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_drafts/9999-learning-blender-11-light-part-2.md

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_drafts/9999-blender-tutorial-8-textures-part-1.md renamed to _posts/2019-03-22-blender-tutorial-8-textures-part-1.md

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layout: post
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title: "Blender tutorial: textures - part 1."
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title: "Blender tutorial: textures - part 1"
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description: "In this new post of the series Blender tutorial I will talk about textures."
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date: 2017-11-25
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date: 2019-03-22
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image: /assets/images/posts/blender-create-texture.jpg
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tags: [computer graphics, blender]
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---
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In the [previous post of the series "Blender tutorial"](TODO) we talked about materials in Blender. In this post we
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will start to learn how to use textures.
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In the [previous post of the series "Blender tutorial"](/2019/03/21/blender-tutorial-7-materials.html) we talked about materials in Blender. In this post we will start to learn how to use textures.
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As you may already know, textures are useful to add realism to a material. We can manage textures from the texture
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tab inside the properties panel. From that panel we can create a new texture by clicking on the + button. After
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creating a new texture, some options are displayed that let us customize how the texture looks like. The type of

_drafts/9999-blender-tutorial-9-textures-part-2.md renamed to _posts/2019-03-23-blender-tutorial-9-textures-part-2.md

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layout: post
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title: "Blender tutorial: textures - part 2"
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description: "In this new post of the series Blender tutorial I will talk other about textures techniques."
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date: 2017-11-25
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date: 2019-03-23
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image: /assets/images/posts/blender-displacement-mapping.jpg
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tags: [computer graphics, blender]
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In the [previous post of the series "Blender tutorial "](TODO) we talked about textures in Blender. In this post we
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will continue to learn how to use textures in Blender.
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In the [previous post of the series "Blender tutorial"](/2019/03/22/blender-tutorial-8-textures-part-1.html) we talked about textures in Blender. In this post we will continue to learn how to use textures in Blender.
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We will start with normal maps. This kind of texture let us simulate rough surfaces without adding geometric
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details to the mesh. We can set bump mapping in the texture tab under the Influence section. By checking the
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Geometry -> Normal checkbox we let the texture be used as a reference to modify the normals of the mesh so that we

_drafts/9999-blender-tutorial-10-light-part-1.md renamed to _posts/2019-03-24-blender-tutorial-10-light-part-1.md

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layout: post
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title: "Blender tutorial: light - part 1."
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title: "Blender tutorial: light - part 1"
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description: "In this new post of the series Blender tutorial I will talk about light."
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date: 2017-11-25
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date: 2019-03-24
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image: /assets/images/posts/blender-spot-light.jpg
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tags: [computer graphics, blender]
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In the [previous post of the series Blender tutorial](TODO) we talked about textures in Blender. In this post we
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will explore lights in Blender.
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In the [previous post of the series "Blender tutorial"](/2019/03/23/blender-tutorial-9-textures-part-2.html) we talked about textures in Blender. In this post we will explore lights in Blender.
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First of all we need to clarify one thing: lights in Blender are called lamps. So in all menus and option we will
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find that word to identify lights.
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To add a light to our scenes, just use the option Add -> Lamp and select one of the light type available. Let's add
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---
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layout: post
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title: "Blender tutorial: light - part 2"
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description: "In this new post of the series Blender tutorial I will talk about about how to do other cool stuff with lights in Blender."
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date: 2019-03-25
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image: /assets/images/posts/blender-background-ambient-color.jpg
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tags: [computer graphics, blender]
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comments: true
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seo:
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- type: "BlogPosting"
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---
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*In this new post of the series Blender tutorial I will talk about about how to do other cool stuff with lights in Blender.*
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---
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In the [previous post of the series "Blender tutorial"](/2019/03/24/blender-tutorial-10-light-part-1.html) we talked about light in Blender. In this post we will continue to talk about lights in Blender.
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We will start by exploring how it is possible to add a light background and setup ambient light. We can setup these
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options in the world property panel. Inside it we have a section "world" in which we can modify the background of our
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scene. We have some option to customize the final background result:
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* blend sky, if enabled blends the horizon and zenith sky
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* paper sky, if enabled with blend sky it maps the background colors to a plane
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* real sky, if enabled place the horizon color in the middle (as real sky)
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In the same section there's also a ambient color property. The ambient color let us manage the overall light color.
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{% include blog-lazy-image.html description="blender background ambient color" src="/assets/images/posts/blender-background-ambient-color.jpg" %}
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We can also choose to add a background image. To do that we have to go from the world tab directly to the texture tab. Blender will detect this operation and it will know that we are adding a texture to the background of our scene. From here we can choose the type of texture we want and we can apply it.
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{% include blog-lazy-image.html description="blender background texture" src="/assets/images/posts/blender-background-texture.jpg" %}
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We also have a specific type of light to simulate the sun: the sun lamp. It behaves in a similar way to the Hemi lamp. One particular feature it has is the possibility to add a sky as background and simulate a sun in terms of shape and effects.
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Last but not least we have ambient occlusion. It is a technique that let us simulate more accurately the ambient
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light in a scene. We can activate it from the world tab in the properties panel. It is possible to adjust how much
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ambient occlusion will influence the final rendering result by adjusting the factor property. Generally speaking,
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ambient occlusion is really slow in terms of rendering. Is it possible to improve the rendering speed by changing the
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gather options in the world panel to "approximate "and setup the number of passes that the renderer must use.
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Ambient occlusion uses the ambient color by default. If we want to achieve a more accurate result, especially if
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our scene is an outdoor one, we can activate the environment light. This kind of effect will generate ambient
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occlusion and eventually it will use (if we choose it) the sky/sky texture as color.
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{% include blog-lazy-image.html description="blender ambient occlusion enviroment lighting" src="/assets/images/posts/blender-ambient-occlusion-enviroment-lighting.jpg" %}
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In the next post about Blender we will talk about cameras and rendering.

_drafts/9999-learning-blender-12-camera-rendering.md renamed to _posts/2019-03-26-blender-tutorial-12-camera-rendering.md

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title: "Learning Blender: camera and rendering"
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description: "In this new post of the series "Learning Blender" I will talk about camera and rendering."
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date: 2017-11-25
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title: "Blender tutorial: camera and rendering"
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description: "In this new post of the series Blender tutorial I will talk about camera and rendering."
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date: 2019-03-26
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image: TO DO
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tags: [computer graphics, blender]
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seo:
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- type: "BlogPosting"
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---
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*In this new post of the series "Learning Blender" I will talk about camera and rendering.*
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*In this new post of the series Blender tutorial I will talk about camera and rendering.*
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In the [previous post of the series "Learning Blender"](TODO) we talked about light in Blender. In this post we
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will talk about camera and rendering. Let's start from camera.
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If we select a camera, we can access its properties from the specific camera tab in the properties panel. Here we
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have a section called "Display", that let us customize how we see the camera in the viewport (limits, names and so
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on). Then we have a "Lens" section, where we can choose the type of the camera:
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In the [previous post of the series "Blender tutorial"](/2019/03/25/blender-tutorial-11-light-part-2.html) we talked about light in Blender. In this post we will talk about camera and rendering. Let's start from camera.
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If we select a camera, we can access its properties from the specific camera tab in the properties panel. Here we have a section called "Display", that let us customize how we see the camera in the viewport (limits, names and so on). Then we have a "Lens" section, where we can choose the type of the camera:
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* the shift, so as the word say we can change the shift of the camera from its center
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* the clipping, the start end distance between which the object see by the camera will be rendered.
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For the orthographic camera the most important parameter is the orthographic scale, that represent the maximum
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dimension (in scene units) of the portion of space captured from the camera.
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For the orthographic camera the most important parameter is the orthographic scale, that represent the maximum dimension (in scene units) of the portion of space captured from the camera.
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![blender camera options](/assets/images/posts/blender-camera-options.jpg "blender camera options")
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{% include blog-lazy-image.html description="blender camera options" src="/assets/images/posts/blender-camera-options.jpg" %}
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We can place cameras manually or we can use constraints. We can create a constraint by clicking the specific
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constraint tab (the one with the chain as icon) in the properties panel of the camera and add a new constraint. We
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can use for example a Damped Track and correlate the movement of our camera to the position of an object we select as
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the one to be tracked.
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![blender camera constraints](/assets/images/posts/blender-camera-constraints.jpg "blender camera constraints")
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{% include blog-lazy-image.html description="blender camera constraints" src="/assets/images/posts/blender-camera-constraints.jpg" %}
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For what concerns rendering, we have the possibility to control it in the properties panel under the render tab (the
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one with the camera). For example we can customize where the render will happen. By default the render will show the
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important, we can also customize the shading option (as we already see in a previous post about shadows), the
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performance (for example by adjusting the number of thread that Blender will be allowed to use), and the format of
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final output of the rendering.
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![blender render option](/assets/images/posts/blender-render-option.jpg "blender render option")
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{% include blog-lazy-image.html description="blender render option" src="/assets/images/posts/blender-render-option.jpg" %}
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As we said before in Blender it is possible to render animation. We will go through all the details about animation
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in a future post. For now we can see how to achieve cool rendering effects, for example motion blur. The motion blur
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modify the shutter to change the final result of the motion blur (the default value for samples is 1, and we need to
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modify it because with the value of 1 we will have no motion blur).
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![blender motion blur](/assets/images/posts/blender-motion-blur.jpg "blender motion blur")
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{% include blog-lazy-image.html description="blender motion blur" src="/assets/images/posts/blender-motion-blur.jpg" %}
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One last effect we can achieve with the Blender render is depth of field. This effect simulate the fact that only a
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part of the scene is in focus, based on the focal distance from the camera. To setup the depth of field in our scene,
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first of all we have to activate it by increasing the distance option in the depth of field section of the
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camera properties.
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![blender depth of field 1](/assets/images/posts/blender-depth-of-field-1.jpg "blender depth of field 1")
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{% include blog-lazy-image.html description="blender depth of field 1" src="/assets/images/posts/blender-depth-of-field-1.jpg" %}
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After that we have to switch to the node editor, add a defocus filter, and connect the render image and depth to the
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filter, and again the image to the composite final result.
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![blender depth of field 2](/assets/images/posts/blender-depth-of-field-2.jpg "blender depth of field 2")
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![blender depth of field 3](/assets/images/posts/blender-depth-of-field-3.jpg "blender depth of field 3")
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![blender depth of field 4](/assets/images/posts/blender-depth-of-field-4.jpg "blender depth of field 4")
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![blender depth of field 5](/assets/images/posts/blender-depth-of-field-5.jpg "blender depth of field 5")
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{% include blog-lazy-image.html description="blender depth of field 2" src="/assets/images/posts/blender-depth-of-field-2.jpg" %}
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{% include blog-lazy-image.html description="blender depth of field 3" src="/assets/images/posts/blender-depth-of-field-3.jpg" %}
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{% include blog-lazy-image.html description="blender depth of field 4" src="/assets/images/posts/blender-depth-of-field-4.jpg" %}
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{% include blog-lazy-image.html description="blender depth of field 5" src="/assets/images/posts/blender-depth-of-field-5.jpg" %}
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That's all for camera and rendering. In the next post we will talk about animation.

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