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

Creating a generic plastic material


In this recipe we will create a generic plastic shader, adding a slight granularity to the surface:

Getting ready

Start Blender and load the file 1301OS_04_start.blend. It's a prepared scene with Suzanne (the monkey head primitive that is also Blender's mascot) leaning on a plane, a Camera, a Mesh light and an already set low intensity gray World.

How to do it...

Now, straight to the material creation:

  1. If not already, select Suzanne and click on New in the Material window under the Properties panel or in the Node Editor header. Rename the material Plastic_green_soft.

  2. Set Viewport Shading of the Camera view to Rendered.

  3. Switch the Diffuse shader with a Mix Shader node. In the first Shader slot select a Diffuse BSDF shader, in the second Shader slot select a Glossy BSDF.

  4. Change the Diffuse color to a bright green (R 0.040, G 0.800, B 0.190) and the Glossy shader color to pure white; set the Roughness value of the Glossy shader to 0.300.

  5. Add a Noise Texture node ...