שיחה:Blender 3D ממתחיל למתקדם/עריכת האיש הפשוט 1

הדף המקורי:

כאן אני הבדוק אם יש בעיות בחלק מהתמונות וגם הדפדף מהר יותר כדי יהוכל לתרגם מהר יותר

כבר מצאתי כמה בעיות: התמונות שמופיעות כאן הן אחרות ממה שמופיעות בגירסה האנגלית!! מוזר כי יש להן את אותו השם.


This tutorial uses the simple person model from the previous tutorial. If you didn't do it, go back and do it now---or find it pre-made just for you here.

If your model does not appear to be solid, it is currently being drawn in wireframe mode. For this tutorial, you need it to be drawn solid. Return to Object Mode (TAB) and press the ZKEY to see the model in solid mode.

Subsurfaces עריכה

 
The Editing button can be clicked to display the Editing Panel

You should already have the "Editing Panel" displayed in the "Buttons Window". If not, click on the "Editing" button (shown pressed in the image on the right) or press F9 to have the Editing Panel displayed. On Macintosh OS X, use CMD+F9 to avoid engaging the Exposé window effects. Note that the "Editing panel" is a different thing from "edit mode"; don't confuse them. Depending on whether you're in "edit mode" or "object mode" the "Editing Panel" will display different tabs. With the object (your man) selected (RMB) press TAB to view how the available buttons in the panel change.

 
The subsurf panel

First of all select the model. We're going to turn on subsurfaces, or Subsurf.

To enable Subsurf, you must go to the "Buttons Window" → "Editing Panel"(F9) → "Modifiers" subpanel → click "Add Modifier" → "Subsurf" from the list. You should immediately see your model change to look more round, less edgy. New options for "Subsurf" are now shown in the Modifiers subpanel. You may also perform this action by pressing SHIFT+OKEY while in object mode.

Note that the "Modifiers" subpanel will be displayed in both "edit mode" and "object mode".

To enter a value on a bar you can:

  • click on the left or right arrows on either side of the bar to add or subtract a unit.
  • click in the middle of the bar and enter a value with the keyboard.
  • Hold down LMB and move your mouse to the left or right while hovering the mouse cursor over the number.

What just happened? Each face was just divided into four smaller faces that are progressively angled, which has helped soften the sharp edges of the model where faces touch each other. Click the horizontal bar labeled "Levels" and change the value to '2'.

The model will change again because each of your original faces is now divided into 16. If you change the value to '3' each plane will be divided to sixty-four smaller planes, but don't do it unless you've got a computer that you're sure can handle it (newer computers should be able to handle it pretty easily). Note that subdivisions work with base 4, i.e., Level: 1 yields   divisions; Level: 2 yields   divisions; Level: n yields   divisions.

Notice the other bar labeled "Render Levels" below the "Levels" bar? That controls how many subdivisions to do at rendertime, while the value we've been changing handles the number of subdivisions while working in the Blender. Before moving on, set the first subdivisions value to 2 and the rendertime subdivisions to 3.

A Modifier is defined as the application of a "process or algorithm" upon Objects. They can be applied interactively and non-destructively in just about any order the user chooses. This kind of functionality is often referred to as a "modifier stack" and is found in several other 3D applications. The x in the upper right of the subsurf modifier will remove the modifier from the modifier stack. (The subsurf modifier can't be undone with the typical undo command.) The arrows at the left of the x will move the modifier (and its effects) higher or lower in the modifier stack.

The Optimal Draw button removes the extra wireframe lines which display as a result of having additional geometry. This button is especially useful to clarify and speed up the display of densely subdivided meshes. The blank roundish button towards the top of the Modifiers panel, just to the left of the up and down arrows, applies the modifier to the editing cage. Press this button now to remove the translucent, boxy cage, so you can edit the smooth mesh in the next parts of the tutorial.

Troubleshooting: If one or two of your sides don't subsurf, try selecting all vertices while in edit mode and typing WKEY to display the "specials" menu, select Remove Doubles. Another way to remove doubles is to select your object, press AKEY to select all verticies, and click "Rem Doubles" under the "Mesh Tools" tab in your buttons window. You can also change the limit of how far Blender should look for vertecies that are close together.

Unless you have a good reason, don't press Apply on a Subsurf modifier. If you do, the modifier will be applied to the mesh. While this is useful for some modifiers, for Subsurf this will add many extra vertices and is generally not needed.

For a complete modifiers documentation go to http://mediawiki.blender.org/index.php/Manual/PartII/Modifiers

For a complete subsurf modifier documentation go to http://mediawiki.blender.org/index.php/Manual/PartII/Modelling/Modifier/SubSurf

For a complete subsurfaces documentation go to http://mediawiki.blender.org/index.php/Manual/PartII/Subsurfaces

Smooth Surfaces עריכה

 
Your simple person after setting smooth.

Subsurfaces do a good job of smoothing out objects and creating good curved surfaces. However, even with subsurfaces the model does not appear completely smooth; at this point it even appears scaly.

In Edit Mode, hit the AKEY once or twice so that all the vertices are selected (if you're not in Edit Mode, remember to select the simple person and press TAB). Find the button that says "Set Smooth" (the center-right button inside the "Links and Materials" subpanel in the Editing [F9] panel) and click it. You will see the Blender smooth out the rough edges where faces were touching before. Next to it is the button labeled "Set Solid." Click it as well. You will see the simple person go back to the solid rendering. The simple person looks better smooth, so click the "Set Smooth" button again. (more information about this at [1] and [2]).

You need to keep this file open for the next several tutorials.

חזרה לדף "Blender 3D ממתחיל למתקדם/עריכת האיש הפשוט 1".