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Blender Materials: A Glass Object

Introduction

Like its name implies, an object is said to be glass-based if it is crystal-based so that it can be seen through. Such an object is said to be transparent. Blender provides the ability to create an object that is transparent.

Practical LearningPractical Learning: Starting the Project

  1. Start Blender
  2. In the Properties window, click the Object button Objct
  3. Position the mouse on the default cube and press X
  4. On the menu that comes up, click Delete

Practical LearningPractical Learning: Creating a Classic Cup

  1. On the Tools window, click Create
  2. Click Cylinder
  3. On the menu bar of the 3D-View, click Object Mode and click Edit Mode
  4. On the menu bar of the 3D-View, click the Face Select button Face Select
  5. Right-click the top face of the cylinder to select it
  6. Press S to resize
  7. Type 1.25 and press Enter
  8. Press G to move the face
  9. Press Z to move the face vertically
  10. Type 1.5 and press Enter:

    Modeling a Classic Cup

  11. Position the mouse on the cylinder and press X to delete
  12. In the menu that appears, click Faces:

    Contextual Menu - Vertices

  13. On the menu bar of the 3D-View, click the Vertex Select button Vertex Select
  14. Press and hold Alt
  15. Right-click one of the top vertices to select all of them
  16. Release Alt:

    Modeling a Classic Cup

  17. Press E as if you want to extrude and press Enter
  18. Press S as if you want to resize
  19. Type .95 and press Enter:

    Modeling a Classic Cup

  20. Press Z to display in wireframe
  21. In the Numeric Pad, press 1 and press 5 to display the orthogonal front view
  22. Press E and press Enter
  23. Press G
  24. Press Z
  25. Type -3.25 and press Enter:

    Modeling a Classic Cup

  26. Press S
  27. Type .75 and press Enter:

    Modeling a Classic Cup

  28. Press Z to display in Solid view
  29. Press Tab to display in Solid Mode
  30. Move the view to display the cup in perspective:

    Modeling a Classic Cup

  31. In the Properties window, click the Object button Objct
  32. Click Cylinder to select it
  33. Type Classic Cup and press Enter
  34. In the Properties window, click the Modifiers button Modifiers
  35. Click Add Modifier and click Subdivision Surface:

    Modifiers - Solidify

    :

    Modeling a Classic Cup

  36. Set the View value to 2
  37. Position the mouse on the cylnder and press Tab to display in Edit Mode
  38. Press Ctrl + R and get a horizontal ellipse on the cylinder
  39. Click to create a cut
  40. Move the cut as close as possible to the top border:

    Modeling a Classic Cup

  41. Press Ctrl + R and get a horizontal ellipse on the cylinder
  42. Click to create a cut
  43. Move the cut as close as possible to the top border:

    Modeling a Classic Cup

  44. Position the mouse inside the top border. Press Ctrl + R to get a horizontal inside cut
  45. Click to create a cut
  46. Move the inside cut as close as possible to the top border:

    Modeling a Classic Cup

  47. Press Z to display in wireframe
  48. Psition the mouse inside the top border. Press Ctrl + R to get a horizontal inside cut
  49. Click once to create the cut
  50. Move the inside cut as close as possible to the inside bottom border:

    Modeling a Classic Cup

  51. Press Z to exit the wireframe
  52. Move the view so you can see the bottm side of the cylinder
  53. Press and hold Alt
  54. Right-click one of hte bottom vertices to select them
  55. Release Alt:

    Modeling a Classic Cup

  56. Press E and press Enter
  57. Press S
  58. Type .95 and press Enter:

    Modeling a Classic Cup

  59. Press Tab to display in Object Mode
  60. In the Properties window, click Apply
  61. In the Tools window and in the Tools tab, click Smooth:

    Modeling a Classic Cup

  62. In the Outliner, click the Restricted Viewport Visibility button (the eye) on the right side of Classic Cup

Practical LearningPractical Learning: Creating a Bottle of Red Wine

  1. In the Tools window, click Create
  2. Click Cylinder
  3. In the Add Cylinder section below the Tools window, change the following values:
    Vertices:     48
    Radius:       .4
    Depth:        2.5
    Location - Z: 1.25
  4. To prepare to edit the cylinder, on the menu bar of the 3D View, click Object Mode and click Edit Mode
  5. Move the view and zoom in so you can see the top side of the cylinder
  6. On the menu bar of the 3D-View, click the Face Select button Face Select
  7. On the cylinder, right-click the top face of the cylinder:

    Modeling a House

  8. Press X to delete
  9. On the menu that appears, click Faces
  10. Position the mouse on the cylinder, press Ctrl + R and make sure you see a horizontal ellipse or line
  11. Click twice to confirm the cut
  12. Press G and press Z to move vertically
  13. Type .75 and press Enter:

    Modeling a Bottle

  14. Position the mouse above the bottom border of the cylinder, press Ctrl + R and make sure you see a horizontal ellipse or line
  15. Click twice to confirm the cut:

    Modeling a Bottle

  16. Press G and press Z to move vertically
  17. Type .5 and press Enter:

    Modeling a Bottle

  18. On the menu bar of the 3D-View, click the Vertex Select button Vertex Select
  19. Press and hold Alt
  20. Right-click one of the vertices on the top side of the cylinder to select all top vertices of the bottle
  21. Release Alt:

    Modeling a Bottle

  22. Press S to resize
  23. Type .25 and press Enter
  24. Press and hold Alt
  25. Right-click the second line from the top of the cylinder to select the horizoontal cut
  26. Release Alt:

    Modeling a Bottle

  27. Press S to resize
  28. Type .25 and press Enter:

    Modeling a Bottle

  29. The second and third horizontal lines are the neck of the bottle.
    Position the mouse on the neck of the bottle, press Ctrl + R and make sure you see a horizontal ellipse or line
  30. Click twice to confirm the cut:

    Modeling a Bottle

  31. Press S to resize
  32. Type 1.35 and press Enter:

    Modeling a Bottle

  33. Position the mouse between the third line from the top of the bottle and the fourth line, press Ctrl + R and make sure you see a horizontal ellipse or line
  34. Click twice to confirm the cut
  35. Press S to resize
  36. Type 1.05 and press Enter:

    Modeling a Bottle

  37. Position the mouse between the second line from the top of the bottle and the third line, press Ctrl + R and make sure you see a horizontal ellipse or line
  38. Click twice to confirm the cut
  39. Press S to resize
  40. Type .85 and press Enter:

    Modeling a Bottle

  41. Position the mouse between the second line from the top of the bottle and the third line, press Ctrl + R and make sure you see a horizontal ellipse or line
  42. Click twice to confirm the cut
  43. Press S to resize
  44. Type 1.05 and press Enter:

    Modeling a Bottle

  45. Position the mouse between the third line from top and the fourth line from top, press Ctrl + R and make sure you see a horizontal ellipse or line
  46. Click twice to confirm the cut
  47. Press S
  48. Type .92 and press Enter:

    Modeling a Bottle

  49. Move the view so you can see the bottom side of the cylinder
  50. On the menu bar of the 3D-View, click the Vertex Select button Vertex Select
  51. Press and hold Alt
  52. Right-click one of the vertices on the bottom side of the cylinder to select all bottom vertices of the bottle
  53. Release Alt:

    Modeling a Bottle

  54. Press E as if you want to extrude
  55. Press S to move the vertices
  56. Type .85 and press Enter:

    Modeling a Bottle

  57. Press E
  58. Press S
  59. Type 0 and press Enter:

    Modeling a Bottle

  60. In the Numeric Pad, press 1 to get the front view
  61. Press Z to display the object as a wireframe
  62. Press G to prepare to move the vertex
  63. Press Z to move vertically
  64. Type .25 and press Enter:

    Modeling a Bottle

  65. Press Z to exit from wireframe
  66. Press Tab to display in Object Mode
  67. Position the mouse in the work area, press Shift + D and press Enter
  68. In the Properties window, click the Object button
  69. Click Cylinder.001 to select it
  70. Type Red Wine and press Enter
  71. In the Outliner, click the Restricted Viewport Visibility button on the right side of Red Wine to hide it
  72. In the work area, right-click the bottle to select it
  73. In the Object tab of the Properties window, click Cylinder to select it
  74. Type Bottle of Red Wine and press Enter
  75. In the Properties window, click the Modifiers button
  76. Click Add Modifier and click Solidify:

    Modifiers - Solidify

  77. Click the Thickness value, type.02 and press Enter
  78. Click Apply
  79. Click Add Modifier and click Subdivision Surface
  80. Set the View value to 2
  81. Position the mouse on the bottle and press Tab to display in Edit Mode
  82. Position the mouse in the upper section of the bottle, press Ctrl + R to get a horizontal line
  83. Click once to accept the line
  84. Move the line up as close as possible to the top border:

    Modeling a Bottle

  85. Position the mouse inside the top opening of the bottle, press Ctrl + R to get a horizontal line
  86. Click once to confirm
  87. Move the cut up as close as possible to the top border:

    Modeling a Bottle

  88. Move the shape so you can see the lower part of the bottle
  89. Press Ctrl + R to get a horizontal cut and click once to cut
  90. Move the line down close to the bottom border:

    Modeling a Bottle

  91. On the menu bar of the 3D View, click Edit Mode and click Object Mode
  92. In the Properties window, click Apply
  93. In the Tools window, click the Tools tab and click Smooth:

    Modeling a Bottle

Practical LearningPractical Learning: Creating an Empty Bottle

  1. If necessary, right-click the bottle to select it
    Press Shift + D to make a copy of the bottle and press Enter
  2. In the Properties window, click the Object button Objct
  3. Click Bottle of Red Window.001 to select it
  4. Type Chantilly and press Enter
  5. In the Outliner, click the Restricted Viewport Visibility button on the right side of Chantilly
  6. On the menu bar of the 3D View, click Add -> Mesh -> Cylinder
  7. In the Add Cylinder section below the Tools window, change the following values:
    Vertices:     32
    Radius:       .105
    Depth:        .25
    Location - Z: 2.4
  8. Position the mouse in the work area and press Tab to display the cap (or cork) in Edit Mode
  9. Press Ctrl + R and create a horizontal cut on the shape, then move it up as follows:

    Modeling a Bottle

  10. Create another horizontal cut and position it as follows:

    Modeling a Bottle

  11. On the menu bar of the 3D-View, click the Face Select button Face Select
  12. Press and hold Alt
  13. Right-click one of the middle faces
  14. Release Shift:

    Modeling a Bottle

  15. Press E to extrude
  16. Press S to move the faces
  17. Type 1.1 and press Enter:

    Modeling a Bottle

  18. Press Tab to display the cap (or cork) in Object Mode
  19. In the Properties window, click the Modifiers button
  20. Click Add Modifier and click Subdivision Surface

    Node Editor - Menu Selection

  21. Set the View value to 2
  22. Position the mouse on the bottle and press Tab to display in Edit Mode
  23. By pressing Ctrl + R to get a horizontal cut, movig that cut, and clicking to accept, polish the cap


    Modeling a Bottle Cap or Cork

    Modeling a Bottle Cap or Cork

    Modeling a Bottle Cap or Cork

    Modeling a Bottle Cap or Cork

    Modeling a Bottle Cap or Cork

    Modeling a Bottle Cap or Cork

  24. Press Tab to display the cap in Object Mode:

    Modeling a Bottle of Wine

  25. In the Tools section of the Tools window, click the Smooth button
  26. In the Modifiers section of the Properties window, click Apply
  27. In the Properties window, click the Object button Objct
  28. While the cap is still selected, in the Object section of the Properties window, click Cylinder to select it
  29. Type Bottle Cap and press Enter
  30. Position the mouse in the work area, make sure the bottle cap is selected.
    Press and hold Shift
  31. Right-click the bottle to select it
  32. Release Shift:

    Modeling a Bottle of Wine

  33. Press Ctrl + P
  34. In the menu that appears, click Object
  35. In the Outliner, click the + button of Bottle of Red Wine to expand it
  36. Still in the Outliner, click the Restricted Viewport Visibility button (the eye) on the right side of Bottle Cap
  37. In the Outliner, click the Restricted Viewport Visibility button (the eye) on the right side of Bottle of Red Wine

Practical LearningPractical Learning: Creating Red Wine

  1. In the Outliner, click the Restricted Viewport Visibility button on the right side of Red Wine to display it
  2. In the work area, right-click the cylinder to select it
  3. Press Tab to display the object in Edit Mode
  4. Press Ctrl + R and get a cut in the upper portion of the object
  5. Click once to create the cut
  6. Move the line slightly down and click. Here is an example:

    Modeling a Bottle

  7. Press Ctrl + Tab
  8. In the menu that appears, click Face
  9. Press and hold Alt
  10. Right-click a face or edge in the top part
  11. Release Alt:

    Modeling a Bottle

  12. Press X to delete
  13. In the menu that appears, click Faces:

    Modeling a Bottle

  14. Press Ctrl + Tab
  15. In the menu that appears, click Vertex
  16. Press and hold Alt
  17. Right-click a vertex in the top border
  18. Release Alt:

    Modeling a Bottle

  19. Press E to extrude
  20. Press S to resize
  21. Type 0 to close and press Enter:

    Modeling a Bottle

  22. Press Tab to display the shape in Object Mode
  23. In the Tools window, click the Tools tab and click the Smooth button
  24. In the Outliner, click the Restricted Viewport Visibility button (the eye) on the right side of Red Wine

Practical LearningPractical Learning: Creating a Bottle of White Wine

  1. In the Tools window, click Create
  2. Click Cylinder
  3. In the Add Cylinder section below the Tools window, change the following values:
    Vertices:     48
    Radius:       .4
    Depth:        2.5
    Location - Z: 1.25
  4. In the Object section of the Properties window, click Cylinder to select it
  5. Type White Wine Bottle and press Enter
  6. Position the mouse in the work area and press Tab to display in Edit Mode
  7. Move the view so you can see the top side of the cylinder
  8. Press Ctrl + Tab and, on the menu that appears, click Face
  9. On the cylinder, right-click the top face of the cylinder, press X, and click Faces
  10. Press Ctrl + R and make sure you get a horizontal cut on the object
  11. Roll the middle mouse button slightly up to get 2 cuts:

    Modeling a Bottle

  12. Then click once to accept the cuts
  13. Move the mouse a little bit up. Here is an example:

    Modeling a Bottle

  14. Press Alt and right-click a vertex in the top border to select all of them
  15. Release Alt
  16. Press S
  17. Type.25 and press Enter
  18. Press Alt and right-click a vertex in the second cut to select those vertices
  19. Release Alt
  20. Press S
  21. Type .25 and press Enter:

    Modeling a Bottle

  22. Position the mouse in the middle part of the bottle and press Ctrl + R to get a horizontal cut
  23. Roll the middle mouse button to get 3 cut, then click twice to confirm. Here is an example:

    Modeling a Bottle

  24. Press and hold Alt, then right-click a cut to select its vertices, then release Alt, then press S and move the mouse to resize the cut. Model the bottle as follows:


    Modeling a Bottle Modeling a Bottle
  25. Move the view so you can see the bottom side of the bottle
  26. Press Alt, right-click a bottom vertext to select the whole border, then release Alt:

    Modeling a Bottle

  27. Press E and press Enter
  28. Press S
  29. Type .9 and press Enter:

    Modeling a Bottle

  30. Press E and press Enter
  31. Press S
  32. Type .5 and press Enter:

    Modeling a Bottle

  33. Press G to prepare to move the vertex
  34. Press Z to move vertically
  35. Type .05 and press Enter:

    Modeling a Bottle

    Modeling a Bottle

  36. Press Tab to display the Object Mode
  37. In the Properties window, click the Modifiers button
  38. Click Add Modifier and click Solidify:

    Modifiers - Solidify

  39. Click the Thickness value, type.02 and press Enter
  40. Click Apply
  41. Click Add Modifier and click Subdivision Surface
  42. Set the View value to 2
  43. Position the mouse on the bottle and press Tab to display in Edit Mode
  44. Position the mouse in the upper section of the bottle, press Ctrl + R to get a horizontal line
  45. Click twice to confirm
  46. Move the blue line (Z axis) up as close as possible to the top border:

    Modeling a Bottle

  47. Move the view so you can see the bottom part of the bottle
  48. Press Ctrl + R to get a horizontal cut and press twice to confirm
  49. Move the line down close to the bottom border:

    Modeling a Bottle

  50. On the menu bar of the 3D View, click Edit Mode and click Object Mode
  51. In the Properties window, click Apply
  52. In the Tools window, click the Tools tab and click Smooth:

    Modeling a Bottle

  53. In the Outliner, click the Restricted Viewport Visibility button (the eye) on the right side of White Wine Bottle

Practical LearningPractical Learning: Creating an Empty Wine Glass

  1. In the Tools window, click Create and click Plane
  2. In the Object section of the Properties window, click Plane to select it
  3. Type Empty Glass and press Enter
  4. In the Transform section, change the following values:
    Location - X: 1
    	         Y: 1
        	     Z: 0
  5. Move the view and zoom in so you can see the top side of the plane
  6. Position the mouse on the cube and press Tab to switch to Edit Mode
  7. On the menu bar of the 3D View, click the Pivot Point button and click Active Element
  8. The Vertex Select option should be On (if you have doubt, on the menu bar of the 3D-View, click the Vertex Select button Vertex Select)
    On the plane, right-click the vertex in the top-left side
  9. Press and hold Shift
  10. Right-click the vertex in the top-right side and the vertex in the bottom-right side
  11. Release Shift:

    Modeling an Empty Glass - Selecting the Undesired Vertices

  12. Press X to delete
  13. In the menu that appears, click Vertices:

    Join Area

  14. In the Numeric Pad, press 1 (you should be in the orthogonal view; if you are not, press 5).
    Also zoom in to get a bigger view
  15. Right-click the vertex that was left (if you don't see it, simply press A to select everything)
  16. Press and hold Ctrl
  17. Position the mouse on the left side by approximately 4 units and click (don't try to be precise; you will make the changes later):

    Modeling an empty Glass

  18. Still holding down Ctrl, position the mouse anywhere above the new vertex and click (again, don't try to be precise):

    Modeling an empty Glass

  19. Continue using the Ctrl key and clicking to create a shape that looks approximately as follows. Don't follow exactly the following illustration. You will make any changes later:

    Modeling an empty Glass

  20. To select a vertex, you can right-click it. Here is an example:

    Modeling an empty Glass

  21. To select many vertices, first select one of them, press and hold Shift, then right-click the other desired vertices, and release Shift
  22. To move a vertex, first select it. Then, either use the axes arrows and move them, or press G, move the mouse to the desired area, and click. Here is an example:

    Modeling an empty Glass

  23. To move many vertices, first select them, then either use the G key or the arrows to move them
  24. To create a new vertex, first select one on one end. Then, either hold down the Ctrl key and click in the desired area, or press E, move the mouse to the desired area, and click. Here is an example:


    Back Color Back Color
  25. To segment a line with one cut (or to create a cut), press Ctrl + R, position the mouse on the edge to be segmented until you see a dertex on it. Here is an example:

    Modeling an empty Glass

  26. Then click. Here is an example:

    Modeling an empty Glass

  27. To create many cuts, press Ctrl + R until you see an orange dot on the line, then roll the middle mouse button to specify the number of cuts, then click
  28. Based on these techniques, create a shape approximately as follows (yours doesn't have to be exactly like the following shape; we are trying to model a glass, so use your own imagination/inspiration and taste):

    Modeling an empty Glass

  29. Press Shift + S
  30. In the menu that appears, click Cursor to Center
  31. Press A to select all vertices:

    Modeling an empty Glass

  32. In the Numeric Pad, press 7 to display the top view
  33. In the Tools menu, click the Tools tab and, in the Add section, click Spin
  34. In the Spin section below the Tools window, change the collowing values:
    Steps: 72
    Angle: 360

    Modeling an empty Glass

  35. Move the view to see the glass in perspective:

    Modeling an empty Glass

  36. On the menu bar of the 3D View, click Edit Mode and click Object Mode:

    Modeling an empty Glass

  37. In the Properties window, click the Modifiers button
  38. Click Add Modifier and click Subdivision Surface
  39. Set the View value to 2
  40. In the Tools window, click the Tools tab and click Smooth

    Modeling an empty Glass

  41. In the Outliner, click the Restricted Viewport Visibility button (the eye) on the right side of Empty Glass to hide it

Practical LearningPractical Learning: Creating an Ice Bucket

  1. Press Shift + S
  2. In the menu that appears, click Cursor to Center
  3. On the menu bar of the 3D View, click Add -> Mesh -> UV Sphere
  4. In the Numeric Pad, press 1 (the sphere should be in orthographic view; if that's not the case, press 5)
  5. Zoom in to see a larger view of the sphere
  6. Press Tab to display the sphere in Edit Mode
  7. Press A to deselect everything
  8. Press Z to display the sphere in wireframe
  9. Press B to prepare to box-select
  10. Draw a rectangle that selects the top portion of the sphere, including the middle line:

    Modeling a Salad Vase - Box Selecting the Top of a Sphere

  11. Release the mouse:

    Modeling a Salad Vase - Box Selecting the Top of a Sphere

  12. Press X to delete
  13. In the menu that appears, click Faces:

    Modeling a Hexagon - Ceiling Light - Creating a Face Inset

  14. Move the view so you can see the bottom side of the object
  15. The Vertex Select should be On (if you have doubt, on the menu bar of the 3D-View, click the Vertex Select button Vertex Select)
    Right-click the central-bottom vertex of the shape:

    Modeling a Salad Vase - Selecting a Vertex

  16. Press G to move the vertex
  17. Press Z to move vertically
  18. Type .02 and press Enter
  19. In the Numeric Pad, press 1
  20. Press B to box-select
  21. Draw a rectangle that selects the group of bottom vertices:

    Modeling a Salad Vase - Selecting Bottom Vertices

  22. Press G
  23. Press Z
  24. Type .06 and press Enter
  25. Press B to box-seect
  26. Draw a rectangle that selects the group of bottom vertices:

    Modeling a Salad Vase - Selecting Bottom Vertices

  27. Press G
  28. Press Z
  29. Type .1 and press Enter:

    Modeling the Interior of a House

  30. Press Z to exit the wireframe
  31. Press Tab to display the shape in Object Mode:

    Modeling an Ice Bucket - Color

  32. In the Properties window, click the Object button Objct
  33. Click Sphere to select it
  34. Type Ice Bucket and press Enter
  35. In the Properties window, click the Modifiers button Modifiers
  36. Click Add Modifier and click Solidify:

    Modifiers - Solidify

  37. Click the Thickness value, type .05 and press Enter
  38. Click Add Modifier and click Subdivision Surface
  39. Set the View to 2
  40. On the menu bar of the 3D View, click Edit Mode and click Object Mode
  41. In the Properties window, under Subsurf, click Apply
  42. Under Solidify, click Apply
  43. In the Tools tab of the Tools window, in the Shading section, click Smooth:

    Modeling an Ice Bucket - Color

  44. In the Outliner, click the Restricted Viewport Visibility button (the eye) on the right side of Ice Bucket to hide it

Practical LearningPractical Learning: Creating a Shelf for Bottles

  1. In the Tools window, click Create and click Cylinder
  2. In the Add Cylinder section below the Tools window, change the value of Vertices to 6
  3. In the Object section of the Properties window, change the collofing values:
    Location - X: -2
    			 Y: 6.85
               Z: 2.7
    Scale    - X: .125
    		     Y: .125
               Z: 2.15
  4. Position the mouse in the work area, press Shift + D and press Enter
  5. In the Properties window, in the Location section, change the X value to -1
  6. Position the mouse in the work area, press Shift + D and press Enter
  7. In the Properties window, in the Location section, change the X value to 0
  8. Position the mouse in the work area, press Shift + D and press Enter
  9. In the Properties window, in the Location section, change the X value to 1
  10. Position the mouse in the work area, press Shift + D and press Enter
  11. In the Properties window, in the Location section, change the X value to 2
  12. Position the mouse in the work area, press Shift + A -> Mesh, and click Cube
  13. In the Object tab of the Properties window, change the following values:
    Location - X:  0
    			 Y:  6.25
               Z:  1
    Scale    - X:  2.35
    			 Y: .625
               Z: .025
  14. Position the mouse in the work area, press Shift + A -> Mesh, and click Cube
  15. In the Object tab of the Properties window, change the following values:
    Location - X:  -1.1
    			 Y:  6.25
               Z:  2
    Scale    - X:  1.25
    			 Y: .625
               Z: .025
  16. Position the mouse in the work area, press Shift + A -> Mesh, and click Cube
  17. In the Object tab of the Properties window, change the following values:
    Location - X:  1.35
    			 Y:  6.25
               Z:  3
    Scale    - X:  1
    			 Y: .625
               Z: .025
  18. Position the mouse in the work area, press Shift + A -> Mesh, and click Cube
  19. In the Object tab of the Properties window, change the following values:
    Location - X: -1.55
    			 Y: 6.25
               Z: 4
    Scale    - X: .85
    		     Y: .625
    			 Y: .025
  20. Position the mouse in the work area, press Shift + A -> Mesh, and click Cube
  21. In the Object tab of the Properties window, change the following values:
    Location - X:  0
    			 Y:  6.25
               Z:  5
    Scale    - X:  2.35
    			 Y: .625
               Z: .025

    Modeling a China

  22. On the menu bar of the 3D View, click Add -> Mesh -> Cube
  23. In the Transform section of the Properties window, change the following values:
    Name:      Left Wall Shoe Molding
    Location - X: -5.95
    			 Y: 6.15
        	     Z: .2
    Scale    - X: .05
    			 Y: 1
               Z: .2
  24. On the menu bar of the 3D View, click Add -> Mesh -> Plane
  25. In the Object section of the Properties window, change the following values:
    Name:      Left Wall
    Location - X: -6
    			 Y: 6.15
        	     Z: 4
    Rotation - Y: 90
    Scale    - X: 4
  26. On the menu bar of the 3D View, click Add -> Mesh -> Cube
  27. In the Transform section of the Properties window, change the following values:
    Name:      Back Wall Shoe Molding
    Location - X: 0
    			 Y: 7
        	     Z: .2
    Scale    - X: 6.25
    			 Y: .05
               Z: .2
  28. On the menu bar of the 3D View, click Add -> Mesh -> Plane
  29. In the Object section of the Properties window, change the following values:
    Name:      Back Wall
    Location - X: 0
    			 Y: 7.045
        	     Z: 3.5
    Rotation - X: 90
    Scale    - X: 6.15
    	   Y: 3.5
  30. Position the mouse in the work area, press Shift + A -> Mesh, and click Plane
  31. In the Object tab of the Properties window, change the following values:
    Location - X: 0
    	         Y: 5.5
               Z: .01
    Scale    - X: 6
               Y: 2

    Modeling Dining Room

  32. In the Create tab of the Tools window, click Plane
  33. In the Object tab of the Properties window, change the following values:
    Name:      Front Light
    Location - X: .25
    	 	     Y: -4
    		     Z: 5.25
    Rotation - X: 45
    Scale	   - X: 3
  34. In the Create tab of the Tools window, click Plane
  35. In the Object tab of the Properties window, change the following values:
    Name:      Left Light
    Location - X: -4
    		     Y: 2
    		     Z: 2
    Rotation - X: 90
    		     Z: -30
    Scale    - X: 2
    		     Y: 1.5
  36. In the Create tab of the Tools window, click Plane
  37. In the Object tab of the Properties window, change the following values:
    Name: Right Light
    Location - X: 6
    	   Y: 4
    	   Z: 3
    Rotation - X: 30
    	   Y: 105

    Modeling Dining Room

  38. In the Outliner, click the Restrict Viewport Visibility of Front Light to hide it
  39. In the Outliner, click the Restrict Viewport Visibility of Left Light to hide it
  40. In the Outliner, click the Restrict Viewport Visibility of Right Light to hide it

Practical LearningPractical Learning: Putting the Objects Together

  1. In the Numeric Pad, press 1 to display the front view (make sure you are in orthogonal view)
  2. In the Outliner, below the Bottle of Red Wine node, click the Restrict Viewport Visibility button (the eye) on the right side of Bottle Cap to display it
  3. In the Outliner, you will click the Restrict Viewport Visibility button (the eye) on the right side of Ice Bucket, Classic Cup, Empty Glass, Bottle of Red Wine, White Wine Bottle, and Chantilly to display them.
    To work on an object, in the work area, you will right-click the object to select it
  4. Position the mouse in the work area.
    Press S and use the mouse to resize the ice bucket.
    Either press G or use the blue and red arrows on the screen to position the ice bucket somewhere on the top-left of the table:

    Modeling a Picnic Table

  5. In the Numeric Pad, press 1
  6. In the Outliner, click the Restrict Viewport Visibility button on the right side of Red Wine to display it
  7. Press Z to switch to wireframe
  8. In the work area, right-click the wine to select it
  9. Using either the G key or the blue and red arrows on the screen, position the wine within the Bottle of Red Wine:

    Modeling a Picnic Table

  10. Press Z to switch to Solid view

Practical LearningPractical Learning: Applying Introductor Materials

  1. In the top menu bar, click Blender Render and select Cycles Render
  2. In the Properties window, in the Resolution section, click 50%, type 100 and press Enter
  3. Still in the Properties window, click Sampling to expand it
  4. In the Sampling section, click the Render value, type 500 and press Enter
  5. On the menu bar of the 3D View, click the Viewport Shading button and select Material:

    Menu Bar - Viewport Shading

  6. In the Properties window, click the Material button Material
  7. In the Outliner, click Floor to select it
  8. In the Materials section of the Properties window, click the New button
  9. Click the white Color button and click RGB:
  10. Se the folow values as follows:
    R: .105
    G: .05
    B: .015
  11. In the Outliner, click Left Wall to select it
  12. In the Material section of the Properties window, click the New buttton
  13. Click Material.002 to select the name
  14. Type Cream and press Enter
  15. Click the white color button
  16. Set the color value as follows:
    R: .915
    G: .85
    B: .615
  17. In the Outliner, click Back Wall to select it
  18. In the Material section of the Properties window, click the button on the left side of New and click Cream
  19. Right-click one of the cylinders behind the shelves to select it:

    Modeling a Picnic Table

  20. Right-click one of the column behind the shelves to select it:

    Modeling a Picnic Table

  21. In the Materials section of the Properties window, click New
  22. Click Material.002 to select it
  23. Type Gray and press Enter
  24. Click the Color button
  25. Click inside the vertical bar on the right side of the color wheel and select a light-gray color (such as R = G = B = .4)
  26. Right-click another column behind the shelves
  27. In the Material section of the Properties window, click the button on the left side of New and select Gray
  28. Apply the Gray material to the other columns behind the shelves
  29. Right-click one of the shelves to select it

    Modeling a Picnic Table

  30. In the Material section of the Properties window, click the New button
  31. Click Material.002 to select the name
  32. Type Woody and press Enter
  33. Click the Color button and click Hex
  34. Set the Hex value as BC6B02 and press Enter
  35. Right-click each of the other shelves. In the Material section of the Propertoies button, click the button on the left side of New and select Woody

    Modeling a Shelf for Bottles of Wine

  36. In the Outliner, below Bottle of Red Wine, click Bottle Cap to select it
  37. In the Properties window, click the New button
  38. Click the Color button and click Hex
  39. Set the Hex value to 64110D and press Enter
  40. In the Outliner, click the Restrict Viewport Visibility of Front Light to display it
  41. In the Outliner, click the Restrict Viewport Visibility of Left Light to display it
  42. In the Outliner, click the Restrict Viewport Visibility of Right Light to display it
  43. In the Outliner, click Front Light to select it
  44. In the Properties window, click the New button
  45. Click Diffuse BSDF and, in the menu that appears, click Emission
  46. Click the Color button
  47. Scroll completely up in the vertical bar (R = G = B = 1)
  48. Set the Strength value to 15
  49. In the Outliner, click Left Light to select it
  50. In the Properties window, click the New button
  51. Click Diffuse BSDF and, in the menu that appears, click Emission
  52. Scroll completely up in the vertical bar (R = G = B = 1)
  53. Set the Strength value to 10
  54. In the Outliner, click Right Light to select it
  55. In the Properties window, click the New button
  56. Click Diffuse BSDF and, in the menu that appears, click Emission
  57. Set the Strength value to 5
  58. Position the mouse on the work area and, in the Numeric Pad, press 0 to display the camera view
  59. Press N to display the Properties Region
  60. In the Properties Region, click Lock Camera to View to put a check box on it
  61. Use the mouse and keyboard to display the view any way you want. Here is an example::

    Modeling a Picnic Table

  62. In the Properties Region, click Lock Camera to View to remove the check mark
  63. Press N to close the Properties Region

A Glass Material

To support the ability to create glass-based objects, Blender provides a material named Glass BSDF. Like the Diffuse material, the Glass BSDF material is equipped with the color characteristic that can be used to give a colored appearance to an object.

Practical LearningPractical Learning: Applying a Glass Material

  1. In the Outliner, click Empty Glass to select it
  2. In the Material section of the Properties window, click the New button
  3. Click the Preview button to expand it
  4. Click Diffuse BSDF
  5. In the menu that appears, click Glass BSDF:

    Menu Bar - Glassy BSDF

    Properties Window - Glass

  6. On the top menu of Blender, click Render -> Render Image. Here is an example:

    Modeling a Picnic Table

  7. After viewing the results, press Esc
  8. Right-click the left border of the Properties window and click Split Area:

    Menu Bar - Split Area

  9. Position the mouse somewhere between the top border and the center of the work area
  10. Click to confirm. If necessary, resize the windows
  11. In the bottom-left side of the new window, click the 3D Viewport button and select Node Editor

    Node Editor - Menu Selection

  12. In the Outliner, click White Wine Bottle to select it
  13. In the Node Editor, click the New Button
  14. Zoom in the Node Editor to see the material window as much as possible
  15. In the Material section of the Properties window, click Diffuse BSDF and select Glass BSDF
  16. In the Node Editor, click the Color button
  17. Set the RGB value as follows:
    R: 1
    G: .95
    B: .465
  18. In the Outliner, click Bottle of Red Wine to select it
  19. On the Node Editor menu bar, click the New button
  20. In the Node Editor, click somewhere in the Diffuse window to select it
  21. Press Delete to remove it
  22. On the menu bar of the Node Editor, click Add -> Shader -> Glass BSDF
  23. Position the mouse on the left of the Material Output window and click
  24. Click the Color button and click RGB
  25. Se the color value as follows:
    R: 1
    G: .885
    B: .805
  26. Drag the green button from Glass BSDF to the Surface button:

    Node Editor - Menu Selection

  27. In the Properties window, click the Render button Render
  28. In the Render section, click the Render button. Here is an example:

    Modeling a Picnic Table

The Roughness of a Glass

Like the Diffuse material, the Glass BSDF has a characteristic named Roughness. The Roughness of a glass is a decimal value between 0.0 and 1.00. When the value is set to 0 (or 0.00), the object is perfectly transparent. In this case, depending on the type of object, you may be able to see what is on the other side of the object. If/When the roughness is set to 1 (or 1.00), the transparency level of the object is semi-completely blurred.An object is referred to as glossy if it shines. To support this, Blender provides a material named Glossy BSDF.

Practical LearningPractical Learning: Applying Roughness to a Glass

  1. In the Outliner, click Ice Bucket to select it
  2. In the Material section of the Properties window, click New
  3. In the Material section of the Properties window, click Diffuse BSDF and click Glass BSDF
  4. In the Node Editor, Click the Roughness value
  5. Type .05 and press Enter
  6. In the Outliner, click Chantilly to select it
  7. On the menu bar of the Node Editor, click the New button
  8. In the Material section of the Properties window, click Diffuse BSDF and click Glass BSDF
  9. In the Node Editor, click Color and set the RGB value as follows:
    R: .75
    G: .875
    B: 1
  10. Set the Roughness to .075

    Node Editor - Diffuse Material

  11. In the Outliner, click Classic Cub to select it
  12. In the Node Editor, click the New button
  13. In the Properties window, click Diffuse BSDF and click Glass BSDF
  14. Click the Roughness value, type .002 and press Enter
  15. In the Outliner, click Red Wine to select it
  16. On the menu bar of the Node Editor, click the New button
  17. In the Node Editor, right-click anywhere in the Diffuse widow to select it and press X
  18. Position the mouse in the Node Editor, press Shift + A -> Shader -> Glass BSDF
  19. Position the mouse on the left side of Material Output and click
  20. Drag the green button from BSDF to Surface
  21. Click the Color button and click Hex
  22. Click the Hex value, type 500508 and press Enter
  23. Click the Roughness value, type .85 and press Enter
  24. Right-click the line between the 3D Viewport and the Node Editor
  25. In the menu that appears, click Join Area:

    Join Area

  26. Position the mouse in the Node Editor and click
  27. Press F12 to render:

    Modeling a Picnic Table

  28. After viewing the result, press Esc

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