From BlenderWiki
[edit] Introduction
This tutorial will (hopefully :) teach you how to model and render a cube .. or better yet, a die.
The tutorial will cover the modelling part, the usage of materials and finally the render part of a simple scene with the die. I'll try to always show several ways of doing the basic tasks. I also try to enhance each part with a section for more advanced steps that are suggestions how to make the end result even better.
I got inspired to make this tutorial after reading the tutorial mentioned here (To those learning 3D), Completely Lost in Blender, the 'original' die tutorial (that was really crude geometry-wise) and the new features such as "Scale individual faces" and "Transmissivity".
If you want to just do one step of the tutorial, that may be located anywhere in the middle of it you can do this quite easily. I've uploaded several .blend files that have all the data (geometry, material, etc..) from the previous steps in them. Just download the one that is just before the step you want to try and start from there.
Note
There is also a thread in the blenderartist forum discussing this tutorial. Feel free to comment there as well.
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Note
If you know a way to do one of the steps below in an easier, better or even more complicated way, please tell me so on the talk page. The same applies if you know of any keyboard shortcuts I may have missed or not yet added to the tutorial.
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[edit] Requisites
This tutorial was written with people that are completely new to Blender in mind, so they/you can download it (Blender) and start right away. You need Blender in Version 2.42 or higher.
I can still recommend to have at least read the QuickStart guide though, since it provides an excellent overview for new Blender users. Another good read for beginners is the Blender Hotkey Reference (pdf), the Hotkey Map and the wikibook entry for all Blender hotkeys.
Additionally I'll link to recommended pages/documentations throughout the tutorial wherever it's possible and fits in. Some of these pages may not be written for new users, but I'll try to limit the number of them to a minimum.
[edit] Modelling the geometry
Our first task will be to actually model the cube. We're aiming for a generic 6-sided die, so we will use the default scene blender provides on startup (that already has a cube-mesh inside) and modify it to have those nice pips (or eyes) for numbers.
Save your work
Save regularly by
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[edit] Basic scene
So fire up Blender and you will see the default scene shipped with Blender.
If you now think something like Ahh, ugly, make it go away! you can change Blender's theme via (themes menu). If you still can't find something you like, just select File >> Quit Blender or hit CTRL Q and click on the Quit Blender popup (instead of clicking into the popup you can also press Enter) to close Blender ;)
Note
If there is no cube, just follow the steps in #Adding a ground plane but choose Cube instead of Plane:
Read more about the basic scene here: |
[edit] Adding a ground plane
- Switch to the top-down view by pressing NumPad 7 or by selecting Viewp >> Top from the menu.
- Hit Space (or select Add from the menu) and select Add >> Mesh >> Plane from the popup menu.
- A 'plane' geometry has been added, now press Tab to enter Edit Mode so you can alter it.
- Now we scale up the plane a bit (hit S (for 'scale') or press Space and select Transform >> Scale) so we have a nice 'ground' for the cube. A simple LMB
-click will finish the action.
- Finally hit TAB or select Object Mode
from the Dropdown that currently says Edit Mode to exit from Edit Mode.
- The plane should still be selected. If not select it with a simple RMB
. Read more about object selection here.
- Now, change to the Front View using NumPad 1
- We'll now lower the plane so it does not intersect the cube, but is located just a bit below it instead. This can be either done by clicking the blue arrow with the ( LMB
) and dragging it down or by hitting G (for 'grab') then Z (for the z-axis) and dragging the mouse down. A simple LMB
-click will finish the action.
Note
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[edit] Subdividing the cube mesh
So now we'll finally start changing the shape of the cube. To do this in a clever way we will make its mesh a bit denser so we can add the pips easier in the next steps.
- We are still in Object Mode and most probably the plane is still selected. Select the cube instead (again with a single RMB
click)
- Hit TAB or select the Edit Mode entry form the dropdown again (that currently says Object Mode).
- You'll now see that only 4 of its 8 vertices are selected. But to make the mesh denser we need to select all of them. The fastest way to do this is to hit A twice ... the first to deselect the selected vertices and the second time to select all of them. You can also use the menu Select>>Select/Deselect All twice.
- So, we now need to subdivide the mesh to the correct number of faces to make inserting the pips easier.
- The basic idea is to have 3x3 faces for the 'number' of pips and one row of faces on each side as spacer to the cube-edge. That makes 1+3+1 faces per side with results in 5x5 faces per side of the cube. To achieve this we need to divide one face into 5x5=25 faces. This is done by 'cutting the face 4 times per side. .....
- Ok enough with the math. let's make this happen and you'll see exactly what the previous paragraph is all about ;) Hit W and select Subdivide Multi (or press W+2) Now you are asked to enter the number of cuts. Change it to 4 and click Ok or hit Enter.
Note
Mind you that you'll exit the dialog without making any change if you move your mouse out of any dialog or popup menu.
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[edit] Extruding the pips
- We'll now add the pips of the cube. To do this we first change the 'select mode' to Face select mode by clicking the icon with the little triangle on it (or you can hit Ctrl TAB and select Faces). This will change the display of the selection so the vertices are not highlighted anymore but the center of the selected faces. This is needed because only in Face select mode we can scale each face around its center individually. But more on that later.
- Next we select all faces that should become the pips of the cube.
- Deselect all faces by pressing A (or over the menu again) until nothing is selected
- Now hold Shift and select all faces with the RMB
. The most common normal 6-sided play cube (die or dice .. read the Wikipedia article on dice for more) always has the sum of pips of 7 for each pair of parallel faces. This means the 1 is parallel of the 6, 2<->5, etc...
Note
You can rotate the 3D view by press&hold the MMB
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- Now we will extrude the faces by pressing E (or pressing Space >> Edit >> Extrude) and selecting Individual Faces from the popup menu. We do not want them to move anywhere, so just click the RMB
to confirm the creation of the extruded faces and the non-movement (or you can enter 0 and press Enter)
Note
You may notice some 'center points' inside of the edges surrounding the selected faces after extruding the individual faces with an offset of 0. This are zero-scaled faces that will only become fully visible after moving, scaling or rotating the selected meshes away from their current state..
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- We now need to scale down all of these new faces individually.
- To do so we need to change the Pivot point(s) to the individual centers of the selected faces. Currently the behaviour is set on one common Pivot point for all selected geometry, in this case the center of all of the pip-faces. To change this click on the icon
Pivot: Active Object and change it to this one:
Pivot: Individual Centers (with the three small crosses in it).
- Now we will just scale the faces to roughly 80% of their former size as we did with the plane before: Hit S or press Space and select Transform >> Scale), then enter 0.8 (in Blender: 1.0=100% 0.5=50% 0.0=0%) with the keyboard (you can also hold Ctrl while dragging the mouse to scale only in 0.x steps) and LMB
-click to finish the action.
- You will notice that the strange 'zero faces' are now visible just around the selected faces we just scaled smaller.
- To do so we need to change the Pivot point(s) to the individual centers of the selected faces. Currently the behaviour is set on one common Pivot point for all selected geometry, in this case the center of all of the pip-faces. To change this click on the icon
Note
The faces should now be scaled separately instead of as a whole. This is a new feature introduced with Blender Version 2.42. If they are not, you either didn't follow the steps very carefully ;) or you have an older version of blender. In the second case you can help yourself by selecting & scaling each faces separately. It's slower and more work, but will get you to the same result.
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- Finally we need to extrude the faces inward to make the 'half sphere' look possible in the finished model.
- Press E (or press Space >> Edit >> Extrude) and select Individual Faces from the popup menu. The faces will now move inward or outward (along their normals) depending on where you drag your mouse. Make them approximately as deep as they are wide and just click the RMB
to confirm (or enter around -0.2 and press Enter).
- Press E (or press Space >> Edit >> Extrude) and select Individual Faces from the popup menu. The faces will now move inward or outward (along their normals) depending on where you drag your mouse. Make them approximately as deep as they are wide and just click the RMB
- Finally we will leave Edit Mode by pressing Tab of by selecting Object Mode from the dropdown.
[edit] .blend file so far
[edit] Adding a SubSurf modifier
- The thing you produced in the previous step does not look quite like a ´real´ dice does it? Now the magic of the Subsurf modifier comes into play.
Note
What's called a 'Modifier' in Blender is basically a non-destructive operation (i.e it doesn't change the original mesh/model) on the mesh. You can for example refine the mesh in several ways with Subsurf, Mirror the mesh (you only need to model one part of the model), deform it by a Curve and much more without the need of actually moving/scaling/adding any vertices, faces or edges.
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- To add a Subsurf modifier you need to do the following:
- Go into Object Mode (if you're not already) and make sure only your cube is selected.
- Make sure you are in the Editing context by either pressing F9 or by selecting the button with a mesh on it:
- You will see a lot of squares with 'tabs' in them on the bottom half (this is in the 'Button' area in the default scene of Blender)
- Select the tab that is labelled Modifiers
- Click the Add Modifier Button and then select the Subsurf entry in the pulldown menu.
- The number of Subsurfing-iterations (called Levels) is kind of low in the default settings. We change it to a higher number so the cube will look more smooth:
- Change the Levels value to 2. This is the Subsurf value that is displayed in the 3D view when in ObjectMode.
- Change the Render Levels value to 3. This is the value that is calculated when we render the cube later.
Note
Read more about the Sufsurf modifier here: Manual/PartII/Modelling/Modifier/SubSurf or about Subsurfaces in general here: Manual/PartII/Subsurfaces
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[edit] Make the mesh smooth
- You'll notice now that the mesh is a lot more dense than the one we modelled. But it does not yet look as smooth as it should.
- That is because the faces do not yet know that they should be displayed with gradients of colors that let them appear as one continuous mesh instead of separate faces.
- We will now change the faces of the die to Smooth so they look more like one mesh. To do this follow these steps:
- This makes quite a difference, doesn't it? :D
Note
The more 'logical' way of making the mesh more smooth would be to increase the Levels of subdivisions of the Subsurf a lot so the 'steps' between the single polygons will get lost in detail. But this not only consumes CPU and Memory, but also render time.
So as a lot of other things in 3D-modelling&rendering these extra subdivisions are faked with computed color-gradients for each face. Read more about color Smoothing. |
[edit] .blend file so far
[edit] Refining the mesh (Advanced)
This part is not necessary for this tutorial, but has some interesting modelling techniques and Blender functions that can help you a lot. The steps after this section will ignore any changes that are described here. So if you want to skip the advanced part, jump straight to the #Assigning materials section.
[edit] Sharpen the edges of the cube
- Switch to edge-select mode by either clicking the Edge select mode icon or by pressing Ctrl Tab >> Edges.
- Select the so-called edge-loop around the top of the pips by pressing Alt+Shift and RMB
-click on one edge.
- Press Shift E or the menu entry Edit >> Edges >> Crease SubSurf.
- Enter 1 with the keyboard and press Enter. This will make the selected edges 'sharper'. (A value of -1 is equivalent to the default subdivision-behaviour ... i.e. the 'most rounded' one)
Note
Read more about Weighted creases for subdivision surfaces
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TODO: add images and better edgeloop+crease descriptions
[edit] Make the corners more rounded
You may have noticed that a lot of real-world dice do have very big rounded corners (again a hint to look at the Wikipedia article on dice).
A quick but not perfect way to make the corners of the die more rounded is to displace the 8 corner-vertices inward.
(3) Blend file: Tutorials-cube_rounded_corners.blend |
- Select (Shift RMB
) all 8 corner vertices in Vertex select mode (Image (1))
- (Make sure you have set the Pivot point to Median Point)
- Scale down (S) the selection. (Image (2))
- Make sure the resulting sub-surfed surface does not point inwards - a value of around 0.82 for the scaling is best in our case, but feel free to experiment.
There are other methods of getting different and sometimes nicer results, but most of them involve messing around with the topology of the mesh (re-arranging polygons) and are often a lot more work.
[edit] Make 'real' circles for the pips
This method has the advantage that you can get near perfect circles instead of subdivided rectangles, but since the difference will not be visible in the resulting render i went with the easier way. The disadvantage is that you have to put a lot more work into it, since you need to repeat some steps several times.
This is an alternative way of the #Extruding the pips step, so i assume you already did the previous steps.
- Select all of the pip faces (as show in #Extruding the pips) in Face select mode.
- Now we will extrude the faces by pressing E (or pressing Space >> Edit >> Extrude) and selecting Individual Faces from the popup menu. We do not want them to move anywhere, so just click the RMB
to confirm the creation of the extruded faces and the non-movement (or you can enter 0 and press Enter) This is needed to not cause distorted geometry when using a SubSurf modifier later. Read #Extruding the pips for more on the extruding business.
- Scale down the faces created by the extrude (still selected) individually. Again, please refer to #Extruding the pips for a detailed description of this.
- Now subdivide them 1 time by hitting W and select Subdivide (or press the Subdivide button in the Mesh Tools Panel in the Buttons-area) so they have 4 faces each instead of one.
- The following steps need to be repeated for all of the pips:
- Change to vertex select mode (Ctrl Tab->Vertices) and select the vertex in the center/middle.
- Snap the 3D cursor to the selected vertex. Press Shift S and select Cursor->Selection. This is needed later to provide the center of the To Sphere command.
- Select the four faces of one pip (preferable in face-select mode again -> Ctrl Tab).
- Click the button To Sphere in the Mesh Tools panel. Use the default setting of 100%.
- Extrude (E) the region of faces with an offset of 0 and scale (S) them a bit. Make sure you have the
Pivot: Active Object selected.
- Extrude a region (E) again and move it inwards (see #Extruding the pips again)
Download the blend-file with one finished pip here: Tutorials-cube_advanced_circles.blend
Thanks to JDA for suggesting this alternative description.
[edit] Assigning materials
[edit] Basic materials
[edit] Colors
The cube looks fine so far, but you will notice that there aren't any colors aside of grey. So our next big step will be to create and assign some materials to the mesh to give it some color.
The first thing will be to separate the areas for the different colors. We only have one mesh, but we want two different colors for some parts of it. One for the pips and one for the die itself. We will do this by creating two different 'groups' of faces that get their own material/color.
- Select the cube and enter Edit Mode
- Select only the bottom faces of all of the pips with the combination of Shift and the RMB
.
- Hit the Ctrl and NumPad + keys on the numpad (or select (Space >>) Select >> More) to 'grow' the selection by one face. This will effectively select all of the faces (5 for each pip).
- We now create a new material for the pips and then assign it to their faces:
- Click on the New button in the Material section of the Link and Materials panel.
- You'll notice that the two numbers changed from 1 Mat 1 to 2 Mat 2. the first number is the total number of materials of this object (the die) and the second number is the currently selected one (2).
- Now we assign the second material (the one we just created) to the pip-faces by clicking on the Assign button.
- The other faces already have the first material assigned to them (default for newly created objects), so we do not need to assign it at all ... Yes, you don't need to follow these steps to get the same results, but for the sake of learning blender i advise to do so anyway ;)
- Click on the left arrow next to the 2 Mat 2 text to switch to the first material.
- Invert your selection by selecting (Space >> ) Select >> Inverse
- Click the Assign button again in the Material section of the Link and Materials panel.
Note
If you didn't quite get what multiple materials are or the instructions above are confusing you, there is a better way of learning how multiple materials work. Just watch the following excellent video tutorial:
Video Tutorial: Multiple Materials On A Single Mesh
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Note
If you are irritated by the subdivided mesh in Edit Mode you can deactivate it in the Modifier panel by clicking on the icon
For a longer description of the Modifier-Interface see this page Manual/PartII/Modifiers#Interface Alternatively you could disable the Limit selection to visible in the Menu-bar of the 3D-view. |
Note
Here you see that the original mesh has not been changed by the Subsurf modifier at all.
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- You'll notice that the pips still look exactly the same as before. This is because the second material we just created uses the same material settings (it's a 'link' to the first one, so changes to one of them will also change the other). So we need to break this connection and create a material to looks different:
- To do this we need to switch to the sub-context
Material buttons of the
Shading context. Do this by clicking on the icons or by pressing F5 until the Links and Pipeline panel is visible (usually only once when coming from Editing context). It's recommended to switch back into Object Mode as well, but not necessary.
- Here we see the 2 Mat 2 text that tells us that the second material is selected.
- We also see the name of the 'shared' material setting which is called MA:Material by default.
- Next to the name is a small "2" telling us how many Materials use this settings. Click on it and confirm the popup dialog asking you to make this Material a Single user (effectively making a copy of the original material).
- The material should now be called Material.001.
- If you want another name for this material you can click into the name-field and enter a new name ... e.g. Material pips
- Now the only thing we need to do is to change the base color of this material. This is done fastest by clicking into the 'grey' color-field left from the Col button in the Material panel and then selecting a nice color. I'm using a very dark-grey here, but feel free to use other dark colors.
- To do this we need to switch to the sub-context
Note
If the whole cube now turned dark-grey (or whatever color you've chosen) you missed something when making the Material a Single user.
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- Finally we'll change the color of the cube itself. For this tutorial I'll go with slightly yellow-ish white. Of course you can choose to use any color you want here again :)
- Switch to the first material by clicking on the arrow left from 2 Mat 2 so it now shows 2 Mat 1.
- Again click on the color-field left from the Col button in the Material panel and select the shown color.
- Now we'll render the result with the default render and scene-settings by pressing F12 (or by selecting Render >> Render Current Frame)
[edit] .blend file so far
[edit] Using existing materials (optional)
Here I'll show how you can used materials that have been provided by others or that you may have created yourself, but in another .blend file. For this tutorial I'll use the matlib file that has circulated in the blender community for some time now.
- Download matlib_v102.zip. It's available from:
- [1] >> Material Libraries >> Blender Materials Library
- [broken 2006-09-20] [2] >> Downloads
- [broken 2006-09-20] [3] >> Blender 3D Model Repository >> Materials
- A huge (user rated) assortment of nice materials can be found at the Blender Open Material Repository
- Extract the .zip file to a directory you have access to from blender.
- Open the menu File >> Append... (or press Shift F1)
- Navigate to the path you extracted/saved the .blend file to.
- Click on the .blend file. You'll now see another directory listing the various data-structures stored in the blender file.
- We want to append one or more materials, so enter the Material 'directory'.
- Choose the Wood_Pine material from the list and click on Load Library (or press Enter)
- TODO: assign materials to die
- TODO: optional change material-setting
Note
TODO: multiple selections
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[edit] Render the die
This is the advanced part of the tutorial where i will try to show how to set up a reasonable scene with the objects we modelled in the previous steps, created more realistic materials for the render and finally render them.
[edit] Set up the scene
- First we will duplicate the die, so we have a pair.
- Change to Top view (either press NumPad 7 or select View >> Top from the menu)
- Deselect all by pressing A until nothing is selected.
- Select the cube with a RMB
click.
- Link-duplicate the die by pressing Alt D (or by Space >> Edit >> Duplicate Linked)
- The link-duplicated object is now attached to the cursor and you may place it somewhere to the lower left inside the ground-plane with a RMB
-click.
Note
Duplicate Linked does not copy the object like a photo-copier would do with a sheet of paper. In Blender something that is 'Linked' is just a pointer or hint to something else. e.g. we have an object named die_object that links to the mesh that is called die_mesh. Now we link-duplicate the object which produces the new object die_object.001. This new object again links to die_mesh.
If we change the mesh die_mesh in EditMode (as shown in the beginning of the tutorial) all objects that link to the object will show this changes as well. On the other side you can change the size, rotation, location, etc... of the objects in ObjectMode and it will not influence the mesh itself or other objects. See also Manual/Objects: Duplicate |
- Select the first cube again ( RMB
) and move it a bit to the upper right by pressing G (or use Space >> Transform >> Grab/Move) and placing it with the LMB
again.
- This now looks a bit to arranged, so we will rotate the second cube again.
- Select the second cube ( RMB
)
- Press R and X (or Space >> Transform >> Rotate on Axis >> X Global) then enter 90 (or another value that is a multiple of 90) and confirm with Enter. This will rotate the cube 90° around the global X axis.
- Press R and Z (or Space >> Transform >> Rotate on Axis >> Z Global) and rotate the cube approximately 45° in any direction. Confirm with LMB
.
- Select the second cube ( RMB
- Now we'll adjust the position of the ground plane so the dice do not float in the air.
- Select the plane with the RMB
- Switch to Front view by pressing NumPad 1 (or select View >> Front from the menu)
- Move the plane up a bit so it is just barely below the lower parts of the dice. You can do this either by pressing G+Z or by click&drag ( LMB
) the blue (z-axis) arrow and adjust the plane accordingly.
- Select the plane with the RMB
Note
You could select the plane after switching the view, but then you would need to guess where the plane with the zero-thickness is exactly ;) ... one fast way to do this is to quickly toggle "select all" on and off (A x2) so you can see where it is, but there are a lot more ways to do this which I just can't all mention here. ;)
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[edit] .blend file so far
[edit] Set up the lighting
Now after placing the dice and the ground plane it's time to set up some lighting. For this tutorial we'll use a simple version of the Three Point Light setup.
- Switch to Top view by pressing NumPad 7 (or select View >> Top)
- Select the camera with the RMB
.
- Snap the 3D-cursor to the location of the camera by pressing Shift S >> Cursor->Selection (or Object >> Snap >> Cursor->Selection)
- Select the Lamp light with the RMB
.
- Select the Lamp light and snap it to the 3D-cursor by pressing Shift S >> Selection->Cursor (or Object >> Snap >> Selection->Cursor)
- Fill Light - It'll brighten the shadows (mainly from the key light) on the front side of the dice. It doesn't need to cast a shadow, so we will deactivate it and then reduce the light intensity a bit:
- Back light - This light will highlight the dice from behind and adds a bit of depth to the final render.
- Duplicate the selected lamp by pressing Shift D and place it roughly on the other side of the dice
- Make sure the Ray Shadow is deactivated here as well in the Shadow and Spot panel (Which it should be since we duplicated the lamp. If it isn't check the first spot again as well)
- Change the Energy value to 1.
- Key light - The main light. The only one that casts a shadow.
- Duplicate the selected (second) lamp by pressing Shift D and place it to the right side of the dice (in Top view).
- Change the type of the lamp from Lamp to Spot by selecting this entry in the Preview panel.
- If the Spot doesn't already point to the dice you can rotate it by pressing R and Z and rotate it with the mouse. You should check that the dice are roughly in the center of the cone from other directions that the Top view as well.
- The Energy value should be 1 here as well.
- This is the only light that will cast a shadow, so we activate the Ray Shadow in the Shadow and Spot panel.
- Finally hit F12 to render the scene with the light setup.
Note
The lighting in a 3D scene is the most important part of a good render, so i suggest you play around with the lamp positions, the lamp-types and all the other things (e.g energy, color, etc...) to achieve better results. Don't take the light-setup in this tutorial as the final solution, it's merely a basic setup and fast to create, so it'll do for now ;)
You can read more about light-setups and the related functions/panels/etc.. in the following links:
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[edit] .blend file so far
[edit] Die Material (Glass die)
For this render we will not use the simple material we created above. Instead we will create a nice transparent material similar to one commonly used for transparent plastic (acetate) dice.
- Switch to the sub-context
Material buttons of the
Shading context. Do this by clicking on the icons or by pressing F5 until the Links and Pipeline panel is visible.
- Create a new material by clicking on the up/down arrow next to the material name
(in the Links and Pipeline panel) and select ADD NEW from the pulldown menu.
- Change the following values in the Material panel by clicking on the following buttons:
- Col R 1.0, G 0.0, B 0.0
- Spec R 0.8, G 0.7, B 0.7
- Mir R 0.8, G 0.7, B 0.7 (I use the same values as for Spec in this case, but it might vary in other cases.)
- A 0.5 (Alpha)
- Change to the Shaders panel.
- Change Diffuse Shader from Lambert to Oren-Nayar and set the following values:
- Ref 0.800
- Rough 0.5
- Change Specular Shader from CookTorr to Blinn and set the following values:
- Spec 2.000
- Hard 255
- Refr 4.000
- Switch to the Mirror Transp panel.
- Now we'll make the object transparent by activating Ray Transp.
- IOR 1.50 (refraction value)
- Limit 1.50 (Transmissivity)
- Falloff 2.00 (Transmissivity)
- Activate the Ray Mirror button.
- Set RayMir value to around 0.2.
- Change the following values in the Material panel by clicking on the following buttons:
- Select the plane
- Change to the Material panel.
- Create a new material by clicking on Add New.
- Change to the Shaders panel.
- Activate the TraShadow button so the plane receives transparent shadows.
- Render (F12)
Note
You can read more about the TraShadow button here:
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Note on IOR
I picked an IOR (Index Of Refraction) value inside the range that is commonly used for glass materials, but here are a lot more variations you could use. See the Wikipedia entry List of indices of refraction for more.
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Note
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[edit] .blend file (final)
[edit] Final note
As you can see the final render is quite good in comparison to the very simple geometry of the dice. This is mostly influenced by the light-setup and the materials used.
You can continue refining this setup by changing the various parameters (i.e. light power&colors, higher transparency, different IOR values etc...).










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