Transcripts
1. Learn to Add a 3D Model to an Image!: In this course, you
will learn how to add a 3D model to an
image in Blender. This process consists
of the following steps. Defining the perspective
of the camera with a program called Fs by adding the 3D model on top of
an image and forming a shadow and a reflection on
the surface in the image. The last step is to
render the view. In the first exercise, this 3D model of a
clock will be added to this image so that it casts
a shadow on the wall. In the second exercise, these three coffee mugs will
be added to this image. And after that, they
will be adjusted to form both a shadow and a reflection on the
surface of the table. This course is meant
for 3D artists will already have some
experience with Blender. But if you are a
motivated beginner, this course is great
for you as well. The programs used in
the course are free. Enroll in the course
and learn one of the most essential
skills of a 3D artist.
2. Downloading and Installing fSpy: Let's start off by
downloading apps by type the name of the program
in the search field. There are formed deserts. And click the first
search result. Scroll down a bit and
click the download button with the middle
mouse button so that the base openness in a new tab. After that, go to that tab, download the version
corresponding to the operating system
of your computer. Run the downloaded is taller. The program will open when
the installation is complete. The next program to
download is an add-on that lets you import Fs by
files into planter. Opened the first step
of the browser with just the front page
of apps by Gleick, the official apps by
importer add-on link. Scroll down a bit and click the download
the latest version link. Select the apps by blender
option to download the add-on. Open the downloaded file and extract it temporarily
on your desktop. For example. Next, open the file location of Blender add-ons for Windows, the default bath East, this drag the Fs by add-on from the desktop
to the ADOS folder. Click the Continue button. The last thing you
need to do is to enable the add-on in Blender. So open Blender, go
to Edit Preferences. Make sure you are
on the add-ons tab. Type in the search field, and click the checkbox
next to the name of the add-on to activate
it, close the window. Everything is now set up
for the first exercise.
3. Exercise 1: Camera Perspective: In the first exercise, these 3D model of a colic
will be added to this photo. These two files can be found in the resources of
this course with the names block dots blend
and project one dot JPEG. Download them. The first step is to get the perspective of the
camera in Blender to match the perspective of the actual camera on which
the photo was taken. This is effortless
with the help of Fs by drag the download at Project
one photo laughs by. You get the right perspective. The red and green lines must be aligned with the elements
of the photo success, the corners of the walls, the program has
darkened the photo. So a maths that the corners of the walls cannot be
easily distinguished. You can turn off
the darkening of the photo by deactivating the DMM emits sitting on the left side of
the user interface. I didn't remember
to deactivate these setting myself while
recording this lecture. So try your best to see where the lines are moved
in this video. Let's start by moving
the two points of the first thread line
along the top of the tiles at the
bottom of the photo. Move the first to the
corner of the walls. The second should be moved to the point where the tiles
disappear from the photo. Next, more than two points
of the green line with the opposite side of the red line along
the top of the tiles. Move the first on top off the red point in the
corner of the walls. Move the second to where the tiles disappear
from the photo. The light that Arthur two
lines along the edge of the ceiling move their points of the red line
with the same wall, where the previous red line is. Then move the green line
to the opposite wall so that it goes along
the edge of the ceiling. Now that the lines are set, the C axis of the
coordinate system in the center of the photo
should point upwards. If it points downwards, Jane stacks and y-values of the vanishing point
axes setting on the left side of
the user interface, the value of the first
drop-down menu should be y. And the second one. You can make sure that their perspective is set
correctly by opening the 3D guide drop-down menu and
selecting the box option. When you move the
coordinate system from its center over the
window in the photo, the edges of the cube around the coordinate system should match the edges of the window. If needed, you can modify
the perspective by moving the points of the
red and green lines. The center of the 3D space in the blender file will be the center of this
coordinate system. Move it to the intersection of the two lines at the
bottom of the photo, for example, their perspective
has now been defined. So saved the apps by file. Go to File. Save As name the file, for example, project one. And click the Save button. Close F spy.
4. Exercise 1: 3D Model to Image: Let's continue the
first exercise. The next step is to import the apps by file to Blender and add the 3D model of the clock
to the photo open blender. Before importing the apps
by file in the planter, delete all objects in the 3D space by first
selecting them with a, then pressing X and
the left mouse button. Go to File. Import Fs by select the
Project one dot f's by file, and click the Import button. The add-on automatically added a camera that a 3D space which has the perspective you
defined in Fs by the camera, has a background image, that is the photo
you used in apps. By by default, the background image is
slightly transparent. Working with it would be easier if you couldn't
see through it. So I'll go to the Object Data
Properties tab to change the transparency of the image open in the background
images section, and change the opacity setting of the background image to one. Next, let's add the 3D model
of the clock to the photo. Open the blend file you
downloaded earlier. Use a, select all parts of the clock and press
control C to copy them. Now, open the previous blend
file and press Control V to paste the clock
into the 3D space. Move the clock next to the
window by first pressing G, C, then g, x. As you can see, the clock moves on the surface
of the wall, which means the perspective of the camera has been
set correctly. If this view is interred
at these points, the result loose like this. There is a gray background
behind the clock, and the clock itself
is dark because there is no light
source in the 3D space. On top of all this, the photo was not
rendered because it is just a background
image of the camera. Let's fix all these
issues by first activating a setting that
makes the background of the 3D model transparent
because the purpose is to render only the clock
and add it to the photo. Go to the render properties tab. Expand the field section and activate the
transparent setting. Next, let's modify the
composition settings so that the photo will be added to the background
of the clock. After the rendering is complete, go to the compositing workspace. Activate the US node setting in the top bar
of the composite or window so that the
composition settings will be displayed
as a node system. Move the composite
node further away from the render layers node to
make some room between them. Next, add the photo as a
note by adding a new node, which shift click asserts and search for a
node called imaged. Then select it. Click the Open
pattern of the node. Select the Project one image, and click the Open
pattern to add the photo as the background
of the 3D model, you will need to add a node
called mix, press, Shift, a Gleick asserts and type
mix in the search field, select the mix option. Drag a line from the emits
outputs of the image snowed. The RPA or emits input
of the mixed node. Next, drag a line from the image output of the
render layers node. The lower image, the
impulse of the mixed node, the order of the connection
matters so that the photo is inserted behind the 3D model
and not in front of it. Now, drag a line from the alpha output of the
render layers node. Fact, in both of the mixed
node so that the node system takes into account
the transparency of the rendered image. Finally, drag a line from the output of the mixed
node that the image, the input of the composite node, the node system is now complete. Press F2 to render the image. This is how you can add a
3D model through a photo, allows the render window use Control S to save the project. Name, the project, project one, and click the Save button.
5. Exercise 1: Light and Shadows: Next, let's add a
light source to the 3D space and set
the clock, the forearm, a shadow that appears to be on the surface of the
wall in the photo, the cycles engine will be used
to render the final emits. So at this point, make sure you have selected the cycles option from the
render engine drop-down menu. Go to the default workspace. Press Shift, and
select light area. Move the light
source initially to the same location as the clock. Breaths G. Then G, x. Now press G to move it
away from the clock. After that, move it upwards so that it is approximately at the same location as the lamp in the room from which
the photo was taken. Breaths G, C. Lastly, rotate the light source, the point toward the clock. Breaths are x. Whereas see and change the
drawing mode, the rendered. As you can see,
the clock doesn't form any kind of
shadow because there is no actual geometry behind it in which the shadow
could be formed. In order the forum or shadow, a blend object must be
added behind the clock, which will be used
as a shadow catcher. The geometry of an
object marked as a shadow catcher will not be rendered at the shadows
on its surface. Cost by other objects
will be rendered. Whereas C and Jains the
drawing mode back to solid, press, Shift and select mesh. Blaine rotated 90 degrees on the x-axis by
first pressing R x, then dy being 90, and clicking the
left mouse button, move the blame object to the same location as the
clock by pressing G, C. Then G x. The plane object is too
small at the moment, so scale it up with, Let's now mark the plane
object as a shadow catcher. Breast see and change
the drawing mode to rendered so you are able to see how a shadow catcher works. Go to the Object Properties tab. Expand the visibility section, activate the shadow
catcher setting. The geometry of the plane
object is no longer rendered, but it still catches the shadow cost by the
clock, so to speak. In the sea the shadow better. You should deactivate
the diffuse and clauses settings in the
visibility section so that the plane object
doesn't affect the appearance of other
objects in any way. The next step is to adjust
the lighting settings. So select the light source. The goal is to illuminate
the clock so that it is as bright as the other
elements either photo. In addition to this, it is important to make
the shadow of the clock look the same as the
shadows in the photo. In this case, it is
a good idea to use the shadow next to the
window as an example. As you can see, the
shadow is needed. There are very dark nor sharp. The change the lighting
settings go to the Object Data Properties tab. By adjusting the values of
the power and size settings, you can change the price
newness of the clock, and the shadow it forms. You may want to adjust
the settings until you find the values that
yield the best results. In this case, the
value of the power setting should be
around 50 watts and the value of the size setting around five meters or 15 feet. The light source is
now five meters wide, which is not correct at all as the actual lamp is only
about half a meter wide. However, this doesn't matter because it is more important to get the clock to be apart of the photo as well as possible. If you think the lighting
should be improved, you can change the
rotation and location of the light source in addition to the power and size values, press F12, the render
an image of the view. The first exercise
is now complete. To save the image, click Image, Save As name the image. For example, project one, and click the Save button.
6. Exercise 2: Camera Perspective: In the second exercise, these 3D models of colorful coffee marks will
be added to this photo. The files can be found in the resources of the
course with the names, coffee marks, dots blend
and project two dot JPEG. Download them. Let's start by defining the
perspective of the camera. So open Fs by, drag the project
to image two apps by move the red and green lines to the edges of the table. More. The first red line to the nearest edge of the table. The second red line to
the rear edge of it. Now move the green
lines to the left and right sides of the table. The last step is to move the coordinate
system, for example, to the lower-left
corner that the intersection of the
red and green lines. Everything is all set now. So save the Fs by
file, go to File, Save As name the
file for example, project to click the save
button, glows Fs by.
7. Exercise 2: 3D Models to Image: Let's take the F spy file to Blender and add the coffee
marks on top of it. Opened Blender. Go to File. Import Fs by is select the project to that Fs by file and click
the Import button. Change the transparency of
the cameras background image. So I'll go to the Object
Data Properties tab, expand the background
images section and change the opacity setting
off the background image, the one bringing the
coffee marks that this blender file open the coffee marks that blend
file you downloaded earlier. Select them all with a and
copy them with Control C. Open the previous blender file and paste them to the 3D
space with Control V. Move the marks, the different
points on the table. Select a mug, breaths G, then Shift C. This
is how you can move an object only
on the x and y-axis. Press G first, then Shift C. You can also rotate them
randomly with our sea. If you think the
marks are too small, you can enlarge them. First, select them while
holding down Shift, open the transform
people to point drop-down menu from
the top bar of the 3D viewport window and select the individual
origins option. When you scale the
marks larger with S scale according to their
individual pivot points, change the value of the
transform people with born to drop down menu back
to the default one, which is the median point. At this point,
let's make a couple of changes to the
rendering settings. So go to the render
properties tab, open the render
engine dropdown menu and select the cycles option. Now expand the film
section and activate the transparent setting so that the background will be
rendered transparent. Save the project with Control S. Name it for example, project to click
the Save button.
8. Exercise 2: Shadows and Reflections: This exercise differs from the previous one in that
the 3D model should form a reflection
on the surface of the plane object in
addition to the shadow. This makes this exercise
more challenging. First, add a plane object. So press Shift,
Select Mesh, Blaine, move it to the center
of the tape or by pressing G and then Shift C. Press S and scale it to be so big that it completely covers the
view of the camera. It makes sure that
the blame object goes over the top
of the camera view. Otherwise, there will be problems during the
rendering phase. C and change the drawing
mode, the rendered, so you are able to see how they following changes
will affect the view. Let's add a light
source to the 3D space. Press Shift and
select light sun. This option is best
for this case, even though it doesn't
match the lamp of the room from widths
their photo was taken. The location of the sun
light source doesn't matter. So leave it at the
0 of the 3D space. Now select the plane object. Both of the material
properties tab, add a new material by
clicking the New button. First, change the value of the
metallic, setting the 0.5. Next, James, the value of
the roughness sitting to 0. Now you should be able to
see the reflections of the coffee marks on the
plane object surface. The coffee marks blast the shadows and
reflections on the surface of the plane object will be rendered in separate
rendering layers, after which they will be
bought on top of each other using the node system in
the composite or a window. Before adding new
rendering layers, Let's create a new collection
in the outliner window. Click the right
mouse button over the window and select a
new collection option, renamed the collection by
double-clicking on its name, name it coffee marks. Now renamed the original
collection by dark black legging its name,
rename it getchar. Select the three marks in the outliner window by
holding down Control. Move them inside the
coffee marks collection. Now select the camera and the light source while
holding down control. Drag them outside of
both collections. You should now have
a collection named cancer that has a plane
object inside it, which will be used to render the shadows and the reflections. In addition that
this user to have a collection named coffee
mugs with the coffee marks inside the camera and the light source should be
outside the collections. Just for the sake of clarity, link the Filter button in the upper-right corner
of the outliner window. Activate the indirect
only setting. The indirect only setting can now be seen next to
the collections. When these setting is activated, the objects in that collection will only be
rendered indirectly. That is, only their shadows and reflections
will be rendered. Next, let's add the
necessary rendering layers. By default, the project has one rendering layer
called View layer. To create a new layer, click the button next to
the view layer a text, then select the new option. Click on the name field and
name the new layer cancer. Create another layer by
clicking the pattern next to the field and
selecting the new option. Click on the name field and
name this one, coffee marks. In the coffee marks layer only the marks
should be rendered. So activate the indirect only setting next to the
capture collection. Use it now see only
the coffee marks in the 3D space without any
shadows or reflections. Now select the catcher
rendering layer. Only shadows and reflections should be rendered
in this layer. So activate the indirect only sitting next to their
coffee market's collection. Only the shadows and
reflections along with the plane object should now
be visible in the 3D space. The plane object will be deleted later when adjusting the
compositing settings. A couple of changes
should be made that these cancer rendering layer go to the view layer
properties tab, activate the denoising
data setting. Then go down a bit and activate the indirect setting
off the item. Next, activate the shadow
setting off the other item. Make sure that you're
rendering layers and collections look the
same as in the video. This is what your coffee
marks layer should look like. Your catcher layer
should look like this. Next, go to the
compositing workspace to modify the
compositing settings. Activate the US nodes sailing in the top bar of the
composite or window. Move the composite node away
from the render layers node, breast in the hide
the side panel. First, let's add the photo to the background
of the 3D models, just like in the
previous exercise. Press Shift a to add a new node. Gleick certs type
image and select it. Click the notes open pattern, and select the project
to image file. Next, both the coffee marks render on top of the
background image. This time, instead of using
the mixed node, use a node, It's called Alpha over because it is easier
to work with it. In this case, press
Shift and click Search, type alpha over and select it. Drag a line from
the image output of the image node to the upper image input of
the Alpha over a node. Now drag the image output of
the render layers node to the output of the lower emits in both of the
Alpha over a node. Finally drag the image
output of the Alpha over. And note that the image, the input of the composite node, various F12 to render an image. Because there are three
rendering layers, they will all be
rendered sequentially. Lost the render window. Let's open the UV editor window in the window below the
composite or window, so you are able to see
the render results. At the same time, you modify the
compositing settings. Click the button in the upper
left corner of that window. Select UV editor. Open the texture list to
the left of the New button, and select the render
resolve option. You can move in the
UV editor window by holding down the
middle mouse button while moving your mouse. Scroll the mouse wheel
to zoom in and out. They rendered emits
is otherwise good, but the plane object in it
covers the background image is completely disease because
the default rendering layer, view layer is selected in the render layers node
and the indirect only setting in the cat
circle action is not activated in that
particular rendering layer. Open the drop-down menu and select the coffee marks layer. As you probably noticed, changes made in the
composite or window are immediately updated in
the rendered image. The coffee marks are on
top of the class table, but there are no shadows
or reflections under them. Let's add them next. Let's make the note system have two nodes with which
the density of the shadows and reflections on the surface of the plane
can be freely adjusted. Start by adding another
render layers snowed, in which the catcher
rendering layer will be selected from
its dropdown menu. The move around the
composite or window, hold down the middle
mouse button. While moving your mouse. Select the existing
render layers node and duplicate it with Shift D. Open the drop-down menu at the bottom of it and
select the catcher option. These rendering layer contains
more settings speakers you previously activated them on the view layer properties tab. First make the coffee
marks forum a shadow. The shadows have been rendered in the catcher rendering layer. So let's work with the
lower render layers node. Let's take a step by step look at what the node
system looks like. So move the composite node
down so you can see it. Drag the shadow out both
of the render layers node. The image in both of
the composite node. The shadow information for
that layer looks like this. By default. You shift
a to add a new node. Leak asserts, dive,
invert, and select it. Moving over the line that comes from the
render layers node, so that the new node
connects to the node system. As the name implies, the invert node
reverses the colors. Let's change the black color in the image to transparent in a while so that there will only be the shadows of
the marks visible. At this point. It should be
mentioned that if you have a different version of
Blender than in the video, some nodes may look different. This may affect how they work. So you may not get
the same result with the same node system
S in the video. If you encounter such a problem, send a message the whole lot. Now, we can find a
solution to the problem. Let's add a node that can be used to adjust the
strength of the shadows. Later, find a node called Math and more width to the
right of the invert node. Open the drop-down menu in the math node and select
the multiply option. Leave the value of the node's
value, setting the 0.5. For now, the white areas in the image are now
slightly darker. Add a node called set alpha to the right
of the math node. The value output
of the math node, whilst at that to
the image output of the set alpha
node by default, moving to the Alpha in both. If you see a drop-down menu
in the set Alpha note, make sure you have selected
they replace alpha option. They said Alpha node changes
the color of the image, in this case black,
the transparent. Only the shadows of the
coffee marks can now be seen. Ed meets. So let's add
them behind their marks. Disconnect the image node from the Alpha over a
node temporarily, and more of it elsewhere. Drag the image output
of the set for node through the upper image input
of the Alpha over a node. Now drag the meats
output of the Alpha over a note to the image input
of the composite node. Now there are coffee marks and their shadows in the image. Next, at the photo
to the background, select the Alpha over node and press Shift D to duplicate it. Move it to the right of the
original Alpha over a node. Now track the image output
of the image node through the upper image input of
the new alpha over a node. The last thing to do is to add their reflections
to the image. In addition to the shadows, the reflections are
also rendered in the catcher rendering layer selected in the lower
render layers node. Drag the gloss int, input of that node. The image, the input of the
composite node to see what the reflection information
looks like. By default. If necessary, you can
arrange the node spatter, add a new math node. More with over the
line that comes from the gloss paint in both
of the render layers, node, open the math
nodes dropdown menu and select the sign option. This option changes to call our information to
black and whites. After a while, the
black color of the image is changed
the transparent, so that there will only be
reflections in the image. Next, add a node that you can use to adjust
the strength of the reflections at a math node and more of it to the right
of the previous math node. Open its dropdown menu and
select the multiply option. James devalue of its
values setting the 0.2. Now remove the black area from the image by adding a
node called set Alpha. Moving to the right of
the second math node, drag the value output of the second math node that the alpha input of the
set of a node. If you see a drop-down menu
in the set alpha node, makes sure you have selected
the replace alpha option. Only the reflections of the marks can now be
seen in the image. However, they are currently
black and white because the midst value of the
set alpha node is black. Combined their original
color information with the black and white
reflections by dragging the gloss into output of the render layers node D meets the input of the set alpha node. Now let's combine the reflections
with the other nodes. Select an existing
Alpha over node and press Shift D
to duplicate it. Disconnect the midst node
from the Alpha over a node in the middle and move the
image snowed elsewhere. Drag the image output
of the lower set Alpha. Note that the upper image, the input of the Alpha
over a node in the middle, now track the image output
of the Alpha over a note in the middle of the
lower image input of the newest Alpha over anode, reconnect the image
node to denote system by dragging its image output
with the upper image, the input of the newest
Alpha over a note. Finally drag the image output of the Alpha over and
note that the image, the input of the composite node, the image is now complete. When you look at the
reflections closer, you will notice a black
outline around them. You can remove them by
blurring the reflections. Add a new node called Blur. Move it to the right
of the lower set Alpha Node JS to x and y-values in it to
be, for example, three. Node system is now complete. Did change the strength
of the shadows, adjust the value of the values
setting in this math node. If you wanted to
change the strength of the reflections, James, the corresponding value
of this math node. The further enhance the image. Go to the world Properties tab. Expand the ambient
occlusion section and then activate it. Changed the value of both factor and distance
settings, the 0.1. These changes will lighten the
coffee marks a little bit. Press F12 to render the view. To save the image, click Image, Save As, name it. For example, click
the Save button.
9. The End: Congratulations on
completing the course. I hope you learned a lot. Please rate this
course as it will help us a lot. Thank you.