Math – Formulas

CodeGrepper

Triangular Prism CodeGrepper

Remember the formula for calculating volume is: 
Volume = Area by height 
= A X h.

For a triangle the area is calculated using the formula: 
Area = half of base by altitude 
A = 0.5 X b X a.

So to calculate the volume of a triangular prism, the formula is: 
0.5 X b X a X h.

b-1040=Blender – Navigation

b-1040-BlenderNavigation
Navigation is the first skill you must master if you are going to be proficient in Blender.
Basic screen orientation (my video)
Navigational Orientation – jkh_video

——- new section rotation with selected object

—————————————————

Blender Fundamentals -Navigation
Selecting objects
Manipulation of the Viewport – not an object
—- Vectors —
In Blender vectors generally refer to an (x,y,z) coordinate
Vectors and Scalars (General Overview – Kahn Academy

Centering Camera on selected object – numpad .





b-1030-Blender – User Interface

b-1030 User interface – Blender Video
The UI is made up of menus, viewports, and panels.
==========================
workspaces (Top Menus)
=========================

Panels

b-1031 Quick Tools
Quick Tools (t)
Grease Pencil
Quick Settings (n)
3d Cursor
– shift rtclick to set position
Pie Menus
Video Timeline
Properties
Options
Render Tab
Output Tab
View Layer Tab
Collections PanelCollections Panel scripting
General Scene Tab
World Settings
Object Tab
Modifier Tab
Particles Tab
Physics Tab
Constraints Tab
Floor Constraint
Object Mesh Data
Material Tab
Texture Tab
Light and Canera Settings




Blender – Principled Shader

b-3010.2010-BSDF-PrincipledShad

Principle Shader (BSDF) -Andrew Price -Blender Guru

PBR – Physical Based Rendering – CG Masters
Materials

When not to use – CG Cookie – KH Trammell

Why amazing

Why Not to Use

=====================================

Principled Shader -PBR (Physically Based Rendering)
Values are 0 -1, but larger values can be keyed in

Non – Metal Materials – Dielectric Materials ——————-

Fresnel – controlled by Specular value
Specular Tint


Index of Refraction (IOR)

Metal Materials ————————-
Metallic Slider
Roughness Slider

Subsurface Scattering

Subsurface Slider