Difference between revisions of "Asteroids and rocks in Blender"

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m (Basic shape)
m (Dynamic topology (Blender 2.66 or later))
 
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Pieced together from various tutorials around the net, which tend to be focused on rendering an asteroid. We don't want to render an asteroid, we want an asteroid mesh.
 
Pieced together from various tutorials around the net, which tend to be focused on rendering an asteroid. We don't want to render an asteroid, we want an asteroid mesh.
  
= Step by step =
+
= Using modifiers =
  
 
== Basic shape ==
 
== Basic shape ==
Line 8: Line 8:
 
* Add a lattice. Scale it appropriately to the icosphere - mine has 1000m edges.
 
* Add a lattice. Scale it appropriately to the icosphere - mine has 1000m edges.
 
* Add a 'Lattice' deform modifier to the icosphere, and link it to the lattice. Don't hit apply yet.
 
* Add a 'Lattice' deform modifier to the icosphere, and link it to the lattice. Don't hit apply yet.
* Select the lattice, tab to edit mode, then give your asteroid its overall shape. You might want to increase the number of control points on the lattice using the right-hand panel's 'Object data' tab.
+
* Select the lattice, tab to edit mode, then give your asteroid its overall shape. You might want to increase the number of control points ('Object data' tab).
  
 
== Surface ==
 
== Surface ==
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* Select the asteroid, and add two 'Displace' modifiers, attaching them to the textures you've just created. Adjust 'Strength' appropriately. Numbers in the 10 - 200 range seem sane for an asteroid of this size.
 
* Select the asteroid, and add two 'Displace' modifiers, attaching them to the textures you've just created. Adjust 'Strength' appropriately. Numbers in the 10 - 200 range seem sane for an asteroid of this size.
  
== Some final, 'manual' lumps ==
+
== A quick polish ==
  
Before this stage, you'll probably want to apply the modifiers you've created to the mesh.
+
You can add a 'Smooth' modifier to make it look a bit more weathered.
 +
 
 +
== Apply the modifiers ==
 +
 
 +
Before you make any adjustments by hand, you'll probably want to apply the modifiers you've created to the mesh.
 +
 
 +
= Using proportional editing =
  
 
* Tab to edit mode, ctrl-tab to vertex mode.
 
* Tab to edit mode, ctrl-tab to vertex mode.
 
* Turn on 'Proportional editing mode' with the 'o' key. Choose an appropriate 'Proportional editing falloff' on the menu at the bottom.
 
* Turn on 'Proportional editing mode' with the 'o' key. Choose an appropriate 'Proportional editing falloff' on the menu at the bottom.
* Hold the 'g' key and scroll the mousewheel to set 'Proportional size' to 100 or so. You can now manually add some natural looking lumps by grabbing several vertices at a time.
+
* Hit the 'g' key and scroll the mousewheel to set 'Proportional size' to 100 or so. You can now manually add some natural looking lumps by grabbing several vertices at a time.
 +
 
 +
= Sculpting =
 +
 
 +
Sculpting allows you to add or remove 'matter' from your model with repeated mouse strokes, like simulated clay modelling.
  
== A quick polish ==
+
* Use the mode select widget on the menu at the bottom to switch to sculpt mode.
 +
* Click and drag across the mesh to add
 +
* Ctrl-click and drag to subtract
 +
* Select brushes with the picture at the top of the panel on the left
 +
 
 +
== Dynamic topology (Blender 2.66 or later) ==
 +
 
 +
Dynamic topology adds (and optionally removes) new vertices as needed.
  
You can add a 'smooth' modifier at this stage to make it look a bit more 'weathered'.
+
* 'Topology' -> 'Enable Dynamic' on the panel on the left
 +
* 'Collapse short edges' will remove vertices as well
 +
* Level of detail is determined both by the option in the panel and by zoom level
  
== Craters and pockmarks ==
+
= Craters and pockmarks =
  
 
Haven't got that far yet, run out of polygons again... :-)
 
Haven't got that far yet, run out of polygons again... :-)
  
== Textures and properties ==
+
= Textures and properties =
  
Switch shading mode to 'Smooth'.
+
Switch shading mode to 'Smooth'. tbc...
  
 
= Tutorials and links =
 
= Tutorials and links =
Line 44: Line 63:
 
Asteroid: http://www.youtube.com/watch?v=o7SdmYKirLI
 
Asteroid: http://www.youtube.com/watch?v=o7SdmYKirLI
 
Rock generator script: http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Add_Mesh/Rock_Generator
 
Rock generator script: http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Add_Mesh/Rock_Generator
 +
Sculpting: http://www.youtube.com/watch?v=28ZyXCHi2uo
 +
 +
[[Category:Blender]]

Latest revision as of 02:34, 4 March 2013

Pieced together from various tutorials around the net, which tend to be focused on rendering an asteroid. We don't want to render an asteroid, we want an asteroid mesh.

Using modifiers

Basic shape

  • Start with an icosphere. I've given mine 4 subdivisions, and made it 500m radius.
  • Add a lattice. Scale it appropriately to the icosphere - mine has 1000m edges.
  • Add a 'Lattice' deform modifier to the icosphere, and link it to the lattice. Don't hit apply yet.
  • Select the lattice, tab to edit mode, then give your asteroid its overall shape. You might want to increase the number of control points ('Object data' tab).

Surface

Now we're going to use some default textures to generate 'mesh noise' for the surface.

  • Switch to Textures panel, and create two textures, one for the fine detail, one for larger perturbations.
    • Make one 'Clouds', and increase its size. 5 seems to work.
    • Make one 'Distorted noise', and increase its size further again - say to 100 or 300.
  • Select the asteroid, and add two 'Displace' modifiers, attaching them to the textures you've just created. Adjust 'Strength' appropriately. Numbers in the 10 - 200 range seem sane for an asteroid of this size.

A quick polish

You can add a 'Smooth' modifier to make it look a bit more weathered.

Apply the modifiers

Before you make any adjustments by hand, you'll probably want to apply the modifiers you've created to the mesh.

Using proportional editing

  • Tab to edit mode, ctrl-tab to vertex mode.
  • Turn on 'Proportional editing mode' with the 'o' key. Choose an appropriate 'Proportional editing falloff' on the menu at the bottom.
  • Hit the 'g' key and scroll the mousewheel to set 'Proportional size' to 100 or so. You can now manually add some natural looking lumps by grabbing several vertices at a time.

Sculpting

Sculpting allows you to add or remove 'matter' from your model with repeated mouse strokes, like simulated clay modelling.

  • Use the mode select widget on the menu at the bottom to switch to sculpt mode.
  • Click and drag across the mesh to add
  • Ctrl-click and drag to subtract
  • Select brushes with the picture at the top of the panel on the left

Dynamic topology (Blender 2.66 or later)

Dynamic topology adds (and optionally removes) new vertices as needed.

  • 'Topology' -> 'Enable Dynamic' on the panel on the left
  • 'Collapse short edges' will remove vertices as well
  • Level of detail is determined both by the option in the panel and by zoom level

Craters and pockmarks

Haven't got that far yet, run out of polygons again... :-)

Textures and properties

Switch shading mode to 'Smooth'. tbc...

Tutorials and links

Lattice: http://www.youtube.com/watch?v=dfz0dTl7aeM Asteroid: http://www.youtube.com/watch?v=o7SdmYKirLI Rock generator script: http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Add_Mesh/Rock_Generator Sculpting: http://www.youtube.com/watch?v=28ZyXCHi2uo