Cave PDF

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Course: 3D Design

Title: Cave
Blender: Version 2.6X
Level: Beginning
Author; Neal Hirsig ([email protected])
(May 2012)

Cave

Open Blender Select the default cube and delete it. Go to Front View. Press NUMPAD5 if you are in Perspective mode to switch to orthographic mode.
Place your 3D cursor at X,Y,Z = 0.

Press SHIFT-A and add a Cylinder object to the scene.

In the creation tool panel on the left set the Cap Fill Type to Nothing. This will
essentially make the cylinder a Tube with open ends.

In the properties panel on the Right: Set the Y Rotation to 90

Set the Dimensions to X and Y = 2, Z=12

TAB into Edit mode. Deselect the vertices. In the tool panel on the left press the Loop
Cut and Slide button.

Move your cursor to the center of the cylinder until you see a blue vertical line (loop cut)
in the center of the cylinder. Scroll your scroll wheel until you see 5 loop cuts.

Left-Click to confirm.

Press the AKEY to deselect the vertices. Press the AKEY again to select all of the
vertices. In the tool panel on the left press the Subdivide button TWICE. This will give
us lots of vertices to deform or displace.

Press the AKEY to deselect the vertices. TAB out of Edit Mode. In the Properties Panel
name this object Cave

Camera and Lighting:


Select the camera object and place it to the left of the Cave object as shown below.

Set the camera object rotation to X=90, Y=0 and Z=-90

Go to Top view. Position the camera as shown below.

Press NUMPAD-0 (Camera View). The display should look something like shown
below.

Go to front view. Press SHIFT-A and add a Point Lamp and place it inside the Cave
object as shown below.

Go to top view and position the Point lamp as shown below.

Go to the Object Data Editor.

Set the Energy slider to a rather dim .360

In the top 3D Viewport window, press Render / Render Image

It should look something like shown below.

Save your Blend file.


Go to top View. Select the Cave object. Press SHIFT-S (Snap) and snap your 3D cursor
to the selection.

This will place your 3C cursor at the origin point of the cave object. Press SHIFT-A and
add a NURBS Curve object.

TAB into edit mode. Select the rightmost NURBS control point as shown below.

Move your cursor to the right of the control point and hold down the CTRL KEY and
left-click. This will add a new control point to the NURBS curve as shown below.

TAB out of edit mode. Select the Cave object. Go to the Modifier Editor.

Press the Add Modifier button and add a Curve Modifier to the Cave object.

In the Object box, select the NURBS Curve object that we have just created.

Not that immediately, the NURBD Curve has an effect on the Cave object.

Select the NURBS Curve object. TAB into Edit mode. Adjust the NURBS curve so that
in top view the cave curves as shown below.

TAB out of edit mode. Select the Cave object AND the NURBS Curve object and move
them so that the Cave object again is aligned with the camera and the point lamp.

Select the Default Blender lamp (not the one we placed inside the cave) and delete it.
Render the scene.

Save your Blend file.


Materials:
In the course of adding materials to the Cave model we will use 2 image files named
rock.png and ripples.png. These image files can be downloaded HERE.

Select the Cave object. Go to the Material Editor. Press the New button and name the
material Cave.

Go to the Texture Editor. Select the first Texture channel. Press the New Button and
name this Texture Cloud Normal Map.

We will use the default Blender generated Clouds texture.


In the Mapping panel set the Projection to Tube.
In the Influence panel, UNCHECK Color and checkmark Normal. Set the Normal slider
to 2.955

Render the scene.

Save your Blend file.


Scroll up to the top of the Texture editor. Select the second Texture Channel. Press New
and name this Texture Noise Displace Map.

Change the Type to Distorted Noise


In the Mapping panel, set the Projection to Tube.
In the Influence panel, UNCHECK Color and checkmark Displace. Set the Displace
slider to 0.124

Render the scene.

Save your Blend file.


Select the third Texture channel for the Cave object material. Press the New button and
name this Texture Rocks.

Set the Type to Image or Movie. Press the Open button. Locate the rock.png file on your
computer and select it then press Open Image.
In the Image Sampling panel, checkmark Flip X/Y

In the Image Mapping panel, set the X repeat to 6 and the Y repeat to 6.

In the Mapping panel, set the Projection to Tube


Set the X Size to 2.0 and the Y Size to .5

Render the scene.

Save your Blend file.


With the Cave object selected, go to the Materials panel (we have already created a
material called Cave that has 3 texture channels)
In the Specular panel, set the Intensity to 0 (we do not want specular highlights.

Go to front view. Set the Camera and the Point lamp object as shown below.

Render the scene.

Save your Blend file.


Switch to top view. Place your 3D cursor in the center of the Cave object. Press SHIFTA and add a Plane object. Press the SKEY (Scale) and scale up the Plane object as shown
below.

Name this object River

Switch to front view. Place the River object as shown below.

Render the scene.

With the River object selected, go to the Materials editor. Press the New button and name
this material River.

Go to the Texture editor. Press New and name this texture Rippled Water.

Change the Type to Image or Movie. Press the Open button. Locate the ripples.png file
on your computer and select it. Then press Open image.
Go to the Materials editor.
In the Specular panel, lower the Intensity to .105
Render the image.

Checkmark the Transparency panel checkbox. St the Alpha to .803

Render the scene.

Checkmark the Mirror panel checkbox. Set the Reflectivity to .224

Render the scene.

Go to the World Editor.

We will add a mist effect to the scene. Click on the Horizon color swatch (this is the
color of the mist). Set R=.726, G=.716 and B=1

Checkmark the Mist panel checkbox.


Set the Depth to 20, Start to 0 and the Height to 1.616

Render the scene.

Our cave is a bit too uniform. Switch to top view. Select the Cave object. TAB into edit
mode. Box select a group of vertices as shown below.

Press the SKEY (Scale) and scale down the vertices as shown below.

Make sure the point lamp object is inside of the scaled down section.

Render the scene.

Adjusting the camera and lamp and scale of the vertices you should be able to achieve a
rendering similar t0 this.

A completed Blend file of this tutorial named Cave_Complete.blend can be


downloaded HERE.

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