HW1 Blender Basics
HW1 Blender Basics
Follow the instructions carefully. If you encounter any problems in the setup, please do
not hesitate to reach out to CAs on Piazza or attend office hours.
Be aware of the Checkpoints below. Make sure you complete each one since we will
do the grading based on them.
I. Blender Basics
💡 What we'll do with Blender in this course? We will learn the basics of
modeling, texturing, shading, and rendering inside Blender. We'll also use
Blender’s API for Python scripting to write a custom raytracing render engine.
Blender is well suited to this class because of its unified pipeline and
responsive development process.
This is the default workspace for blender (see more at blender documentation):
Blender has a nice official introduction playlist for 2.8 on their youtube channel. They're
compatible with 2.93. If you haven't used Blender before, we suggest watching the first
two videos to learn the basics of how to get around inside Blender. But don't worry, we
will still provide detailed instructions below to help you get started. We will also include
some links to Blender documentation along the way if you want to further investigate the
tool.
Move your mouse over the cube, left click to select. An orange outline will appear
around the cube, indicating it's being selected. Hit the Delete key to delete the cube.
Then go to the menu bar on top, go to Add ‣ Mesh ‣ UV sphere (or leave your mouse
inside the 3D viewport, and use the shortcut Shift A). A sphere should appear in the
center of the scene.
Go to the top bar, Edit ‣ Preferences (fig_1). A new window should pop up, on the
sidebar select Interface, then change the option for Editors ‣ Temporary Window
‣Render in to Image Editor (fig_2).
📖 (Optional but recommended for first-time users) Then set up the workspace:
adding an Image Editor. This will be where we see our render results inside
Blender. It will be more convenient than going to your file explorer and open
the rendered image.
Hover the mouse over the top right corner of the 3D viewer. The cursor will change to a
cross (fig 1). Drag left to create a new area (fig 2). In the top left of the new area,
change the editor type to Image Editor (fig 3). Your editor should look like fig 4 now.
For more detail about areas and how to manipulate them, go to the documentation or
the tutorial video.
📖 After creating the scene, we can now change the render settings and render
the image. By default Blender only saves animations, so here we change the
length of the animation to 1. Also, we are playing with the default viewport
scanline renderer for this homework, so we will use the Workbench render
engine.
Go to the Properties Editor (bottom right), select the camera icon (Render Properties)
on the sidebar. Change the Render Engine to Workbench, and the Sampling for Render
and Viewport to No Anti-Aliasing (fig 1).
Then click on the printer icon (Output Properties) on the sidebar. Change the Frame
End to 1 and Output Path to a place on your local machine where you want to save your
rendered image (fig 2).
You can also use Render ‣ Render Image (or F12) to render a single image, but it will
not save the image by default. This is usually for a quick test render, but you can still
save the rendered image with Image ‣ Save Image (or Alt/Option R) from the image
editor.
Now you have rendered your first image in Blender! Note that this image is rendered
from the camera's perspective.
Left-click on the sphere to select it. Go to Properties Editor ‣ Material Properties, click
the New button to add a material to the sphere (fig 1). Under Viewport Display you can
change the Color (fig 2). In the pop-up color palette (fig 3), you can move the dot in the
color field and the slider on the right to change the color.
Go to the Properties Editor (bottom right), select the printer icon (Output Properties) on
the sidebar. Change the Resolution X to 160, Resolution Y to 90. Make sure the
Resolution % stays at 100 (fig 1).
5. Change Gamma
📖 Note that we are not changing the actual color space conversion, but rather
adding extra gamma correction applied after the default display transforms.
This mainly acts as an additional effect for artistic tweaks. For more
information, see the Blender documentation.
First, change the resolution in Properties Editor ‣ Output Properties back to 1920x1080.
You can also right-click on the value, and select Reset to Default Value.
Then go to the Properties Editor ‣ Render Properties. Change the Color Management ‣
Gamma (fig 1) to some value other than 1.
4. (0.5 pt) Save the rendered image of the colored sphere with a resolution of
160x90.
5. (0.5 pt) Compare the images from Checkpoint 2 and Checkpoint 3. Discuss the
effect of changing the resolution.
6. (0.5 pt) Save the rendered image of the colored sphere with a different gamma
value.
7. (0.5 pt) Compare the images from Checkpoint 2 and Checkpoint 5. Discuss the
effect of changing the gamma value.
1. How does light interact differently with different objects in real life? Give 3
examples.
4. How are colors added differently for lights compared to paint? What does R+G+B
equal to in each case?
5. Why do we choose green instead of other colors for chroma keying? Hint: There are
a number of practical reasons but one of the reasons comes from how camera
sensors interact with green light differently. Think about the arrangement of color
filters in front of the camera sensor.