Index
A
- ambient occlusion
- about / There's more...
- enabling / There's more...
- anisotropy / How it works...
- atmosphere layer / The atmosphere, How it works...
- atmospheric perspective
B
- Bakelite material
- creating / Creating a Bakelite material, How to do it..., How it works..., There's more...
- working / How it works...
- node group, creating / There's more...
- beetle-like chitin material
- creating, with procedural textures / Creating a beetle-like chitin material with procedural textures, Getting ready, How to do it...
- Blender
- URL / See also
- Blender Artists forum
- URL / See also
- Blender documentation
- Blender Internal
- materials, working / Introduction
- bottom shaders
- bronze material
- creating, with procedurals / Creating an antique bronze material with procedurals, Getting ready..., How to do it..., How it works...
- BSDF
- about / Introduction
C
- cloth materials
- creating, with procedurals / Creating cloth materials with procedurals, Getting ready, How to do it..., How it works..., There's more...
- clouds / The clouds
- cloud volumetric material
- complex man-made materials
- cloth materials, creating / Creating cloth materials with procedurals
- leather material, creating / Creating a leather material with procedurals
- synthetic sponge material, creating / Creating a synthetic sponge material with procedurals
- spaceship hull shader, creating / Creating a spaceship hull shader
- complex natural materials
- Cycles / Introduction
- ocean material, creating / Creating an ocean material using procedural textures
- underwater environment materials, creating / Creating underwater environment materials
- snowy mountain landscape, creating / Creating a snowy mountain landscape with procedurals
- realistic Earth, creating / Creating a realistic Earth as seen from space
- Cycles
- materials, working / Introduction
- material nodes / Material nodes in Cycles, Getting ready, How to do it..., How it works..., There's more..., Introduction
- procedural textures / Procedural textures in Cycles, How to do it..., How it works..., There's more..., See also
- World material, setting / Setting the World material
- man-made materials / Introduction
- Subsurface Scattering / Introduction
- Subsurface Scattering, simulating by Translucent shader / Simulating Subsurface Scattering in Cycles using the Translucent shader
- Subsurface Scattering, simulating by Vertex Color tool / Simulating Subsurface Scattering in Cycles using the Vertex Color tool, How to do it...
- Subsurface Scattering, simulating by Ray Length output / Simulating Subsurface Scattering in Cycles using the Ray Length output in the Light Path node
- layered human skin material, creating in / Creating a layered human skin material in Cycles, Getting ready, How to do it..., How it works...
- volume materials, using / Using Cycles volume materials
- shadeless material, creating / Creating a shadeless material in Cycles
- Cycles interface
- creating, for material creation screen / Preparing an ideal Cycles interface for material creation, How to do it..., How it works..., There's more...
- Cycles material
- about / Material nodes in Cycles
- building / Getting ready, How to do it..., How it works..., There's more...
- Cycles nodes
- URL / See also
- Cycles Render Engine
- URL / Introduction
D
- displacement
- using / Getting ready, How to do it..., How it works...
E
- expanded polystyrene material
F
- fake immersion effect material
- fake Subsurface Scattering node group
- fake volume light material
- fire and smoke shader
- foam shader
- creating / Creating the foam shader
- frames
- nodes, grouping / Grouping nodes under frames for easier reading
- using, with simple shader / How to do it...
- fur
G
- generic plastic material
- creating / Creating a generic plastic material, How to do it...
- working / How it works...
- glassy polystyrene material
- GPU-based rendering
- steps / Introduction
- Gray Alien skin material
- creating, with procedurals / Creating a gray alien skin material with procedurals, Getting ready, How to do it..., How it works...
- ground material
- creating, with procedural textures / Creating a simple ground material using procedural textures, Getting ready, How to do it..., How it works...
H
- hair
- High-dynamic-range (HDR) / How to do it...
I
- ice material
- creating, with procedural textures / Creating an ice material using procedural textures, Getting ready, How to do it...
- image maps
- used, for creating rock material / Creating a rock material using image maps, Getting ready, How to do it..., How it works..., There's more...
- Index Of Refraction (IOR) / How to do it...
- IORs
- references / How it works...
- IOR values
- URL / See also
L
- layered human skin material
- creating, in Cycles / Creating a layered human skin material in Cycles, Getting ready, How to do it..., How it works...
- leather material
- creating, with procedurals / How to do it...
M
- man-made materials, Cycles
- generic plastic material, creating / Creating a generic plastic material
- Bakelite material, creating / Creating a Bakelite material
- expanded polystyrene material, creating / Creating an expanded polystyrene material
- glassy polystyrene material, creating / Creating a clear (glassy) polystyrene material
- rubber material, creating / Creating a rubber material
- antique bronze material, creating / Creating an antique bronze material with procedurals
- multipurpose metal node group, creating / Creating a multipurpose metal node group
- rusty metal material, creating / Creating a rusty metal material with procedurals
- wood material, creating / Creating a wood material with procedurals
- mapping method
- specifying / There's more...
- material creation screen
- Cycles interface, creating for / Preparing an ideal Cycles interface for material creation, How to do it..., How it works..., There's more...
- material groups
- mixing / Mixing the material groups
- materials
- mesh-light material
- multipurpose metal node group
N
- natural materials
- about / Introduction
- Node Group / How to do it...
- node groups
- creating / Creating node groups, How to do it..., How it works...
- linking / Linking materials and node groups, How to do it...
- Node Wrangler add-on
- about / There's more...
- Normal Map node
- URL / See also
O
- ocean material
- creating, with procedural textures / Creating an ocean material using procedural textures, Getting ready, How to do it...
- water surface, creating / Creating the water surface and the bottom shaders
- bottom shaders, creating / Creating the water surface and the bottom shaders
- foam shader, creating / Creating the foam shader
- stencil material, creating / Creating the stencil material for the foam location
- summarizing / Putting everything together
- working / How it works..., See also
- Ocean modifier
- URL / See also
- organic-looking shader
- creating, with procedurals / Creating an organic-looking shader with procedurals, How to do it..., How it works...
P
- PET (Proportional Editing Tool) / Getting ready
- planet surface / The planet surface
- procedurals
- used, for creating bronze material / Creating an antique bronze material with procedurals, Getting ready..., How to do it..., How it works...
- used, for creating rusty metal material / Creating a rusty metal material with procedurals, Getting ready..., How to do it..., How it works...
- used, for creating wood material / Creating a wood material with procedurals, Getting ready..., How to do it..., How it works...
- used, for creating snowy mountain landscape / Creating a snowy mountain landscape with procedurals, Getting ready, How to do it...
- used, for creating cloth materials / Creating cloth materials with procedurals, Getting ready, How to do it..., How it works..., See also
- used, for creating leather material / How to do it...
- used, for creating synthetic sponge material / Creating a synthetic sponge material with procedurals, Getting ready, How to do it..., How it works...
- organic-looking shader, creating with / Creating an organic-looking shader with procedurals, How to do it..., How it works...
- Gray Alien skin material, creating with / Creating a gray alien skin material with procedurals, Getting ready, How to do it..., How it works...
- procedural textures
- in Cycles / Getting ready, How to do it..., How it works..., There's more...
- used, for creating rock material / Creating a rock material using procedural textures, How to do it..., How it works...
- used, for creating sand material / Creating a sand material using procedural textures, Getting ready, How to do it..., How it works..., There's more...
- used, for creating ground material / Creating a simple ground material using procedural textures, Getting ready, How to do it..., How it works...
- used, for creating snow material / Creating a snow material using procedural textures, Getting ready, How to do it..., How it works...
- used, for creating ice material / Creating an ice material using procedural textures, Getting ready, How to do it..., How it works...
- used, for creating ocean material / Creating an ocean material using procedural textures, Getting ready
- wasp-like chitin material, creating with / Creating a wasp-like chitin material with procedural textures, How to do it..., How it works...
- beetle-like chitin material, creating with / Creating a beetle-like chitin material with procedural textures, Getting ready, How to do it...
R
- Ray Length output, Light Path node
- Subsurface Scattering, simulating / Simulating Subsurface Scattering in Cycles using the Ray Length output in the Light Path node, How to do it..., How it works...
- realistic planet
- URL / How it works...
- Reducing Noise
- URL / Introduction
- rock material
- creating, with image maps / Creating a rock material using image maps, How to do it..., How it works..., There's more...
- creating, with procedural textures / Creating a rock material using procedural textures, How to do it..., How it works...
- rubber material
- creating / Creating a rubber material, How to do it..., How it works...
- rusty metal material
- creating, with procedurals / Creating a rusty metal material with procedurals, How to do it..., How it works...
S
- sand material
- creating, with procedural textures / Creating a sand material using procedural textures, Getting ready, How to do it..., How it works..., There's more...
- scientific search engine
- URL / See also
- shadeless material, Cycles
- creating / Creating a shadeless material in Cycles, Getting ready, How to do it..., How it works...
- obtaining / There's more...
- shader node, Subsurface Scattering
- shaders / Material nodes in Cycles
- sIBL Archive
- URL / How to do it..., Getting ready
- snow material
- creating, with procedural textures / Creating a snow material using procedural textures, Getting ready, How to do it..., How it works...
- first stage / How it works...
- second stage / How it works...
- snowy mountain landscape
- creating, with procedurals / Creating a snowy mountain landscape with procedurals, Getting ready, How to do it...
- rock, appending / Appending and grouping the rock and the snow shader
- snow shader, grouping / Appending and grouping the rock and the snow shader
- snow shader, appending / Appending and grouping the rock and the snow shader
- rock, grouping / Appending and grouping the rock and the snow shader
- material groups, mixing / Mixing the material groups
- stencil shader, creating / Creating the stencil shader
- atmospheric perspective, adding / Adding the atmospheric perspective
- working / How it works...
- spaceship hull shader
- space view, from realistic Earth
- creating / Creating a realistic Earth as seen from space, Getting ready
- reference links / Getting ready
- planet surface / The planet surface
- clouds / The clouds
- atmosphere layer / The atmosphere
- Surface material / How it works...
- Stanford bunny
- URL / Getting ready
- stencil material
- creating, for foam location / Creating the stencil material for the foam location
- stencil shader
- creating / Creating the stencil shader
- Subsurface Scattering
- about / Introduction
- shader node, using / Using the Subsurface Scattering shader node
- URL / Simulating Subsurface Scattering in Cycles using the Translucent shader
- simulating, by Translucent shader / Simulating Subsurface Scattering in Cycles using the Translucent shader, Getting ready, How to do it..., How it works...
- simulating by Vertex Color tool / Simulating Subsurface Scattering in Cycles using the Vertex Color tool, Getting ready, How to do it...
- simulating, with Ray Length output of Light Path node / Simulating Subsurface Scattering in Cycles using the Ray Length output in the Light Path node, Getting ready, How to do it..., How it works...
- supported graphic cards, Cycles
- URL / Introduction
- synthetic sponge material
- creating, with procedurals / Creating a synthetic sponge material with procedurals, Getting ready, How to do it..., How it works...
T
- textures
- Translucent shader
- used, for simulating Subsurface Scattering / Simulating Subsurface Scattering in Cycles using the Translucent shader, Getting ready, How to do it..., How it works...
- trees shaders, barks
- trees shaders, leaves
U
- underwater environment materials
V
- Vertex Color tool
- used, for simulating Subsurface Scattering / Simulating Subsurface Scattering in Cycles using the Vertex Color tool, Getting ready, How to do it...
- volume materials
- volume materials, Cycles
W
- wasp-like chitin material
- creating, with procedural textures / Creating a wasp-like chitin material with procedural textures, How to do it..., How it works...
- water surface
- wood material
- creating, with procedurals / Creating a wood material with procedurals, Getting ready..., How to do it...
- World material