Book Image

Blender 2.6 Cycles: Materials and Textures Cookbook

By : Enrico Valenza, Ton Roosendaal
Book Image

Blender 2.6 Cycles: Materials and Textures Cookbook

By: Enrico Valenza, Ton Roosendaal

Overview of this book

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.
Table of Contents (13 chapters)
Blender 2.6 Cycles: Materials and Textures Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface

Introduction


As with Blender Internal materials, Cycles materials can (and should) be organized to optimize not only your workflow but also Blender memory management.

Material nodes can easily grow quite complex in Cycles so it's sometimes a good idea to split and label the different parts of a shader's network, just to make the meaning of the different sections more clear (even to yourself; maybe at a certain point of your workflow, you forget how exactly you organized the 120 nodes of material you made a couple of months before working). Moreover, organized materials can be easily reused in other files, projects, or as parts of bigger and different materials.

The organization of the materials basically is made by grouping them and/or giving them proper names and defined locations, so as to be easily found on the hard disk.