Blender Cycles: Lighting and Rendering Cookbook


Blender Cycles: Lighting and Rendering Cookbook
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Overview
Table of Contents
Author
Support
Sample Chapters
  • Get acquainted with the lighting and rendering concepts of the Blender Cycles engine
  • Learn the concepts behind nodes shader system and get the best out of Cycles in any situation
  • Packed with illustrations and a lot of tips and tricks to make your scenes come to life

Book Details

Language : English
Paperback : 274 pages [ 235mm x 191mm ]
Release Date : December 2013
ISBN : 178216460X
ISBN 13 : 9781782164609
Author(s) : Bernardo Iraci
Topics and Technologies : All Books, Game Development, Cookbooks, Open Source

Table of Contents

Preface
Introduction
Chapter 1: Key Holder and Wallet Studio Shot
Chapter 2: Creating Different Glass Materials in Cycles
Chapter 3: Creating an Interior Scene
Chapter 4: Creating an Exterior Scene
Chapter 5: Creating a Cartoonish Scene
Chapter 6: Creating a Toy Movie Scene
Chapter 7: Car Rendering in Cycles
Chapter 8: Creating a Car Animation
Chapter 9: Creating an Iceberg Scene
Chapter 10: Creating Food Materials in Cycles
Index
  • Introduction
    • Knowing your ingredients
    • A look at the hardware
    • Chapter 1: Key Holder and Wallet Studio Shot
      • Introduction
      • Setting up Cycles for the first run
      • Creating a three-point light setup in Cycles using mesh emitters
      • Learning environment lighting
      • Using the Glossy shader to create a clean metal material
      • Adding realism to the keys with a bump texture
      • Creating a rubber shader for the key holder
      • Adding color to the key holder
      • Creating a leather material for the wallet
      • Using the Cycles camera's depth of field
      • Setting the Cycles render parameters
      • Chapter 2: Creating Different Glass Materials in Cycles
        • Introduction
        • Creating a simple glass shader
        • Creating a glass full of water
        • Using default Cycles caustics
        • Creating custom fake caustics
        • Creating a custom and more versatile glass shader
        • Creating more complex glass materials
        • Obtaining a dispersion effect
        • Creating an absorption glass shader
        • Chapter 3: Creating an Interior Scene
          • Introduction
          • Creating fake portals to decrease the noise in the scene
          • Creating a parquet material
          • Creating materials for the plant in the scene
          • Creating a different kind of leather
          • Creating the materials for the lamp
          • Creating a carpet using hair particles
          • Setting up night lighting
          • Using IES files in Cycles
          • Chapter 4: Creating an Exterior Scene
            • Introduction
            • Setting up the lighting with an external plugin
            • Creating the road material
            • Creating the grass material
            • Texturing the tree trunk and creating realistic leaves
            • Adding flowers to the scene
            • Creating the wood material for the table and the fence
            • Giving final touches to the image using render passes
            • Chapter 5: Creating a Cartoonish Scene
              • Introduction
              • Setting up the environment and lighting
              • Creating skin, teeth, and other body parts
              • Creating the hair material
              • Creating the dress material
              • Compositing the scene
              • Chapter 6: Creating a Toy Movie Scene
                • Introduction
                • Setting up the lighting
                • Creating a realistic plastic material for the characters
                • Creating the environment
                • Achieving a movie look using the compositor
                • Chapter 7: Car Rendering in Cycles
                  • Introduction
                  • Setting up the lighting
                  • Creating the car paint material
                  • Creating the material for the tyres and the rims
                  • Creating the material for headlights and other details
                  • Compositing the scene
                  • Chapter 8: Creating a Car Animation
                    • Introduction
                    • Setting up the lighting
                    • Creating a car paint material
                    • Creating the materials for the exterior environment
                    • Setting up the scene for the animation
                    • Compositing the scene

                        Bernardo Iraci

                        Bernardo Iraci was born in Livorno, Italy in 1985. He followed a standard education career until he graduated in Economics in 2009. He always had a great passion for computers, especially gaming. During the latter part of his studies, he also developed a passion for 3D graphics, and this soon became the main focus of his career. It was at this time that he came to understand that his passion was the most important thing to pursue, more important than even attending university.

                        Even though Bernardo later participated in various online courses teaching the different aspects of computer graphics, he has been largely self-taught. In 2010, he moved to Warsaw, Poland, where he was finally able to start working full-time in computer graphics as a 3D generalist in the field of movies VFX and advertisments. He also started work as a freelancer.

                        Bernardo constantly works to improve his skills and knowledge about computer graphics and thinks that this is the only way to keep pace with this field. When he is not busy with graphics, he likes to travel, watch movies, and play the guitar.

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                        Errata

                        - 2 submitted: last submission 28 Jan 2014

                        You can download the zip file that has color images of the screenshots/diagrams used in this book from: https://www.packtpub.com/sites/default/files/downloads/4609OS_Graphics_bundle.zip

                        Errata type: technical | page: 28

                         

                        In the first step of the How to do it... section, the following sentence:

                        Also add a Mix Shader node and link the Translucent BSDF node to the first Shader input and the Glossy BSDF one to the second Shader input of the Mix Shader node.

                        should be:

                        Also add a Mix Shader node and link the Translucent BSDF node to the first Shader input and the Glass BSDF one to the second Shader input of the Mix Shader node.

                        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 Cycles: Lighting and Rendering Cookbook +    Windows Presentation Foundation 4.5 Cookbook =
                        50% Off
                        the second eBook
                        Price for both: €36.64

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

                        What you will learn from this book

                        • Understand how to use the node editor
                        • Learn to create your first material in Cycles
                        • Light a scene in Cycles
                        • Deal with animations in Cycles
                        • Design complex shaders and lighting setups
                        • Get the best out of your renders thanks to Cycles render passes
                        • Create complex realistic shaders using advanced techniques

                        In Detail

                        Blender provides a broad spectrum of modeling, texturing, lighting, animation and video post-processing functionality in one package. It provides cross-platform interoperability, extensibility and a tightly integrated workflow. Blender is one of the most popular Open Source 3D graphics applications in the world.

                        Modern GPUs (Graphics Processing Unit) have some limitations for rendering complex scenes. This is mainly because of limited memory, and interactivity issues when the same graphics card is also used for displaying and rendering frames. This is where Cycles rendering engine comes into play. Cycles is bundled as an add-on with Blender. Some of the features of Cycles is its quality, speed and having integrated industry standard libraries.

                        This book will show you how to carry out your first steps in Cycles - a brand new rendering engine for Blender. In a gradual and logical way, you will learn how to create complex shaders and lighting setups to face any kind of situation that you may find in Computer Graphics.

                        This book provides information on how to setup your first application in Cycles. You will start by adding lights, materials, and textures to your scene. When it’s time for the final render, you will see how to setup Cycles in the best way. You will learn about a wide variety of materials, lighting, techniques, tips, and tricks to get the best out of Cycles. Further on in the book, you will get to know about animation and still shots, and learn how to create advanced materials for realistic rendering, as well cartoon style shaders.

                        This cookbook contains a wide range of different scenes, proposed in a structured and progressive order. During this journey, you will get involved in the concepts behind every step you take in order to really master what you learn.

                        Approach

                        An in-depth guide full of step-by-step recipes to explore the concepts behind the usage of Cycles. Packed with illustrations, and lots of tips and tricks; the easy-to-understand nature of the book will help the reader understand even the most complex concepts with ease.

                        Who this book is for

                        If you are a digital artist who already knows your way around Blender, and you want to learn about the new Cycles’ rendering engine, this is the book for you. Even experts will be able to pick up new tips and tricks to make the most of the rendering capabilities of Cycles.

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