Aim
The aim of the assignment is to link your theoretical knowledge with the tools of the 3D modelling software Blender. The assignment is the result of the activity on the online lesson.
The third topic covers textures.
Modelling in Blender
Create a simple scene with several objects (e.g. sphere, torus, teapot, bunny etc.) and a plane, which serves as an underlay to these objects.
Each object has its own base color (set in Materials tab). The objects do not have to be textured.
Document structure
You will create a (.pdf) file with several dozens of figures. Each figure is described by few sentences describing the settings of a certain parameter, property or a object. Also, explain and show (if possible) the main principle, how the parameters are computed, or how they affect the scene.
Please, use separate figures (rendered images) and descriptions for each change of the settings of the scene.
Example:

Now the scene contains only one spotlight with the apex placed above the cube. The beam is characterized by the circular cone, with following parameters:
- Size: 45° – the angle near the apex of the cone.
- Blend: 0.150 – this value describes the softness of the edge of the spotlight, i.e. the minimal value 0 means that the edge is sharp, the maximal value 1 means that the edge is blurred, softened.
What has to be included and discussed
The front page – includes the name of the project, your name, study program and academic year.
Mapping projection – describe and compare the different types of projections. Use the same projection on the different types of objects (e.g. cube, sphere, cylinder, torus, plane etc.) and discuss if the certain type of projection is (not) suitable for the certain type of the object.
UV mapping on a square-pyramidal pyramid Create a similar UV unwrapping as shown for the cube. Create (or find) a simple texture, where each face of the pyramid is of different color and use it for the texturing.
Include also the printscreens from the process (e.g. texture with the default mapping of the pyramid, and with the correct mapping).
Bump/normal mapping – include the height/normal maps, the textured object before/after the mapping. Create a realistic object (e.g. an orange, sofa with some kind of fabric) using the bump/normal mapping. Also include the close-ups of the detail.
Procedural textures – choose an arbitrary procedural texture offered by Blender and describe its parameters and include examples illustrating them.
DO NOT COPY – PARAPHRASE!