Step 5 for the path-bump texture needs to have it bump method changed to Compatible.

Page 80 - Step 4 of the mask texture should also include setting offset values y -10 , z .10  as this is the values they have in the packt files, not mentioned in the book text.

Page 97 - Step 8 should probably be rotation of the z axis to 90 not x, the x and y should remain at 0.  This appears to be an error in the official packt files because the barber pole tube is rotated by 180 and hasn't had its rotation applied.  If the rotation was 0 (as it would be if made by the user as described in the text of the book), then its the z axis that needs keying.  Also on checking further the coordination system in the packt file is set to local (it would not be set to this by default and is not mentioned in the book text).

Page 98 - Step 9 - This should the be the Z axis which should be set to -90 degrees, then set the keyframe.

Page 98 - Paragraph that starts "The Y curve in the F-Curve editor" should replace Y with Z.

Page 98 - Paragraph that starts "The texture was applied to the mesh using Tube mapping"  - This paragraph is incorrect.  It needed to be rotated between the original barber pole tube mesh because it was rotated, had it not been rotated no rotation would have been required.  As an example see file p109-barber-pole-02-corrected.blend

Page 101 - Step 4 says set Noise to Hard, yet it is Soft in the official packt files.

Pdf Page 101 - Step 6 needs to mention that the Bumpmapping Method needs to be set to Compatible.

Pdf Page 101 - Step 9 needs to mention that the Bumpmapping Method needs to be set to Compatible.

Pdf Page 106 - Steps 4 to 6 seem to not work and dont match what is in the packt files.  To closely match the packt files do the following:
    For Pos Number 0 - goto frame 1, then set the color selector to r1, g0, b0, a1, insert a keyframe on the color selector, goto frame 100, insert another color selector keyframe, goto frame 150, change the color selector to r1, g1, b.311, a1, insert a color selector keyframe.
    For Pos Number 1 - goto frame 1, then set the color selector to r1, g0, b0, a1, insert a keyframe on the color selector. Insert a keyframe at Pos:.011.  Goto frame 100, set color selector to r1, g0, b0, a1. Insert a color         selector keyframe.  Goto frame 150. Key pos: .079 and key the colour selector with r1, g1, b0, a1
    For Pos Number 2 - goto frame 1, insert a keyframe at pos:.102.  Goto frame 150 and the insert a keyframe at pos:.231

Page 110 - Paper fire works, but looks not very good.

Page 112 - Step 6 mentions that they will see various fields such as how many images in a sequence and start and offset fields and auto refresh.  These fields by default will not be visible unless you first in the Image panel > source section make sure that the Sequence option is selected.  It also will only tell you how many frames are in a movie , not a sequence.

Page 112 - Step 7 needs to also mention to set RGB Multiply for G and B to 0

Page 112 - Step 9 Fails to mention that to get the Red Alert texture to align correctly Image Sampling Flip XY Axis must be selected.

Page 116 - Image Sampling need to have Flip XY Axis ticked for the tv movie texture to be orientated correctly on the screen.

Page 122 - Step 3 - Probably should be made clear that the position of hemi lamp is not important, only the rotation of a hemi lamp alters the angle things will be lighted from.

Page 123 - Step 6 mentions that Crop will still be active even though it is grayed out.  This is not the case in later version of Blender.

Page 123 - Step 9 mentions that the compression slider for png files controls image quality.  PNG is always lossless, image quality will not be affected by the slider only the resulting file size.  It is configurable because larger compression make generating the file smaller on disk but it can take a while to carry out the compression calculations.  JPG images however do get their quality effected by this slider.

Page 130 - Paragraph that starts "Full raytraced ambient occlusion can take some time"  - Mentions that Ambient Occlusion is only available if you render with raytracing enabled.  This is incorrect.  Ambient Occlusion when using Approximate gather is only dependant on mesh geometry to do its work.  Only when using Ambient Occlusion with the Raytrace gather method do you require raytracing to be active.

Page 130 - Paragraph that starts "Occasionally, you may go too far with default settings and..." - CTRL+N will only reload your saved default screne, it will not Load Factory Defaults.

Page 138 - Paragraph that starts "There is also no restriction on using lower case of capital character in a name" - Blender considers different case texture and material names to be completely different.  Ie Mater and mater are different in Blender.

Page 153 - Step 4 specular Intensity should be set to .235 and slope should be set to .3 , to match the packt blend files.

Page 153 - Step 9 needs to mention that in the Mapping panel you need to set the Coordinate type to Reflection for the Environ-map texture.  Otherwise the environment map will not work correctly as its reflections will be wrong.

Page 154 - Step 4 mentions to set Geometry/Normal to a value of 1 , yet in the packt file it is set to .3

Page 162 - Step 13 - The Bump Mapping Method should be set to Compatible.

Page 171 - Step 13 says to set the Blend value to 3, where as in the packt files it has its value set to -3

Page 175 - Step 1 should say from the Channel menu, not the Key menu.

Page 177 - Step 9 should also include setting the Bump Mapping method to Compatible.

Page 177 - Step 11 should also mention that the Cloud Noise Type for the small-waves texture should be set to hard so as to match the one in the packt files.

Page 178 - Step 17 - Should also mention to set the Mapping Coordinates to Object and set the Mapping Object text field to wave-movement, as it is in the packt files.  It appear that copying the texture does not bring all the settings.

Page 179 - Step 30 should also mention that the Size y value in the Mapping tab is set to 3 in the packt files and so should be in the book text.

Page 181 - Step 3 - The foam-mask-bump2.png is not on disk or supplied, missing and is used it recipe

Page 195 - Paragraph that starts "When you move the mesh in Object mode, you will not see the displacement change until you render." - This doesn't appear to be the case any more, moving the mesh in Object Mode also updates its displacement in recent builds.  At least when the Texture Coordinate system on displace modifier is set to Global.

Page 207 - Step 14 - Toolbox is on the left.

Page 220 - Step 6 will only work if you have an image to bake to in the uv image editor.  Other wise you will get an error displayed in the header.

Page 257 - Step 9 file house-14.png seems to be missing from the packt files.

Page 268 - Steps 8  is wrong because Blender interface for smoke changed.  Most of the chapter on smoke will not work because of changes in the way Blender does it, in more recent versions. 


Review Score 50%