Blender 2.6 Cycles: Materials and Textures Cookbook

More Information
Learn
  • 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
About

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.

Features
  • 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
Page Count 280
Course Length 8 hours 24 minutes
ISBN 9781782161301
Date Of Publication 24 Jun 2013

Authors

Enrico Valenza

Enrico Valenza, also known as "EnV" on the Web, 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 from Liceo Artistico Statale in Verona (Italy) and was later a student of illustrator and painter Giorgio Scarato.

When he started to work, computers weren't that much in use among normal people, and he spent the first 15 years of his career doing illustration with traditional media, usually on cardboard; he specialized in the use of the air-graph, a technique particularly esteemed for advertisement work.

When the movie Jurassic Park came to theaters, he decided to buy a computer and try this "computer graphic" everyone was talking about. When it comes to the many aspects of CG, he has been totally self-taught; it has been his encounter with the open source philosophy that actually opened a brand new world of possibilities, Blender in particular.

In 2005, he won the Suzanne Award for "Best Animation, Original Idea and Story" with the animation "New Penguoen 2.38."

In 2006, he joined the Orange Team in Amsterdam for the 2 last weeks of production to help in finalizing the shots of the first open source cg animated short movie produced by the Blender Foundation, Elephants Dream.

From 2007 to 2008, he has been a lead artist in the Peach Project team for the production of Big Buck Bunny, the second Blender Foundation's open movie.

From 2010 to 2011, he has been an art director at CINECA (Bologna, Italy) for the "Museo della Città di Bologna" project, which is the production of a stereoscopic CG-animated documentary made in Blender and which explains the history of the city of Bologna.

Also, being a Blender Certified Trainer, he often collaborates as a cg artist with production studios that have decided to switch their pipeline to open source.

Enrico uses Blender almost on a daily basis for his illustration jobs, rarely to have the illustration rendered straight by the 3D package and more often as a starting point for painting over with other open source applications.

He has conducted several presentations and workshops about Blender and its use in productions.