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- used to set the
camera from showing a true-life perspective view to an orthographic view.
- Set-up a lens
length much like a real camera. 35mm is a good, safe setting, but wide and
tight angle setting work for different needs.
- Changes camera
view to reflect a cylindrical camera.
- Pushes the view left, right, up,
down from actual camera view, without changing perspective.
- how close and
how far an object can get to the camera and still be seen. In very large
scenes, this 3as
Clipping (Start and End)
- used with nodes
to blur foreground and background objects. This will be discussed in the
“Working with Nodes” chapter.
- draws a line in
the scene to help you visualize the camera’s range.
- How big to draw the camera on the
screen. You can also control size with scale.
- Used to give you
a visual display of how far the camera sees if using Mist.
- displays the
inner dashed box to help with placement of objects and text.
- With all objects, the name of the
object or camera can be displayed on the screen, but this will display the name
in the camera view.
Shades the area
on the screen outside of the camera’s view. You can control the darkness of the
shaded area with the Alpha slider.
- a. Point - basic Blender lamp,
- shines all directions.
- b. Sun - provides even angle of light,
- regardless of placement from objects.
c. Spot - Shines a direct angle of light.
- d. Hemi - A wider light, much like area
- e. Area - Provides large area lighting
- (like a classroom). Can be scaled.
1. In traditional
Blender rendering, only ______
are able to cast shadows. However, with ______________,
all lamps can cast shadows.
– amount of light
that the lamp emits.
– intensity decay
a. Lin/Quad Weighted
b. Custom Curve
c. Inverse Linear
can be used to simulate sky
and atmosphere variations.
1. Instead of adding
too many lights, experiment with the _________ and _________settings first.
In a large scene, the default distance setting may not light the entire scene.
are unique in that
you can simulate a foggy scene with them and cast shadows in the traditional
can cast shadows
for all lamp types, but because of the more complex rendering calculations that
need to be performed, renders much slower.
- a. Shadow Type - buffer is the
- old style and the fastest.
- b. Shadow Color - adjusts the
- color of the shadow.
c. Buffer Type
- d. Filter and Sample - can be used to refine
- your results, but could add to your render times.
- e. Clip Start and End - gives a range
- for calculating shadows. Represented by a line down through lamp. Keep this
- line as short as possible to give the best shadowing. New to this release is
- the Autoclip options to set
- these for you.
- f. Spot Shape - set the Angle
- Size, Blend (edge softness), and Shape (round or square). You can also give it
- a haze with the Halo settings and intensity.
If you have shadows
but they look bad, try a larger _________ to shorten up the area of calculation or adjust the _______.
If you don't see any shadows at all, you might need to go to the ____________and turn on _____under __________-.
ClipStart number, Sample Buffers Size and Samples, Render buttons, Shadows , Shading.
It is better to
keep the number of lights down to ______, and play with their_________& _________, rather than
flood the scene in light. Think of it in terms of real lighting situations.
3 or 4, locations and setting
is light that
bounces off other objects, like in real life.
There has always
been an_____ option in the
Blender material settings so an object could glow.