Blender 3D: Noob to Pro/Flying Through A Canyon

Creating the Canyon

Forming from Textures

  1. Open up a new Blender file and erase the default cube with  X 
  2. Add a grid and change the subdivisions to 100 for both X and Y.
  1. Scale the canyon up to 5 times its current size

(Do this by either hitting  S  and typing in 5, or hitting  S  while holding  CTRL  to snap and scale your mesh 5 times.

At this point your mesh should look like something like the picture below.

Texturing, Shading, and Deforming Your Mesh

We will now displace the vertices based on the texture.

Noob Note: This will also work with an image texture, i.e. using an image as a texture. Tested using NASA's Blue marble topographic pictures. Go to the end of this tutorial for additional projects.

Your Mesh should now look something like the picture below.

Improving the Look

Now to make the canyon more interesting:

Note: If you go into Edit mode (Tab), and select all vertices, then scale to 0.2 of the original size. after this should leave Edit Mode into Object Mode, and scale the Object (as a whole) up to 10.0 of the size. What will occur is that you'll pack the vertices closer to each other, but not the texture. Then, you would have taken the object as a whole (including the Texture) and up-scaled it. This is the difference between Scale in Edit Mode and Scale in Object Mode. Don't do it!

Eliminating the Unneeded

Coloring the Canyon

A Rocky Material

This is one method to create a rocky wall. The result isn't particularly realistic but it is easy to make. Creating materials is a difficult practice, and the first step is to know what you're trying to recreate, perhaps by using actual photographs.

Lighting the cliff

Guide the camera through the canyon

The last step is to guide the camera through the canyon.

  1. Click on the camera in the Outliner.
  2. Click on Num0 and zoom a bit, then lock camera to view.
  3. Go to keyframe 1 and set a locrotscale keyframe.
  4. Click on the red dot under the Timeline, which will keyframe every movement.
  5. For simple keyframing set the Framerate to 8 FPS and set the End frame on "1000" then hit the play button under the Timeline.
  6. Now fly with shift+F through the canyon.
  7. After this set the frame rate back at 24 FPS and watch and see your beautiful simulation, which will possibly take too long to render.

Additional projects

  1. Using NASA's topographic image map at http://earthobservatory.nasa.gov/Features/BlueMarble/BlueMarble_2002.php

You have the option of selecting a small portion of your selected topographic map or you can map the entire 360x180 degree panoramic map onto a sphere. Refer to UV Mapping tutorial.

If you just select a small portion of the map of the world(cropping), note the resolution of your cropped image. Create a basic plane and do not scale it yet. Sub divide as many as required to match the resolution of your image. This is in order to get the most out of the topographic image. If you don't bother, this is not essential.

Then apply the texture. Choose texture of type "image" and do not disable this texture. NASA's topographic pictures also come in a colourful form but shaded to indicate heights. The reason why you leave the scaling to the last is that the texture is set to map onto the basic plane size of 2x2 units. If you increase this, the textures will be repeated. Adjust the strength level to a suitable level. The default 1 is too large.


This article is issued from Wikibooks. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.