By Matt Cone
OS X is lots greater than only a lovely face. definite, the fundamentals are effortless, yet underneath that lovely floor lie numerous strong positive aspects. a good way to transcend the fundamentals, grasp Your Mac will take you there. With pointers on every little thing from organizing your workspace to strengthening your computer's defense, writer Matt Cone will aid you tweak, customise, and regulate your Mac. and because the various most sensible instruments for unlocking your Mac's strength do not include OS X, you will find the simplest apps to mend these daily Apple annoyances and make your laptop do issues your manner.
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Additional info for Master Your Mac: Simple Ways to Tweak, Customize, and Secure OS X
With your camera selected, you can access these tools from the Object Data tab of the Properties editor, as shown in Figure 3-6. For example, to better see how your image is framed, you can turn up the Alpha value of the Passepartout setting to hide the area outside your camera’s view. You’ll also find several composition guides that you can toggle to help line up your composition according to the rule of thirds, the golden ratio, or the center lines, as shown in Figure 3-6. Preparing References in GIMP Whether you’re collecting references for a project from photos or drawing them, it usually pays to invest some time in GIMP making sure that your references will be as useful as possible once you bring them into Blender.
All of Blender’s objects, meshes, materials, textures, and images are different types of datablocks. Even the scene itself is a datablock that points to the datablocks that make up its contents. Datablocks are arranged hierarchically. For example, a scene datablock will contain object datablocks, which reference mesh datablocks. Mesh datablocks, in turn, reference material texture blocks, and so on. This structure is shown in Figure 1-13. The top of the Properties editor’s Object Data tab displays the datablock used by the active object.
Org/. de/. Why GIMP? You might be wondering why I’ve chosen to cover GIMP in a book that is primarily about creating 3D art with Blender. The reason is that while Blender is a powerful 3D graphics application, we’ll need to do some 2D image editing throughout the book. For example, we’ll need to prepare reference images, create textures for models and alphas for sculpting brushes, and add some final tweaks to our final renders. info really need something more capable and geared toward editing images.