versions[edit | edit source]
Blender till 2.76b works on Windows XP
2.79[edit | edit source]
2.80[edit | edit source]
manuals[edit | edit source]
Outliner[edit | edit source]
Each row in the Outliner shows a data-block... Shift when clicking on the disclosure triangle will expand child data-blocks recursively... To set parent-child relations between objects, drop an object onto another object while holding Shift.
Materials[edit | edit source]
Material slots link materials to objects and meshes. By default objects only have a single material slot, which assigns a material to the entire object... To apply several materials to different faces of the same object, you use the Material Slots
Blender is built to allow you to reuse anything... reuse an existing material... Only if it has 0 “real” users, and no “Fake” user, will the material be permanently deleted. Note that it will still remain in the Materials list until the blend-file is saved, but will have disappeared when the file is reloaded.
Procedural textures[edit | edit source]
Procedural textures are textures that are defined mathematically... are ‘real’ 3D. By that we mean that they fit together perfectly at the edges and continue to look like what they are meant to look like even when they are cut; as if a block of wood had really been cut in two
Shader nodes[edit | edit source]
shader socket. The output of all surface and volume shaders is a shader, describing lighting interaction at the surface or of the volume, rather than the color of the surface... Each shader node has a color input, and outputs a shader. These can then be mixed and added together using Mix and Add Shader nodes... In Cycles, custom nodes can be written using the #Open Shading Language... node groups can be used for reusing texture setups... default texture coordinates for all nodes are Generated coordinates, with the exception of Image textures that use UV coordinates by default
shaders available as nodes[edit | edit source]
- BSDF shader
Describe light reflection, refraction and absorption at an object surface.
- Emission shader
Describe light emission at an object surface or in a volume. Emission shader output can both be plugged into the Surface Input as well as the Volume Input of the #Material output node.
- Volume shader
Describe light scattering inside a volume.
- Background shader
Background[edit | edit source]
Describe light emission from the environment.
This node should only be used for the world surface output
Holdout[edit | edit source]
The Holdout shader node is used to create a “hole” in the image
Principled BSDF[edit | edit source]
combines multiple layers into a single easy to use node. It is based on the Disney principled model also known as the “PBR” shader, making it compatible with other software such as Pixar’s Renderman® and Unreal Engine®. Image textures painted or baked from software like Substance Painter®
Output nodes[edit | edit source]
Material[edit | edit source]
used to output surface material information to a surface object Inputs: Surface, Volume, Displacement
Light[edit | edit source]
used to output light information to a light object. Inputs: Surface
World[edit | edit source]
used to output light a color information to the scene’s World. Inputs: Surface (The appearance of the environment, usually preceded by a Background shader.), Volume
Open Shading Language[edit | edit source]
Eevee[edit | edit source]
Eevee materials are created using the same shader nodes as Cycles... Unlike Cycles, Eevee is not a raytrace render engine. Instead of computing each ray of light, Eevee uses a process called rasterization... it has a large set of limitations
Eevee’s goal is to be an interactive render engine... Only perspective and orthographic projections are currently supported... Only 128 active lights can be supported by Eevee in a scene. Only 8 Shadowed sun lights can be supported at the same time... only the needed textures and meshes (now referred as “the resources”)