Blender 2.6 Cycles: Materials and Textures Cookbook


Blender 2.6 Cycles: Materials and Textures Cookbook
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Overview
Table of Contents
Author
Support
Sample Chapters
  • Create naturalistic materials and textures - such as rock, snow, and ice - using Cycles
  • Learn Cycle’s node-based material system
  • Get to grips with the powerful Cycles rendering engine

Book Details

Language : English
Paperback : 280 pages [ 235mm x 191mm ]
Release Date : June 2013
ISBN : 1782161309
ISBN 13 : 9781782161301
Author(s) : Enrico Valenza
Topics and Technologies : All Books, Blender, Other, Cookbooks, Open Source, Web Graphics & Video

Table of Contents

Preface
Chapter 1: Overview of Materials in Cycles
Chapter 2: Managing Cycles Materials
Chapter 3: Creating Natural Materials in Cycles
Chapter 4: Creating Man-made Materials in Cycles
Chapter 5: Creating Complex Natural Materials in Cycles
Chapter 6: Creating More Complex Man-made Materials
Chapter 7: Creating Organic Materials
Index
      • Chapter 3: Creating Natural Materials in Cycles
        • Introduction
        • Creating a rock material using image maps
        • Creating a rock material using procedural textures
        • Creating a sand material using procedural textures
        • Creating a simple ground material using procedural textures
        • Creating a snow material using procedural textures
        • Creating an ice material using procedural textures
        • Creating a clean running water material
        • Chapter 4: Creating Man-made Materials in Cycles
          • Introduction
          • Creating a generic plastic material
          • Creating a bakelite material
          • Creating an expanded polystyrene material
          • Creating a clear (glassy) polystyrene material
          • Creating a rubber material
          • Creating an antique bronze material with procedurals
          • Creating a multipurpose metal group node
          • Creating a worn metal material with procedurals
          • Creating a rusty metal material with procedurals
          • Creating a wood material with procedurals
            • Chapter 6: Creating More Complex Man-made Materials
              • Introduction
              • Creating cloth materials with procedurals
              • Creating a leather material with procedurals
              • Creating a synthetic sponge material with procedurals
              • Creating a brick wall material with procedurals
              • Creating a spaceship hull
              • Chapter 7: Creating Organic Materials
                • Introduction
                • Creating a snake-like scaly material with image maps and procedurals
                • Creating a wasp-like chitin material with procedural textures
                • Creating a beetle-like chitin material with procedural textures
                • Creating a grass shader
                • Creating tree shaders – the bark
                • Creating tree shaders – the leaves
                • Creating a Gray Alien skin material with procedurals

                Enrico Valenza

                Enrico Valenza, also known on the Web as "EnV", is an Italian freelance illustrator, mainly collaborating with publishers, such as Mondadori Ragazzi and Giunti, as a cover artist for sci-fi and fantasy books. He graduated at Liceo Artistico Statale in Verona (Italy) and later was a student of illustrator and painter Giorgio Scarato. When he started to work, computers weren't that popular among the masses, and he spent the first 15 years of his career doing illustrations with traditional media, usually on cardboards. Particularly, he specialized in the use of the air-graph, a technique particularly esteemed for advertising work. But this was only until the moment Jurassic Park came to the theaters: he then decided to buy a computer and try his hand at this "computer graphic" thing everyone was talking about. Totally self-taught in the many aspects of CG, it was his encounter with the open source philosophy that actually opened a brand new world of possibilities—in particular, Blender. In 2005, he won the Suzanne Awards for "Best animation, original idea, and story" with the animation New Penguoen 2.38. In 2006, he joined the Orange Team for the last two weeks of production in Amsterdam, to help in finalizing the shots of the first open source CG-animated short movie produced by the Blender Foundation, named Elephants Dream. From 2007 to 2008, he was a Lead Artist in the Peach Project Team for the production of Big Buck Bunny, the Blender Foundation's second open movie. From 2010 to 2011, he was an Art Director at CINECA (Bologna, Italy) for the Museo della Città di Bologna project, that is, the production of a stereoscopic CG-animated documentary made in Blender and explaining Bologna's history. Being also a Blender Certified Trainer, he collaborates as a CG artist with Italian production studios that have decided to switch their pipeline to the open source. He uses Blender almost on a daily basis for his illustration jobs, rarely to have the illustration rendered straight by the 3D package, more often as a starting point for painting over with other open source applications such as The Gimp or, more recently, MyPaint. He has presented several presentations and workshops about Blender and its use in productions.
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                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

                - 3 submitted: last submission 16 Apr 2014

                Errata type: Technical| Page number: 33

                the addon Copy attribute must be enabled

                Errata type: Typo | Page number: 79 | Step 19

                Change the Mix node Blend Type to Color, switch the Diffuse node

                should be:

                Change the Mix node Blend Type to Color, switch the Difference node

                Errata Type: Technical | Page No: 38

                Now uncheck the Camera and the Shadow checkboxes

                should be:

                Now, again check the Camera checkbox and uncheck the Shadow checkbox

                Sample chapters

                You can view our sample chapters and prefaces of this title on PacktLib or download sample chapters in PDF format.

                Frequently bought together

                Blender 2.6 Cycles: Materials and Textures Cookbook +    Blender 3D Basics =
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                Price for both: £24.65

                Buy both these recommended eBooks together and get 50% off the cheapest eBook.

                What you will learn from this book

                • Create a basic Cycles material mixing the closure components
                • Connect nodes of different kinds to build more advanced materials
                • Add node-based textures to the shaders
                • Create simple and complex materials such as glass, stone, fire and ice
                • Switch shader components 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 the “World” Global Illumination

                In Detail

                Cycles is Blender’s new, powerful rendering engine. Using practical examples, this book will show you how to create a vast array of realistic and stunning materials and texture effects using the Cycles rendering engine.

                Blender 2.6 Cycles: Materials and Textures Cookbook is a practical journey into the new and exciting Cycles rendering engine for Blender. In this book you will learn how to create a vast array of materials and textures in Cycles, including glass, ice, snow, rock, metal and water. If you want to take your 3D models to the next level, but don’t know how, then this cookbook is for you!

                In this practical cookbook, you will learn how to create stunning materials and textures to really bring your 3D models to life! Diving deep into Cycles you will learn Cycle’s node-based material system, how to set-up a 3D scene for rendering, how to create a natural and man-made materials as well as the correct organization and re-use of Cycles materials to save you time and effort.

                To ensure that your creations look stunning you will learn how illumination works in Cycles, improve the quality of the final render and to avoid the presence of noise and fireflies. Each chapter of Blender 2.6 Cycles: Materials and Textures Cookbook builds on the complexity of the last so that by the end of this book you will know how to create an impressive library of realistic-looking materials and textures.

                Approach

                Written in a friendly, practical style this Cookbook deep-dives into a wide-array of techniques used to create realistic materials and textures.

                Who this book is for

                This book is perfect for you if you have used Blender before but are new to the impressive Cycles renderer. You should have some knowledge of the Blender interface, though this is not a strict requirement. If you want to create realistic, stunning materials and textures using Cycles, then this book is for you!

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