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Using Bas Relief
- Make a scene with the various objects you would like in the scene to view from the camera perspective press numpad 0 to come back to 3d mode press zero again this is basic scene making in blender. Adjust the camera angle and object angles to what you would like the camera to see.
(insert image of starting blender with cube) (insert image of camera view)
- Choose Cycles render engine
(insert image of cycles engine selection)
- Select Z and Mist in Layers
(insert image of layers tab)
- Change the view to compositor or add a new compositor window. Don't forget to check the Use Nodes checkbox.
(insert image of checkbox in compositor window)
- Do not delete composite viewer in the composite window and press shift-a to add a new output: Output >Viewer. Link the Mist from Render Layers > image to the viewer
(show image of linked render layer to viewer)
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Look at the bottom of Render Layers and at the right next to view Layer click the small button Render to render active scene.
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Switch rendering to CAM. In bas relief >Image Source select Viewer Node. Image Target > cube (name of target without extension)
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click on [Calculate relief] and let the magic happen.... nothing!
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Switch back to cycles render, show a 3D Viewport, click on Add > Mesh > Plane.
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Switch to Edit Mode. Click on Edge>Subdivide 8 times. Switch back to Object Mode.
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Click on Texture make a new texture and select image and open the file (an image file with an extension .exr)
(insert picture of texture)
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Click on modifier > Add Modifier > Deform > Displace. Select the new texture created in step 11.
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Choose the desired strength or in dimensions change the Z to the desired size. A good place to start is 15mm for Z.
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If you find the edges are too aliased (staircase) go back to edit mode like step 10 and subdivide again. Repeat until satisfied.
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Apply the displacement modifier.
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Keep in mind that subdividing the plane several times can generate millions of triangles.