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Blender Resources (For Dummies) #717 04/09/22 10:07 PM
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Helpful Content for Blender Users: User Manual Glossary of Terms

How to Use HDRIs
HDRI D/L Resource (Sizes 1K, 2K, 4K, 8K, 16K & 21K) Larger files increase render times. Textures and models are also available for D/L.
Procedural Nodes Explained
Eevee Lighting Explained
Materials, Textures, Nodes & HDRIs


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Re: Blender Resources (For Dummies) [Re: Muniac] #718 04/13/22 10:46 PM
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Using HDRIs for The World:

If you're new to Blender you'll find it a difficult program to use. That's not faulting this amazing program in anyway. It solves a complex animation problem and as such is itself complex. This post explains how to include an HDRI into the world for realistic reflections of shinny metallic textures. HDRI stands for High Dynamic Range Imaging, and is basically an image format that contains from the deepest shadow up to the brightest highlight information. This image will emit its own light and thus create natural looking reflections in shinny objects like a sphere. PolyHaven (linked above) is kind enough to provide hundreds of HDRIs at various resolutions for free no nonsense downloads. The 4k versions will work fine for most projects. The Blender version used here is 3.1.0 which is displayed in the upper right of Blender's Intro dialog box when Blender is launched. Follow the steps below:

1) Download at least one HDRI.
2) Launch Blender and select General. This will display the Layout Screen with a default cube.
3) Select the cube and press the delete key.
4) Go to Add->Mesh->UV Sphere. This will display a sphere at the origin.
5) Right click on the sphere and select Shade Smooth.
6) Select the Shading Screen which will show a view of the sphere (top) and allow access to the node editor (bottom).
7) In the upper right of the bottom screen the is a drop down labeled Object. Expand this and select World. This will display two nodes (Background & World Output).
8) Shift A in the node space will bring up a menu. Select Textures->Environment Texture to add a third node.
9) Connect the color of the Environment Texture to the color of the Background. Put cursor on yellow contact, hold down LMB and drag a wire over and drop it on the yellow contact of the Background node. Release LMB to connect.
10) Add another node via Shift A and select Vector->Mapping. Keep this to the left of the other three nodes. Connect a wire from Vector (Mapping) to Vector (Background Texture).
11) Shift A again and select Input->Texture Coordinate to add the fifth and last node on the left.
12) Connect Generated to Location contact.
13) Ctrl Space Bar will toggle a large view which might be helpful.
14) Go to the Environment Texture node and click on Open. Select the HDRI previously downloaded.
15) Come back to the Layout Screen and make sure to select Viewport Shading (top right icons) right most icon. This will display your HDRI behind the sphere.
16) Click on the sphere and then on the Material Properties. Click on the + to add a new material which will show a Principled BSDF node as Material.001
17) Set Metallic to 1 and Roughness to 0. This will cause the sphere to reflect the World's HDRI.
18) Select Camera View (icon on right that looks like a camera). This will show what the camera sees.
19) Go to Render Properties and select Film. Check the Transparent box to make the HDRI transparent but retain the reflections off the sphere.

Experiment with other settings as desired.

Common Definitions:

BSDF - (Bidirectional Scattering Distribution Function) is not well standardized. The term was probably introduced in 1980 by Bartell, Dereniak, and Wolfe. Most often it is used to name the general mathematical function which describes the way in which the light is scattered by a surface.
HDRI - High Dynamic Range Imaging. (These become a world natural light source in a scene.)
Nodes - Graphical representation of mathematical function points that can be cascaded/coupled together in a network using virtual wire connections.

Complete Glossary of Terms


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Re: Blender Resources (For Dummies) [Re: Muniac] #728 08/04/22 08:41 PM
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Cursor Pivot Options:

When in layout mode use the comma (,) or period (.) to display cursor pivot options. The period will display the Active Element option. Selecting this will cause the cursor to automatically move the the active element. This avoids needing to do Shift S all the time. A little detail that might be difficult to figure out. Hopefully this save some time.


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Scott Bridgman, Why not join and post your own comments??
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