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ABSTRACT

The art of leveraging your imagination and outliving


your physical limits and unleashing your inner self for
greater cause
T.pavan Gowd
Btech CSD 3rd year 2022-2026

BLENDR THE
ART MAKER
Rough notes
Beginner’s Guide to Blender
This guide was created for Blender version 2.8

About Blender ............................ 2

Layout Workspace
Opening Blender ........................ 2
Moving Around in Blender........ 2
Moving Objects in Blender........ 3
Adding Objects .......................... 4
Duplication...................................5
Shade Smooth vs Shade Flat ....... 6
Modifiers .................................... 6
Subsurf Modifier ......................... 7
Solidify Modifier.......................... 7
Arranging Modifiers..................... 7
Edit Mode ................................... 7
Proportional Editing .................... 8
X-Ray Mode................................. 9
Subdivide ..................................... 9
Render View ............................. 10
Parenting (linking objects)........ 10

Sculpt Workspace
Changing Workspaces ............. 11
The Sculpt Workspace ..............12
The Draw Brush ......................... 12
Other Brushes.............................. 12

Modeling Workspace
The Toolbar .............................. 13

Animation Workspace
State Colors .............................. 14
Rigging ...................................... 14
Keyframes ................................. 15
Graph Editor ............................ 15

Intermediate Guide to Blender.16


Glossary ..................................... 16

1
About Blender
“Blender is the free and open source 3D creation suite. It supports the entirety of the 3D pipeline—
modeling, rigging, animation, simulation, rendering, compositing and motion tracking, video editing
and 2D animation pipeline.”

Learn more about blender at blender.org.

Opening Blender
This is what you will see when you first open Blender. This is called the 3D Viewport. This is
where you will spend the majority of your time in Blender when you first get started.

On the left-hand side you have a small toolbar. In the center is your scene. At the bottom of the
page is your timeline.
On the top right hand side you have a list of all the objects in your scene. This is called the
Outliner. This is where you can name the objects in your scene.
On the bottom right-hand side you will find your properties panel. This is where the majority
of the settings can be found.

Moving Around in Blender


By holding down the middle mouse key, you can orbit the plane and rotate your viewpoint of
the workspace.

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By pressing shift + middle mouse button, you can pan across the
plane.
If you are on a laptop without a mouse you can also use this:

(Which can be found in the top right hand corner of the


workspace.)

Moving Objects in
Blender
The tools for moving objects in blender can be found on the left-hand-side toolbar.

Selecting the button third from the top will allow you to move your object along the three axes
(x,y,z). When you select this button, your object will look
like this>>:
Shortcut: G (This will not bring up the axis guides but will
allow you to freely move the object. G stands for Grab)
While it’s moving, if you press x , y, or z it will snap to that
axis.

Underneath the move icon is the rotate icon. This will make
your cube look like this :
You can select any of the colored lines to rotate along an axis
but you can also select anywhere within the cube to do a free
rotate.

Right click or hit escape to undo your rotation.


(Shortcut: R)

Underneath the rotate button is the


scale option. It will make your cube
look like this>>:

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These handles work the same as the move handles. You can use
them to drag along the x, y, z axises. Once again, select
anywhere within the cube to freely scale. (Shortcut: S)

Below scale is transform which is essentially all three mashed


into one function.

Tip: If you ever want to look at your object from the front, use the shortcut numpad 1. If you
want to look at your object from the top, use shortcut numpad 7. If you don’t have a number pad,
press ~ and you will get all of the same options.

Adding Objects To Your Scene


(Shortcut: Shift + A)
There is a menu at the top of the screen that has an “Add” button. This opens a dropdown menu:

The most basic features that you will use most often can be found
under mesh:

Note: If you want to learn more about the different object types, go to
the glossary section.

Once you select a mesh, a settings option


will appear in the bottom left corner:

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When clicked on, it opens up a menu:
Here you can edit the size of your object.

EXAMPLE:
If you select Torus you can edit the size of
the major and minor radiuses.

Major and minor segments refers to the


resolution of the mesh. (It increases the
amount of vertices in your mesh)
The higher the segments, the higher the
resolution, the smoother the mesh.

You want to use as low of a resolution as possible while still getting the shape you want because
you can use a subsurf modifier to smooth out your shape later. It’s simply easier to work with a
lower-resolution mesh rather than a higher-resolution mesh.

Important: This settings box is only available directly after you create the mesh. If you do an
action after creating your mesh, the box will disappear. So make sure to make any changes to
your mesh settings right away.

Note: The settings will automatically be set to the metric system. If you want to change the units
this is how:

This menu can be found on the right-hand side of the screen.

Duplication of an Object
To duplicate something, drag your cursor over it to select the entire object (or the portion you
want to duplicate, then press shift + D.

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Important: When you first duplicate an object, it will just be an extension of the first object. To
make it into its own object, press P. A small menu will appear, press Selection. Now you have
an independent duplicated object.

Shade Smooth vs. Shade Flat


If you right-click on your mesh, you get these settings:

By pressing either Shade Smooth or Shade Flat, the


vertices on your mesh will smoothen. Shade Smooth is
for organic shapes and Smooth Flat is used for things like
buildings.

Modifiers
A modifier makes minor changes to your object. All modifiers are found in the properties panel
on the right-hand side of the screen.
This is the properties panel:

The wrench icon that can be found half-way down the menu
opens up the modifier page.

Select Add Modifier and you will be presented with these


options:

This list is all the possible modifier options. When you select one, it will be added to the
modifier page in the properties panel.

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Tip: Modifiers are applied to the object you have currently selected, so make sure you have the
right thing selected before you choose a modifier.

Note: Modifiers are non-destructive, meaning you can come back and change these settings as
often as you like without consequences. However, after you press apply, you can no longer edit
the settings.

Subsurf Modifier
In the second column, towards the bottom, you will find Subdivision Surface. This is the most
commonly used effect across all 3D software. While the shade smooth option smoothed out the
vertices, this will smooth out the mesh. This way the border of your object won’t have any harsh
edges.

Once you select this modifier, the modifier page in the menu will present you with these settings
for the modifier:

Increasing the viewport increases the


smoothness of the modifier. However, you
want to keep it as low as possible while still
maintaining desired smoothness.

Solidify Modifier
This modifier will thicken your mesh and
add volume to your object. You can edit the
thickness of this modifier in its settings.
You can also edit the offset. By increasing
the offset, you increase the amount it
protrudes from the mesh.

Arranging Modifiers
Modifiers work like layers. The layers that are listed first are
enacted first. This can lead to undesirable effects. To rearrange
your modifiers. Use the up and down arrows that can be found at
the top of each modifier settings page.

Edit Mode
To tweak (edit) the shape of your object/mesh, you need to enter
edit mode.

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To change modes go up to the dropdown menu in the upper left hand corner:

You will automatically be in object mode. To edit the shape, click on edit mode. (Shortcut: tab)
This will make your object look like this:

When you are in edit mode, the


only thing you can click on is the
object itself. You can not select
the lamp or the camera.

Using the G shortcut (grab) you


can select any of the vertices and
pull on them.

Proportional Editing
(Shortcut: O)
This tool allows you to edit a vertice and have it affect the vertices around it. This tool can be
found at the top of the screen:

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X-Ray Mode
(shortcut: alt + z)
In order to see through your mesh, you can go into x-ray mode. This will also make it easier to
select large portions of your mesh while in edit mode.

To select x-ray mode, go to the top right hand side of the screen. You will find this icon:

The icon has two squares, one with a partially dotted line.
X- ray mode while in edit mode will make your object look like this:

Note: You can use x-ray


mode while in object mode,
but it won’t show these
grids, it will just make your
object look transparent.

Subdivide
If you want to quickly
double the amount of
vertices your mesh has in
order to make the editing
process easier, follow these
steps:
1. Select the entire mesh by pressing alt + A

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2. Right click on the mesh
3. Select subdivide (it should be the first option listed.
When you subdivide, this menu will appear in the bottom left-hand corner of the screen:

By changing the Number of Cuts, you are editing how many times the mesh is subdivided. (The
more cuts, the more detail).
Turning up the Smoothness rounds out the edges of your mesh.

Note: Once you click out of this menu, it is gone forever. This menu only appears when you first
subdivide and can not be brought back.

Render View
When you first open Blender, your scene will automatically be in a mode called Viewport
Shading: Solid. If you want to see what your object will look like with lighting and rendered,
you need to switch to Viewport Shading: Rendered.

This option can be found in the upper right hand corner:

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Parenting
Parenting is useful when you are using two objects to create one item within your scene. If you
want the two objects to move and be edited together, you should link them through parenting.
This is how you link objects in Blender:
Steps:
1. Select the “child” object
2. Then hit shift and select the “parent” or “master” object.
3. Then hit ctrl + P. This menu will appear:

4. Then hit Object (Keep Transform)

Changing Workspaces
At the top of the screen there are a list of tabs: Layout, Modeling, Sculpting, UV Editing,
Texture Paint, Shading, Animation, Rendering, Compositing, and Scripting. These are the
different workspaces that Blender has to offer. By clicking on each of these tabs, you enter a new
workspace.

In this guide we have already gone over some of the basics of the Layout workspace. We will
now briefly go over the Sculpting, Modeling, and Animation workspaces.

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The Sculpt Workspace

At the top of your screen you have all of your brush settings.
Radius changes the size of your brush. (Shortcut: F)
Strength changes how dramatic your edits will be. (Shortcut: Shift + F)

<<On the left hand side of the screen, different brush options will appear. When you click on
a new brush, Blender offers you a quick example of what the brush is capable of on the right
of the screen in the properties panel. You can also edit Strength and Radius here.

The Properties Panel:

The Draw Brush


<< This is an example of the classic Draw
brush. This brush makes bumps on your mesh
wherever you drag your mouse.

This brush can also be used to create indents in


your mesh by using the inverse of the Draw
brush. To activate the inverse brush, hold down
Ctrl while you draw.

The Other Brushes


You should probably take some time to
experiment with all the brushes on your own,
but here are a few of the most important ones:

Inflate:
The inflate brush will create bulges in your mesh. This brush
is particularly useful if your mesh has become undesirably
concave.

Blob:
Pushes mesh outward or inward into a spherical shape with
settings to control the amount of magnification at the edge of the
sphere.

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Crease:
Creates sharp indents or ridges by pushing or pulling the mesh, while pinching the vertices
together.

Grab:
This brush will allow you to pull on your mesh. You can use it to extend your
mesh in any given direction

Smooth:
This brush will smooth out your mesh. It is particularly useful
when you have accidentally created undesirable bumps through the
manipulation of your mesh.

Fill:
Works like the Flatten brush, but only brings vertices below the brush plane upwards.

The Modeling Workspace


The Toolbar
Extrude Region:
Extrude the selected region together freely or along an axis.

Insert Faces:
Insert selected faces.

Bevel:
Create a bevel from the selected elements.

Loop Cut:
Create a loop cut along the mesh.

Knife:
Create a knife cut in the mesh. Press enter to confirm the cut.

Poly Build:
Create geometry by adding vertices one by one.

Spin:
Create new geometry by extruding and rotating.

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Smooth:
Flatten angles of selected vertices.

Edge Slide:
Slide edge along a face.

Shrink/Flatten:
Shrink selected vertices along their normals.

Shear:
Shear selected elements.

Rip Region:
Rip Polygons and move the result.

The Animation Workspace


State Colors
Properties have different colors and menu items for different states. The different colors mean
different things:

Rigg
What is rigging?
Rigging is a general term used when describing the controls added to objects for the purpose of
animation.
Rigging terms to know:
Armatures: Allows mesh to have flexible joints and is used for skeletal animation. It contains
‘bones’ that make the model poseable.
Constraints: Controls motion and adds functionality to the rig.
Drivers: Allows your rig to control many different values at once. It will make some properties
automatically update based on changes everywhere.

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Keyframes:
In Blender, keyframes are represented by small yellow diamonds on the timeline.
When the current frame is a keyframe for the current object, the name of the object will turn
yellow.
Here is what that will look like:

Different keyframe types:


Keyframe (White/yellow diamond) - normal keyframe
Breakdown (small cyan diamond) - for transitions between key poses
Moving Hold (dark gray / orange diamond) - A
keyframe that adds a small amount of motion
around a holding pose.
Extreme (big pink diamond) - An extreme state.
Jitter (tiny green diamond) - A filler or baked
keyframe for keying on ones.
WAYS TO INSERT KEYFRAMES
1. Shortcut: I
2. Menu: Object>Animation>Insert Keyframe
3. Pressing Auto Keyframe in the timeline header:

WAYS TO DELETE KEYFRAMES:


1. Menu: Object>Animation>Clear Keyframes...
2. Shortcut: Alt-I

Graph Editor:
Keyframe interpolation is controlled by animation curves (F-curves) which can be modified in
the Graph Editor.
Here is an example of what the graph editor might look like;

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KEY PARTS:
-The curve itself defines the values on the X and Y axis overtime.
-The keyframes are represented by little black squares. (They will appear orange when selected).
-Handles on each keyframe will help you edit the curves:

Intermediate Guide to Blender


A second guide to Blender will be released soon on the SCTV website. This guide will go more
in depth about how to use armatures, the animation process, and rendering.

Glossary :
A
Action Editor: Allows you to alter the key positions of an armature and it’s collection of bones.
Active Window: The window currently responding to keystrokes
Armature: An object which contains ‘bones’. Used for rigging 3D models in order to make them
poseable and animateable.
B
Blender Unit: The Height and width of each grid square in a 3D view window

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Bones: Sub-objects which are connected with each other in a chain. Each bone-link is parented to
the bone before it.
Buffer Shadows: Method of generating shadows cast by light by calculating the angle of a
mesh’s edge and creating a set amount of shadow “squares” on the shadow-receiving objects
which are calculated from a set buffer-ration. Memory-friendly but lower quality.
C
Curves: (An object type). Curves are mathematically defined objects which can be manipulated
with control handles or control points (instead of vertices), to manage their length and curvature.
E
Edge: A wire-like line representing the boundary of 2 adjacent vertices.
Empties: Null objects that are simple visual transform nodes that do not render. They are useful
for controlling the position or movement of other objects.
F
File Browser: Browses the files on your computer in Blender.
Force Fields: (An object type). Used in physical simulations. They give simulations external
forces, creating movement, and are represented in the 3D Viewport as small control objects.
G
Grease Pencil Objects: (An object type). Objects created by painting strokes.
I
Icosphere: A sphere composed of triangular faces composed in a manner to give the best
“smoothness” for lowest memory consumption.
: IPO Curve Editor: Allows you to insert saved key points of the positions, transformations, and
settings of objects of the course of a series of frames.
K
Keyframe: A marker of time which stores the value of a property.
M
Mesh: (An object type). A collection of faces, edges, and vertices which can be modeled and
manipulated in Edit Mode.
Metaballs: (An object type). Meta objects (or metaballs) are objects formed by a mathematical
function (with no control points or vertices) defining the 3D volume in which the object exists.
Meta objects have a liquid-like quality where when two or more metaballs are brought together,
they merge by smoothly rounding out the connection, appearing as one unified object.
N
NLA Editor: Allows you to change the key positions of all actions/IPO’s.
R
Ray Shadows: Method of generating shadows cast by light by calculating the angle and faces of
the interfering object to create a smooth, sharp and complete shadow. Memory intensive but the
best quality.
S
Scripts Browser: The window used to initiate any Python scripts save in BLender to add
functionality.
Surface: (An object type). Surfaces are patches that are also manipulated with control points.
These are useful for simple rounded forms and organic landscapes.

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T
Text: (An object type). Text objects create a two-dimensional representation of a string of
characters.
Texture Paint: Change the pixels of the active image texture.
U
UV/Image Editor: Allows you to add and alter image files in Blender and also apply these
images on to the faces of meshes in an editable fashion as a material.
UVSphere: A sphere composed of square faces arranged in rings to allow the smoothest
application of real-time movement of vertices.faces and application of images onto the faces.
V
Vertex (Vertices): A 3-dimensional coordinate, which in groups comprise a polygon. With
default settings, it is represented in Blender by a purple dot when unselected and a yellow dot
when selected.
Vertex Paint: Change the color of vertices in the active vertex color layer.
W
Weight Paint: Change the weight of vertices in the active vertex group.

Blender rendering methods:-


1] Normal make animation method
2] using external sources for rendering
i) sheep it render farm
ii) google coolab
Blender is a powerful open-source 3D creation suite that supports the entirety of
the 3D pipeline, including modeling, sculpting, animation, simulation, rendering,
compositing, motion tracking, and game creation. When it comes to rendering in
Blender, there are several key aspects and options to be aware of:

### 1. Render Engines


Blender offers multiple render engines, each suited for different needs:

#### Cycles
- **Physically-Based Rendering (PBR)**: Produces high-quality, photorealistic
images.
- **GPU/CPU Rendering**: Supports rendering on both the GPU and CPU,
with GPU often being faster.
- **Ray Tracing**: Provides realistic lighting, reflections, and shadows.

#### Eevee
- **Real-Time Rendering**: Designed for speed and efficiency, useful for real-
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time previews and animations.
- **Screen-Space Reflections**: Fast reflections suitable for interactive work.
- **Less Physically Accurate**: Faster but less accurate than Cycles.

### 2. Render Settings


Key settings that affect the quality and speed of your render:

- **Resolution**: Defines the size of the output image. Higher resolution


increases detail but also render time.
- **Samples**: In Cycles, higher sample counts produce better quality but
longer render times.
- **Denoising**: Reduces noise in the render, allowing for lower sample counts
and faster renders without sacrificing too much quality.
- **Light Paths**: Control how light bounces in the scene, affecting realism and
performance.

### 3. Materials and Textures


- **Nodes**: Blender uses a node-based system for creating materials. This
allows for complex, detailed materials and textures.
- **PBR Materials**: Use maps like albedo, roughness, normal, and specular to
achieve realistic surfaces.
- **UV Mapping**: Properly unwrapping models to apply textures correctly.

### 4. Lighting
- **Types of Lights**: Point, Sun, Spot, Area, and Emissive materials.
- **HDRI**: High Dynamic Range Images can provide realistic lighting and
reflections from an environment.

### 5. Post-Processing
- **Compositor**: Blender includes a built-in compositor for post-processing.
You can adjust colors, add effects, and combine multiple render layers.
- **Render Passes**: Render different aspects of your scene (diffuse, glossy,
shadow, etc.) separately for more control in compositing.

### 6. Optimization Tips


- **Use Instances**: Instead of duplicating objects, use instances to save
memory and improve performance.
- **Level of Detail (LOD)**: Use lower-detail models for distant objects.
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- **Baking**: Bake complex calculations like lighting and shadows into textures
for faster renders.

### Basic Steps for Rendering in Blender


1. **Set Up Your Scene**: Arrange your models, apply materials, and set up
lighting.
2. **Choose a Render Engine**: Decide between Cycles and Eevee based on
your needs.
3. **Adjust Render Settings**: Configure resolution, samples, and other render
parameters.
4. **Render the Scene**: Press F12 or go to the Render menu and choose
Render Image or Render Animation.
5. **Post-Process**: Use the compositor to enhance your render.

Blender is continually evolving, with new features and improvements regularly


added, so keeping up with the latest updates and tutorials can help you make the
most of its rendering capabilities.

i) Sheep it render farm


SheepIt Render Farm is a community-based distributed rendering service that
allows Blender users to leverage the computational power of multiple computers
to render their projects. It is particularly useful for those with limited rendering
power or those working on large, complex projects. Here’s how it works and
how you can use it:

### How SheepIt Render Farm Works

1. **Distributed Rendering**: SheepIt distributes frames of your animation or


tiles of your still images to multiple computers in the network, significantly
reducing render times.
2. **Community-Based**: Users contribute their own computing power to the
network. The more you contribute, the more priority you get when rendering
your own projects.
3. **Credit System**: Users earn credits by rendering other people's projects,
which can then be used to render their own projects.

### Setting Up and Using SheepIt


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#### Step 1: Create an Account
- Visit the [SheepIt Render Farm website](https://www.sheepit-renderfarm.com/)
and create an account.

#### Step 2: Install the Client


- Download and install the SheepIt client software from the website. This client
will be used to upload your projects and contribute your computer’s resources.

#### Step 3: Upload Your Project


1. **Prepare Your Blender Project**: Ensure your project is complete and
optimized. Make sure all textures and assets are packed into the .blend file to
avoid missing files.
2. **Upload**: Use the client to upload your project. You’ll need to specify the
Blender version and other settings like resolution, frame range, and sample
counts.
3. **Render**: Start the rendering process. Your project will be divided into
smaller parts and distributed to the network.

#### Step 4: Monitor and Download Results


- **Monitor Progress**: You can monitor the progress of your render job on the
website.
- **Download Rendered Frames**: Once rendering is complete, download the
rendered frames from the website.

### Benefits of Using SheepIt

- **Cost-Effective**: It's free to use, with a credit system based on contribution


rather than monetary payment.
- **Scalability**: Large projects can be rendered quickly by utilizing the
collective power of many computers.
- **Ease of Use**: The interface is user-friendly and integrates smoothly with
Blender.

### Tips for Effective Use

- **Contribute Regularly**: To earn more credits, run the SheepIt client on your
computer when it’s idle. This way, you’ll have more priority when you need to
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render your projects.
- **Optimize Your Project**: Make sure your project is as optimized as possible
to reduce render times and avoid wasting credits.
- **Check Dependencies**: Ensure all dependencies are included in your project
file to avoid errors during rendering.

### Troubleshooting Common Issues

- **Missing Textures/Assets**: Make sure all textures and assets are packed into
your .blend file before uploading.
- **Compatibility**: Verify that you’ve selected the correct Blender version for
your project.
- **Network Contribution**: If you’re not earning enough credits, try
contributing more render time by running the client on your computer.

By following these steps, you can efficiently use SheepIt Render Farm to render
your Blender projects, leveraging the power of the community to get your
renders done faster.

ii) Google coolab


Using Google Colab for rendering in Blender is an effective way to leverage
Google's cloud-based computational resources. Google Colab provides free
access to GPUs and TPUs, which can significantly speed up rendering tasks.
Here's a step-by-step guide on how to set up and use Google Colab for Blender
rendering:

### Step-by-Step Guide

#### Step 1: Prepare Your Blender Project


- **Ensure all assets are included**: Pack all external files (textures, models,
etc.) into the .blend file to avoid missing assets.
- **Optimize Your Scene**: Reduce polygon counts, use efficient textures, and
simplify materials where possible to speed up rendering.

#### Step 2: Set Up Google Colab

1. **Create a Google Colab Notebook**:


- Go to [Google Colab](https://colab.research.google.com/).
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- Create a new notebook.

2. **Install Blender in Colab**:


- You need to install Blender in the Colab environment. Add the following
code to a cell in your notebook and run it:
```python
!wget https://download.blender.org/release/Blender2.93/blender-2.93.5-linux-
x64.tar.xz
!tar -xf blender-2.93.5-linux-x64.tar.xz
!sudo apt-get install xvfb
```

3. **Set Up Virtual Display**:


- Blender requires a display environment. Use X virtual framebuffer (Xvfb) to
create a virtual display. Add the following code to another cell and run it:
```python
import os
os.system('Xvfb :1 -screen 0 1024x768x24 &')
os.environ['DISPLAY'] = ':1'
```

#### Step 3: Upload Your Blender Project

1. **Upload .blend File**:


- You can upload your .blend file directly to the Colab environment using the
upload feature in the Colab interface. Alternatively, you can mount your Google
Drive to Colab to access files directly from there. Use the following code to
mount Google Drive:
```python
from google.colab import drive
drive.mount('/content/drive')
```
- After mounting, navigate to your .blend file location:
```python
%cd /content/drive/MyDrive/path_to_your_blend_file
```

#### Step 4: Render the Scene


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1. **Render Command**:
- Use Blender’s command-line interface to render your project. Add the
following code to a cell and run it:
```python
!./blender-2.93.5-linux-x64/blender -b your_project.blend -o
//render_output/frame_ -F PNG -f 1
```
- Here, `-b` runs Blender in background mode, `-o` specifies the output
directory and filename, `-F` specifies the output format (e.g., PNG), and `-f`
specifies the frame to render.

#### Step 5: Download Rendered Frames

- **Download Rendered Files**:


- After rendering, you can download the rendered images directly from the
Colab environment or save them to your Google Drive. If you want to save to
Google Drive:
```python
!cp /path_to_render_output/*
/content/drive/MyDrive/path_to_save_rendered_files
```

### Example Colab Notebook Code

Here’s a complete example of what your Colab notebook might look like:

```python
# Install Blender
!wget https://download.blender.org/release/Blender2.93/blender-2.93.5-linux-
x64.tar.xz
!tar -xf blender-2.93.5-linux-x64.tar.xz
!sudo apt-get install xvfb

# Set up virtual display


import os
os.system('Xvfb :1 -screen 0 1024x768x24 &')
os.environ['DISPLAY'] = ':1'
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# Mount Google Drive
from google.colab import drive
drive.mount('/content/drive')

# Navigate to the directory containing your .blend file


%cd /content/drive/MyDrive/path_to_your_blend_file

# Render the scene


!./blender-2.93.5-linux-x64/blender -b your_project.blend -o
//render_output/frame_ -F PNG -f 1

# Save rendered frames to Google Drive


!cp /path_to_render_output/*
/content/drive/MyDrive/path_to_save_rendered_files
```

This setup allows you to use Google Colab for rendering Blender projects
efficiently, taking advantage of powerful cloud-based GPUs and TPUs to speed
up the rendering process.

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