Blender 2.5 Materials and Textures Cookbook
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- Master techniques to create believable natural surface materials
- Take your models to the next level of realism or artistic development by using the material and texture settings within Blender 2.5.
- Take the hassle out of material simulation by applying faster and more efficient material and texture strategies
- Part of Packt's Cookbook series: Each recipe is a logically organized according to the surface types with clear instructions and explanations on how these recipes can be applied across a range of materials including complex materials such as oceans, smoke, fire and explosions.
Book Details
Language : EnglishPaperback : 312 pages [ 235mm x 191mm ]
Release Date : January 2011
ISBN : 1849512884
ISBN 13 : 9781849512886
Author(s) : Colin Litster
Topics and Technologies : All Books, Blender, Cookbooks, Open Source, Web Graphics & Video
Table of Contents
PrefaceChapter 1: Creating Natural Materials in Blender
Chapter 2: Creating Man-made Materials
Chapter 3: Creating Animated Materials
Chapter 4: Managing Blender Materials
Chapter 5: Creating More Difficult Man-made Materials
Chapter 6: Creating More Difficult Natural Materials
Chapter 7: UV Mapping and Sub Surface Scattering
Chapter 8: Painting and Modifying Image Textures in Blender
Chapter 9: Special Effects Materials
Index
- Chapter 1: Creating Natural Materials in Blender
- Introduction
- Creating a realistic pebble material using procedural textures
- Creating a gray limestone pebble
- Creating the quartz pebble material
- Creating an opalescent quartz material
- Creating a mask to represent the quartz veins
- Combining two materials, to make a third, using Nodes
- Creating a large rock material using procedural, and node textures
- Creating a sea rock material
- Creating a texture node to simulate seaweed at the base of a rock
- Creating a large rock face using photo reference
- Chapter 2: Creating Man-made Materials
- Introduction
- Creating a slate roof node material that repeats but with ultimate variety
- Using a tileable texture to add complexity to a surface
- Warping a texture to disguise seams in a repeated texture
- Adding weathering by copying and reusing textures
- Combining materials using nodes
- Creating metals
- Using specular maps to add age and variety to man-made surface materials
- Adding oxidization weathering to our copper material
- Adding grime and artistic interest to our copper material
- Creating a path or road material that never repeats
- Repeating a tiled texture to duplicated objects
- Deforming materials and textures in Blender
- Chapter 3: Creating Animated Materials
- Introduction
- How to move textures and create animation without moving a mesh
- Manipulating the F-Curves of texture movement
- Using an Empty as a dummy object to control texture movement over time
- A barber pole with no moving parts
- How to alter the color of materials and textures over time
- Creating a red hot iron bar
- How to animate transparency in a texture
- Creating a burning sheet of paper
- How to change textures during an animation
- How to texture with movies creating a TV screen
- Chapter 4: Managing Blender Materials
- Introduction
- Setting a default scene for materials creation
- Additional settings for default scene
- Creating an ideal Blender interface for material creation
- Creating an ideal texture animation setup
- Naming materials and textures
- Appending materials
- Linking materials
- Making blendfiles stand alone
- Chapter 5: Creating More Difficult Man-made Materials
- Introduction
- Creating rust on iron-based metals
- Creating a mesh object to provide good reflective surfaces
- Using environment map textures to simulate reflection
- Varying environment map reflections to simulate corrosion or wear
- Using raytrace reflections to simulate polished metals
- Varying raytrace reflections to simulate dirt and grime
- Chapter 6: Creating More Difficult Natural Materials
- Introduction
- Creating realistic large-scale water in Blender 2.5
- Setting up an ocean vista environment
- Creating a wave surface using textures
- Creating an ocean surface material
- Creating wake around objects in water
- Creating a non-repeating leaf material
- Creating image and bump maps, with alpha channels
- Using images as the basis for a leaf material
- Using alpha to create a leaf shape on a simple mesh
- Adding a non-repeating bump to the leaf material
- Adding color complexity to the leaf material
- Chapter 7: UV Mapping and Sub Surface Scattering
- Introduction
- Creating a face map from photographs
- Unwrapping a face mesh to produce a UV map
- Editing a UV map to optimize the image space
- Creating multiple UV maps for a single object
- Combining UV maps to create an enveloping UV
- Using a paint package to merge UV maps
- Extracting color, bump, and specularity maps from photographs
- Applying UVs to create an accurate skin material
- Skin shading using SSS and AO
- Chapter 8: Painting and Modifying Image Textures in Blender
- Introduction
- Post processing rendered images from within Blender
- Adding more than one material to a surface
- Adding dirt onto a model
- Creating an aged photo with simple Blender materials
- Chapter 9: Special Effects Materials
- Introduction
- Creating explosive smoke in Blender
- Igniting a flame and making things burn in Blender
- Creating loopable fire and smoke sequences
- Adding complex FX without the render overhead
Colin Litster
Code Downloads
Download the code and support files for this book.
Submit Errata
Please let us know if you have found any errors not listed on this list by completing our errata submission form. Our editors will check them and add them to this list. Thank you.
Errata
- 8 submitted: last submission 10 Jun 2013Errata type: Others | Page number: 38 | Errata date: 05 Sep 2011
Please describe the errata.: 20.Finally, under Clouds set GrayscaleGrayGreayscale, Noise Soft, Basis as Improved Perlin, Size 0.03, Depth 2. Misprint... Should read as ... set Grayscale, Noise Soft, Basis as Improved Perlin, Size 0.03, Depth 2.
Errata type: code | Page number: 97 -98
To move the barber pole, it's not X or Y Coordinate we have to change, we have only to change Z axis empty( like O° to 90° etc...) to animate the barber pole.
Errata type: code | Page number: 23
The recipe as described does not quite make the same result as the downloadable blend file. The result is the default purple rock. To fix the issue copy from step 13 "Alter the color selector to R, G, B 0.000, black." to the end of step 18.
Errata type: technical | Page number: 101
Under instruction 4, the Noise should be set to soft.
Errata type: typo | Page number: 38
under Clouds set GrayscaleGrayGreayscale, Noise Soft, Basis as Improved Perlin, Size 0.03, Depth 2. Misprint... Should read as ... set Grayscale, Noise Soft, Basis as Improved Perlin, Size 0.03, Depth 2.
Errata type: typo | Page number: Page 12 in the PacktLib eBook
The sentence doesn't finish in step 7. As a result it doesn't give the Size value, which should be 0.05.
Errata type: typo | Page number: Page37 in the PacktLib eBook
Every bold word "Extrapolation" should be the bold word "Interpolation."
Errata type: code | Page number: 23
The recipe as described does not quite make the same result as the downloadable blend file. The result is the default purple rock. To fix the issue copy from step 13 "Alter the color selector to R, G, B 0.000, black." to the end of step 18. "
Sample chapters
You can view our sample chapters and prefaces of this title on PacktLib or download sample chapters in PDF format.
- Understand the new Blender 2.5 user interface that simplifies creation of materials and textures
- Explore the complex task of UV mapping of a human face
- Use the Sub Surface Scattering commands in Blender to create objects the way you want
- Confidently simulate materials such as smoke, flames, and explosions using the Blender 2.5 Smoke Physics module
- Create an entire ocean that animates and reacts with objects in the water by using the new Blender 2.5 features
- Employ simple repeating textures that can be applied with infinite variety without appearing to repeat
- Synthesize complex materials without complex mesh objects by using alpha transparency
- Create incredible moving textures and materials by using Blender 2.5 animation curves
- Create flexible materials that can curve around corners or apply themselves to complex winding meshes without unwanted texture distortion
- Manage Blender 2.5 materials and textures and effectively apply them to your Blender projects
Blender 2.5 is one of the most usable 3D suites available. Its material and texture functions offer spectacular surface creation possibilities. It can take you hours just to create basic textures and materials in Blender and when you think of creating complex materials and textures you are petrified. Imagine how you will feel when you overcome these obstacles.
This book wastes no time on boring theory and bombards you with examples of ready-created materials and textures from the start, with clear instructions on how they were created, and what you can learn from them for making your own. It covers all core Blender functions you will ever need to easily create perfect simulation of objects from the simplest to the most complex ones.
The book begins with recipes that show you how to create natural surface materials, including a variety of pebbles, rocks, wood, and water, as well as man-made metals, complete with rust. By utilizing some of the easiest-to-use animation tools available, you will be able to produce accurate movement in mesh objects. Familiarize yourself with a plethora of tools that will help you to effectively organize your textures and materials.
You will learn how to emulate the reflective properties of natural materials and how to simulate materials such as rusted iron, which is difficult to make believable. Transparency and reflection are both tricky natural surface properties to simulate but these recipes will make it easy. Explore ways to speed up animations by using special painting techniques to significantly lower render times. By the end of the book, you will be able to simulate some of the most difficult effects to recreate in any 3D suite, such as smoke, fire, and explosions.
A practical book packed with powerful techniques and solutions for adding materials and textures to your Blender projects
Each chapter in the book follows a themed approach to creating materials using the new Blender 2.5 features. As you read through each chapter you will learn approaches to create materials and textures. These materials and textures will help you to create a flawless simulation of real-world objects. You need not read the chapters in any particular order to learn to use the Blender 3D suite for materials simulation appropriately. Every recipe in this book will enable you to create a usable material or texture effect as well as teaching you techniques that save your time.
If you are a Graphics Designer looking to master the features for materials and textures to create realistic looking models in Blender, then this book is for you. It can be read by both beginners and experienced Blender users; however, prior understanding of object creation and manipulation in Blender would be an advantage.
This is a must-read for Blender users who want to learn the concepts and at the same time experiment with the different Blender Material and texture functions.

