Blender Cycles: Materials and Textures Cookbook - Third Edition

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

Blender Cycles: Materials and Textures Cookbook - Third Edition

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Enrico Valenza

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

ISBN 139781784399931
Paperback400 pages

Book Description

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.

Table of Contents

Chapter 1: Overview of Materials in Cycles
Introduction
Material nodes in Cycles
Procedural textures in Cycles
Setting the World material
Creating a mesh-light material
Using volume materials
Using displacement
Chapter 2: Managing Cycles Materials
Introduction
Preparing an ideal Cycles interface for material creation
Naming materials and textures
Creating node groups
Grouping nodes under frames for easier reading
Linking materials and node groups
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
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 node group
Creating a rusty metal material with procedurals
Creating a wood material with procedurals
Chapter 5: Creating Complex Natural Materials in Cycles
Introduction
Creating an ocean material using procedural textures
Creating underwater environment materials
Creating a snowy mountain landscape with procedurals
Creating a realistic Earth as seen from space
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 spaceship hull shader
Chapter 7: Subsurface Scattering in Cycles
Introduction
Using the Subsurface Scattering shader node
Simulating Subsurface Scattering in Cycles using the Translucent shader
Simulating Subsurface Scattering in Cycles using the Vertex Color tool
Simulating Subsurface Scattering in Cycles using the Ray Length output in the Light Path node
Creating a fake Subsurface Scattering node group
Chapter 8: Creating Organic Materials
Introduction
Creating an organic-looking shader with procedurals
Creating a wasp-like chitin material with procedural textures
Creating a beetle-like chitin material with procedural textures
Creating tree shaders – the bark
Creating tree shaders – the leaves
Creating a layered human skin material in Cycles
Creating fur and hair
Creating a gray alien skin material with procedurals
Chapter 9: Special Materials
Introduction
Using Cycles volume materials
Creating a cloud volumetric material
Creating a fire and smoke shader
Creating a shadeless material in Cycles
Creating a fake immersion effect material
Creating a fake volume light material

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

Authors

Table of Contents

Chapter 1: Overview of Materials in Cycles
Introduction
Material nodes in Cycles
Procedural textures in Cycles
Setting the World material
Creating a mesh-light material
Using volume materials
Using displacement
Chapter 2: Managing Cycles Materials
Introduction
Preparing an ideal Cycles interface for material creation
Naming materials and textures
Creating node groups
Grouping nodes under frames for easier reading
Linking materials and node groups
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
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 node group
Creating a rusty metal material with procedurals
Creating a wood material with procedurals
Chapter 5: Creating Complex Natural Materials in Cycles
Introduction
Creating an ocean material using procedural textures
Creating underwater environment materials
Creating a snowy mountain landscape with procedurals
Creating a realistic Earth as seen from space
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 spaceship hull shader
Chapter 7: Subsurface Scattering in Cycles
Introduction
Using the Subsurface Scattering shader node
Simulating Subsurface Scattering in Cycles using the Translucent shader
Simulating Subsurface Scattering in Cycles using the Vertex Color tool
Simulating Subsurface Scattering in Cycles using the Ray Length output in the Light Path node
Creating a fake Subsurface Scattering node group
Chapter 8: Creating Organic Materials
Introduction
Creating an organic-looking shader with procedurals
Creating a wasp-like chitin material with procedural textures
Creating a beetle-like chitin material with procedural textures
Creating tree shaders – the bark
Creating tree shaders – the leaves
Creating a layered human skin material in Cycles
Creating fur and hair
Creating a gray alien skin material with procedurals
Chapter 9: Special Materials
Introduction
Using Cycles volume materials
Creating a cloud volumetric material
Creating a fire and smoke shader
Creating a shadeless material in Cycles
Creating a fake immersion effect material
Creating a fake volume light material

Book Details

ISBN 139781784399931
Paperback400 pages
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