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Common Blender 3.x keyboard shortcuts
Common Blender 2.x keyboard shortcuts
By Blender for Noobs!
Mouse Navigation:
Select = Right mouse button (unless you set it to use the left mouse button)
Dolly = Middle mouse button
Pan = Shift + Middle mouse button
Zoom = Mouse scroll wheel
Menus:
T = Object Tool Shelf (toggle)
N= Properties Tool Shelf (toggle)
Shift + A = Add object menu
Window views:
Numpad 1 = Front view Numpad Ctrl + 1 = Back view
Numpad 3 = Right view Numpad Ctrl + 3 = Left view
Numpad 7 = Top view Numpad Ctrl + 7 = Bottom view
Numpad 5 = Orthographic and perspective views (toggle)
Ctrl + Up arrow = Full screen view (toggle)
Ctrl + Alt + Q = 4 window split view
Functions:
Undo = Ctrl + Z
Redo = Ctrl + Shift + Z
Save = Ctrl + S
Object/Edit mode = TAB (toggle)
Select/Deselect all = A (toggle)
Box select = B
Box deselect = B, then Middle mouse button
Circle select = C
Circle deselect = C, then Middle mouse button
Delete = X
Toggle Solid view and Wireframe view = Z
Toggle Solid view and Render preview = Shift + Z
Render = F12
Modeling/Object Manipulation:
Extrude = E
Grab/Move = G
Edge Loop = Ctrl + R
Rotate = R
Merge = Alt + M
Scale = S
Duplicate = Shift + D
Maya setup in 2.80+
https://blender.stackexchange.com/questions/130342/maya-viewport-navigation-in-2-80
Blender keymap for busy Maya / Unity / Substance Designer users
https://gist.github.com/bitinn/22f6fefe026d8d9e83468864edb8f835
Apply/resolve constraints
https://blender.stackexchange.com/questions/1013/kind-of-apply-for-a-clamp-to-constraint
Search for “Apply Visual Transform”
Camera movements
https://all3dp.com/2/blender-how-to-move-the-camera/
shift+`
W or S move forward/backwards
A or D move left/right
Q or E move up/down
Add keyboard shortcuts
Go to Edit->Preferences
Select Keymap on the left side
Expand 3d View (or interested location)
Expand 3d View (Global)
Scroll to the bottom of the list and click “Add new”
Light emission in Cycles
To make an object emit light you use an emission shader. Go to the materials tab on the properties editor, then add a new material and change the shader from the default diffuse to emission.
Avoid rendering in a new window.
You can set the Display Mode for the actual rendering in Preferences under Interface/Temporary Windopes. If you’d like to get the old behavior back, set it to ‘Image Editor‘ or ‘Keep User Interface’ and save preferences.
Proportional transformation by numbers
By left-clicking and dragging down on the sliders you can select and edit the values for multiple axes simultaneously
Light power emitted through an element in Cycles
https://blender.stackexchange.com/questions/45209/what-kind-of-units-does-the-cycles-emission-strength-use
https://blendergrid.com/learn/articles/cycles-physically-correct-brightness
The emission shader strength value is Watt/m^2
The unit is Irradiance – radiant flux emitted by a surface per unit area (watt per square meter).
Irradiance is a radiometric “corresponding” unit to Illuminance (also known as Lux), which is a photometric unit measured in lumen per square meter.
Radiometric units are based on physical power, that means all wavelengths are weighted equally, while photometric units take into account the sensitivity of human eye to different wavelengths.
The weighting is determined by the luminosity function (which was measured for human eye and is an agreed-upon standard).
Converting Irradiance and Illuminance:
There is a different conversion factor for every wavelength, so the spectral composition of light must be known to make the conversion.
At the most sensitive wavelength to the human eye the conversion factor is
1.0 W/m2 = 683.002 lumen/m2 # at wavelength = 555nm (green)
That means the irradiance (power) to make 1 lumen is at it’s minimum at this wavelength (just 1.464 mW/m2).
Luminous efficiency is then the ratio between the actual number of lumens per watt and the theoretical maximum.
Incandescent light bulb has a luminous efficiency of 2% which is very poor. It’s because lot of it’s irradiance is only heat which is not visible. The luminosity function is zero for wavelengths outside the visible spectrum.
Control text through drivers and the animation node tree
https://blender.stackexchange.com/questions/31814/how-to-drive-text-based-off-of-a-value
Driving custom properties
Rendering when using Animation Nodes
import bpy
for step in range(0, 40):
bpy.context.scene.frame_set(step)
bpy.data.scenes[“Scene”].render.filepath = ‘D:/render/image.jpg_%d.jpg’ % step
bpy.ops.render.render( write_still=True )
www.arnoldrenderer.com/news/press-release-arnold-5-3-gpu/
Autodesk unveiled Arnold 5.3 with Arnold GPU in public beta today. The highly-anticipated release provides artists with a first taste of GPU rendering for a set number of features, and the flexibility to choose between rendering on the CPU or GPU without changing renderers.
Arnold 5.3 with Arnold GPU in public beta will be available for download on March 20, 2019 as of 12 noon PT / 3pm ET.
www.awn.com/news/roper-technologies-acquire-foundry-544m-deal
The management team, led by CEO Craig Rodgerson, will continue to lead the business from its London headquarters. Foundry’s name and brands are not expected to change as a result of the transaction.
Roper anticipates funding the transaction using its revolving credit facility and cash on hand. During the first 12 months of ownership, Roper expects Foundry to deliver approximately US$75 million of revenue. Roper expects the acquisition to be immediately cash accretive. Foundry has a strong history of growth in revenue, EBITDA, and cash flow, which Roper expects to continue.
The transaction is expected to close in April 2019, subject to regulatory approval and customary closing conditions.
The purpose of Open Image Denoise is to provide an open, high-quality, efficient, and easy-to-use denoising library that allows one to significantly reduce rendering times in ray tracing based rendering applications. It filters out the Monte Carlo noise inherent to stochastic ray tracing methods like path tracing, reducing the amount of necessary samples per pixel by even multiple orders of magnitude (depending on the desired closeness to the ground truth).
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