Lighting my Images in Blender | Research

As I was compositing my images and animation, lighting began to have a large effect on the outcome of my creations. As I had little experience when working with Blenders lighting options, I consulted online forums and videos for tips and advice and information about how to light appropriately, and which rendering engine would be most fitting.

Blender Render:

Blender render is Blender’s original render engine. It is has non-photo-realistic rendering, with render technologies such as ray-tracing, subsurface scattering, glossy reflections and a primitive global illumination feature. ‘It was forged in a time when realism could only be achieved through illusion; with tricks and hacks to fake reality’s characteristics.’ (Blender, 2017)

Cycles Render:

‘Cycles is Blender’s ray-tracing production render engine. Since its release under a permissive open-source (Apache 2.0) license, it’s also in use by other 3D tools. Cycles can be used as part of Blender and as stand-alone, making it a flexible solution for ray-traced rendering.’ (Blender, 2017) It has global illumination and calculates physically correctly, and has slowly become Blenders premier render engine. ‘Cycles has garnered notable respect from the computer graphics industry. In fact, other 3D software developers have even ported it to other applications, like Cinema 4D and Rhino’ (CG Cookie, 2017). It is unbiased, physically based and designed for animations, produceing an image by tracing the paths of “rays” through the scene.

Lighting Tips:

1. Size – Increasing and decreasing the size of my light would effect the diffusion. The larger the lamp size, the less harsh the light would appear in my final image.

Size 1 Size 4 Size 2 Size 3

2. Position – Make sure the position and direction of the light source is where the light source is in the image. The direction of the light will effect where the shadows are cast as well as where on your model the light will effect the most.

Position 1 Position 2 Position 3 Position 4

3. Strength – The strength of the light source can drastically effect your image. For softer effects, decrease the strength of the light source, and for a harsher and more obvious effect, be sure to increase the strength appropriately.

Strength 50 Strength 5 Strength 500 Strength 6  Strength 1000 Strength 7Strength 5000 Strength 8

 

4. Colour – Certain lighting situations emit a different colour. For example, a sunset may have warmer tones compared to a harsh studio light. Change the colour of your light source to emit the correct colour onto your model.

Colour 1 Colour 2 Colour 3 Colour 4

5. Create an Area Light – Setting the lamp type appropriately will also alter the harshness of your lighting effect. Point lights emit an equal amount of light in a spherical manner, the Sun option positions it’s self outside of the image and infinitely far away from your objects, Spot lights focus their light by emitting it in the shape of a cone, and an Area lamp emits their light from the shape of either a square or a rectangle.

Area Lamp:

Area

Spot Lamp:

Spot

Sun Lamp:

Sun

Point Lamp:

Point

 


Sources:

–  Blender. (2017). Introduction — Blender Manual. [online] Available at: https://docs.blender.org/manual/en/dev/render/cycles/introduction.html [Accessed 15 Nov. 2017].

– CG Cookie. (2017). Big Idea: Blender Render VS Cycles. [online] Available at: https://cgcookie.com/articles/big-idea-blender-render-vs-cycles [Accessed 15 Nov. 2017].

Posing my Creature | Development

After adding a skeleton and parenting my mesh to the armature, I positioned the creature in appropriate ways to match the final images I had chosen. To position them, I simply moved the different bone in my creature to place them where I saw fit.

Image 1 – Snow

[Image Credit: Cristiana Bardeanu – Snow – Link]

For the snowy image, I chose to place my creature in a relaxed pose. There is an empty place in this image where I feel he would fit perfectly, but because there is little to look at in this image, a simple pose seemed appropriate. This pose also gives me the opportunity to explore more when texture painting this model, as his lack of movement would most likely cause a thin layer of snow to cover the top parts of his body.

Pose:

Pose 1 - 1 Pose 1 - 2 Pose 1 - 3

Image 2 – Forest

[Image Credit: Free-Photos – Trees – Link]

For the second image, I chose to place my creature in a pose that suggested wonder. As this scene is set in the middle of a wood, there is not much for him to see apart from a large amount of foliage, therefore there isn’t one specific place for him to be looking. The nature of my creature forces him to evolve depending on where he is, so making him stand tall is a must, as it would better resemble the scenery around him, and help him to blend into the scene. This all lead me to the following simple pose.

Pose:

Pose 2 - 1 Pose 2 - 2 Pose 2 - 3 Pose 2 - 4

Image 3- Sea

Sunset

 

[Image Credit: Andym5855 – Sunset – Link]

For the final image, I chose to have my creature look out on the horizon. This seemed fitting for this scene as not only is the sunset fading the light, but it is common for people to visit the sea and do such a thing. When looking across a large distance, it can be hard to see, so including a hand gesture that shows viewers that my creature is trying to admire his surroundings seems very fitting. I also wanted to imply movement in order to bring my model to life and present him as something other than a static figure. To imply this, I presented him in mid-walk.

Pose:

Pose 3 - 3 Pose 3 - 2 Pose 3 - 1

The following is a time-lapse of how I created the first pose, the same principles were applied across each different outcome:

I originally tried to create this pose before I chose to simplify the armature and remove the bones from my creature. This is the result, one I was not happy with. It is because of this I decided to stick with the simplified armature as opposed to creating a more complex one to incorporate the finger bones. The final poses I created didn’t need such a complex armature. It was during the posing of my creature that minor armature errors became apparent, causing me to alter specific parts of the mesh and/or bone placement.

Parenting My Model To Armature | Development

Because my character is not human, and his limbs aren’t all attached, I had to alter how and where I placed certain bones in the armature structure.

When I originally parented my mesh to its skeleton, I realised that I needed to move the endpoints in the limbs away from the pelvis and shoulders so the joints didn’t bend the mesh. Once I reloaded and reparented the mesh, I individually altered the weight as follows:

– I didn’t alter the Torso and Pelvis’ weight as when I changed the pose of my creature, it seemed to move reasonably well and I didn’t want to risk losing this.

– I made sure the finger bones were unattached from the hand and only weighted the fingers on the second bone, leaving the weight paint empty on the first finger bone.

Weighting 3 Weighting 4

– The lower arm bone is weighted to the elbow and the lower arm, the upper arm bone is attached only to the upper arm of the creature. This does effect the way the arm moves, however the stocky nature of my creatures figure justifies the stiffness in his shoulders.

Weighting 6

– The Neck bone has no weight as my creature does not have a visible neck, therefore it does not effect how the character’s head moves.

– The head is weighted solely to the head/skull bone. It was hard to be precise when paint selecting the parts of the mesh I wanted to attach to this bone, however I could risk this (again) due to the stiff and stocky nature of my character. I was still as accurate as I could be when using the tool.

Weighting 2

– The lower leg bone includes the mesh of my creatures knee, and the upper part just the top part of the leg. I made sure the knee was strongly connected by painting it until it was all red.

Weighting 1

After I went through and connected each part of my skeleton appropriately, I made sure to move the bone to ensure everything looked and moved nicely. When moving my model, I would sometimes experience weird deformities that made spikes for on my mesh when it moved. I realised that this was due to a mistake when weight painting certain parts of my mesh. To stop this, I checked the way each bone moved every time I painted, and made any appropriate alterations to ensure specks of weight like in the image below were all gone. This is what lead my final weigh paint to be solely Blue or Red.

Weighting 5 Weighting 7

In the end,  I removed the bones I attached to the fingers and kept them static as I was unable to get the fingers to be fully functioning in the way I had hoped. This did not limit my possibility too much, however it did disable the ability to create complex poses. If needed, I would return to my model and add these bones in, making sure they were accurate, however for now, I chose to continue without including this armature.

Weighting Finger 1 Weighting Finger 2

The Final Result:

Weight Paint Mode in Blender | Research

Part two of Sebastian Lague’s tutorial focuses on parenting my mesh to the armature and making them move cohesively. To do so, I would have to use the Weigh Paint Mode.

Weight Painting Mode

‘Weight Painting is a method to maintain large amounts of weight information in a very intuitive way. It is primarily used for rigging meshes, where the vertex groups are used to define the relative bone influences on the mesh. But we use it also for controlling particle emission, hair density, many modifiers, shape keys, etc.

The basic principle of the method is: the weight information is literally painted on top of the Mesh body by using a set of Weight brushes.’

When you enter Weight Paint mode, the selected Mesh Object is displayed slightly shaded with a rainbow color spectrum. The colour visualises the weights associated to each vertex in the active Vertex Group. Blue means unweighted; Red means fully weighted, as shown in the image below. You assign weights to the vertices of the Object by painting on it with weight brushes.

Weight_Spec

 


Sources:

– Blender. (2017). Weight Paint Mode — Blender Reference Manual. [online] Available at: http://blender-manual-i18n.readthedocs.io/ja/latest/modeling/meshes/vertex_groups/weight_paint.html [Accessed 15 Nov. 2017].