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Blender Cycles: Materials and Textures Cookbook - Third Edition

Book Description

Over 40 practical recipes to create stunning materials and textures using the Cycles rendering engine with Blender

In Detail

Blender is the graphics software of choice for designers and media professionals alike. This book will teach you how to utilize the power of the Blender 2.7 series to create a wide variety of materials, textures, and effects with the Cycles rendering engine. You will learn about node-based shader creation, and master cycles through step-by-step, recipe-based advice. With this book, you will start small by rendering the textures of stones and water, then scale things up to massive landscapes of mountains and oceans. You will then learn how to create the look of different artificial materials such as plastic, carpenter wood, and metal, and utilize volumetric shaders to create the effects of smoke, clouds, and subsurface scattering effects of skin. You will also learn how illumination works in Cycles, improvising the quality of the final render, and how to avoid the presence of noise and fireflies. By the end, you will know how to create an impressive library of realistic-looking materials and textures.

What You Will Learn

  • Create a basic Cycles material by mixing the shader components

  • Connect nodes of different kinds to build more advanced materials

  • Add node-based textures to the shaders

  • Create both simple and complex materials following step-by-step recipes

  • Switch the shader components easily without affecting a possibly complex network of links

  • Parent and rename the nodes to better organize the Node Editor window

  • Build material interfaces for general use in complex materials by grouping the shaders inside groups

  • Set up light sources and world global illumination

  • Downloading the example code for this book. You can download the example code files for all Packt books you have purchased from your account at http://www.PacktPub.com. If you purchased this book elsewhere, you can visit http://www.PacktPub.com/support and register to have the files e-mailed directly to you.

    Table of Contents

    1. Blender Cycles: Materials and Textures Cookbook Third Edition
      1. Table of Contents
      2. Blender Cycles: Materials and Textures Cookbook Third Edition
      3. Credits
      4. About the Author
      5. Acknowledgments
      6. About the Reviewers
      7. www.PacktPub.com
        1. Support files, eBooks, discount offers, and more
          1. Why subscribe?
          2. Free access for Packt account holders
      8. Preface
        1. What this book covers
        2. What you need for this book
        3. Who this book is for
        4. Sections
          1. Getting ready
          2. How to do it…
          3. How it works…
          4. There's more…
          5. See also
        5. Conventions
        6. Reader feedback
        7. Customer support
          1. Downloading the example code
          2. Downloading the color images of this book
          3. Errata
          4. Piracy
          5. Questions
      9. 1. Overview of Materials in Cycles
        1. Introduction
        2. Material nodes in Cycles
          1. Getting ready
          2. How to do it...
          3. How it works...
          4. There's more...
          5. See also
        3. Procedural textures in Cycles
          1. Getting ready
          2. How to do it...
          3. How it works...
          4. There's more...
          5. See also
        4. Setting the World material
          1. Getting ready
          2. How to do it...
          3. How it works...
          4. There's more...
        5. Creating a mesh-light material
          1. Getting ready
          2. How to do it...
          3. How it works...
          4. There's more...
        6. Using volume materials
          1. Getting ready
          2. How to do it...
          3. How it works...
          4. There's more...
        7. Using displacement
          1. Getting ready
          2. How to do it...
          3. How it works...
      10. 2. Managing Cycles Materials
        1. Introduction
        2. Preparing an ideal Cycles interface for material creation
          1. Getting ready
          2. How to do it...
          3. How it works...
          4. There's more...
        3. Naming materials and textures
          1. Getting ready
          2. How to do it...
          3. There's more...
        4. Creating node groups
          1. Getting ready
          2. How to do it...
          3. How it works...
        5. Grouping nodes under frames for easier reading
          1. Getting ready
          2. How to do it...
        6. Linking materials and node groups
          1. How to do it...
          2. There's more...
      11. 3. Creating Natural Materials in Cycles
        1. Introduction
        2. Creating a rock material using image maps
          1. Getting ready
          2. How to do it...
          3. How it works...
          4. There's more...
        3. Creating a rock material using procedural textures
          1. Getting ready
          2. How to do it...
          3. How it works...
        4. Creating a sand material using procedural textures
          1. Getting ready
          2. How to do it...
          3. How it works...
          4. There's more...
        5. Creating a simple ground material using procedural textures
          1. Getting ready
          2. How to do it...
          3. How it works...
        6. Creating a snow material using procedural textures
          1. Getting ready
          2. How to do it...
          3. How it works...
        7. Creating an ice material using procedural textures
          1. Getting ready
          2. How to do it...
          3. How it works...
          4. See also
      12. 4. Creating Man-made Materials in Cycles
        1. Introduction
        2. Creating a generic plastic material
          1. Getting ready...
          2. How to do it...
          3. How it works...
        3. Creating a Bakelite material
          1. Getting ready...
          2. How to do it...
          3. How it works...
          4. There's more...
        4. Creating an expanded polystyrene material
          1. Getting ready...
          2. How to do it...
          3. How it works...
        5. Creating a clear (glassy) polystyrene material
          1. Getting ready...
          2. How to do it...
        6. Creating a rubber material
          1. Getting ready...
          2. How to do it...
          3. How it works...
        7. Creating an antique bronze material with procedurals
          1. Getting ready...
          2. How to do it...
          3. How it works...
        8. Creating a multipurpose metal node group
          1. Getting ready...
          2. How to do it...
          3. How it works...
        9. Creating a rusty metal material with procedurals
          1. Getting ready...
          2. How to do it...
          3. How it works...
          4. There's more...
        10. Creating a wood material with procedurals
          1. Getting ready...
          2. How to do it...
          3. How it works...
      13. 5. Creating Complex Natural Materials in Cycles
        1. Introduction
        2. Creating an ocean material using procedural textures
          1. Getting ready
          2. How to do it...
            1. Creating the water surface and the bottom shaders
            2. Creating the foam shader
            3. Creating the stencil material for the foam location
            4. Putting everything together
          3. How it works...
          4. See also
        3. Creating underwater environment materials
          1. Getting ready
          2. How to do it...
          3. How it works...
        4. Creating a snowy mountain landscape with procedurals
          1. Getting ready
          2. How to do it...
            1. Appending and grouping the rock and the snow shader
            2. Mixing the material groups
            3. Creating the stencil shader
            4. Adding the atmospheric perspective
          3. How it works...
        5. Creating a realistic Earth as seen from space
          1. Getting ready
          2. How to do it...
            1. The planet surface
            2. The clouds
            3. The atmosphere
          3. How it works...
      14. 6. Creating More Complex Man-made Materials
        1. Introduction
        2. Creating cloth materials with procedurals
          1. Getting ready
          2. How to do it...
          3. How it works...
          4. There's more...
          5. See also
        3. Creating a leather material with procedurals
          1. How to do it...
          2. How it works...
        4. Creating a synthetic sponge material with procedurals
          1. Getting ready
          2. How to do it...
          3. How it works...
        5. Creating a spaceship hull shader
          1. Getting ready
          2. How to do it...
          3. How it works...
          4. There's more...
          5. See also
      15. 7. Subsurface Scattering in Cycles
        1. Introduction
        2. Using the Subsurface Scattering shader node
          1. Getting ready
          2. How to do it...
          3. How it works...
          4. See also
        3. Simulating Subsurface Scattering in Cycles using the Translucent shader
          1. Getting ready
          2. How to do it...
          3. How it works...
        4. Simulating Subsurface Scattering in Cycles using the Vertex Color tool
          1. Getting ready
          2. How to do it...
          3. How it works...
        5. Simulating Subsurface Scattering in Cycles using the Ray Length output in the Light Path node
          1. Getting ready
          2. How to do it...
          3. How it works...
        6. Creating a fake Subsurface Scattering node group
          1. Getting ready
          2. How to do it...
          3. How it works...
      16. 8. Creating Organic Materials
        1. Introduction
        2. Creating an organic-looking shader with procedurals
          1. Getting ready
          2. How to do it...
          3. How it works...
        3. Creating a wasp-like chitin material with procedural textures
          1. Getting ready
          2. How to do it...
          3. How it works...
        4. Creating a beetle-like chitin material with procedural textures
          1. Getting ready
          2. How to do it...
          3. How it works...
        5. Creating tree shaders – the bark
          1. Getting ready
          2. How to do it...
          3. How it works...
          4. There's more...
        6. Creating tree shaders – the leaves
          1. Getting ready
          2. How to do it...
          3. How it works...
          4. There's more...
        7. Creating a layered human skin material in Cycles
          1. Getting ready
          2. How to do it...
          3. How it works...
        8. Creating fur and hair
          1. Getting ready
          2. How to do it...
          3. How it works...
          4. There's more...
          5. See also
        9. Creating a gray alien skin material with procedurals
          1. Getting ready
          2. How to do it...
          3. How it works...
      17. 9. Special Materials
        1. Introduction
        2. Using Cycles volume materials
          1. Getting ready
          2. How to do it...
          3. How it works...
          4. There's more...
          5. See also
        3. Creating a cloud volumetric material
          1. Getting ready
          2. How to do it...
          3. How it works...
        4. Creating a fire and smoke shader
          1. Getting ready
          2. How to do it...
          3. How it works...
          4. See also
        5. Creating a shadeless material in Cycles
          1. Getting ready
          2. How to do it...
          3. How it works...
          4. There's more...
        6. Creating a fake immersion effect material
          1. Getting ready
          2. How to do it...
          3. How it works...
        7. Creating a fake volume light material
          1. Getting ready
          2. How to do it...
          3. How it works...
          4. See also
      18. Index