Index
A
- .avi format / How it works...
- additional settings, for default scene
- aged photo
- creating, with simple Blender materials / Creating an aged photo with simple Blender materials, Getting ready, How to do it..., How it works...
- alpha channels
- bump maps, creating / How to do it...
- image, creating / How to do it...
- leaf shape, creating on simple mesh / How to do it…, How it works….
- ambient occlusion
- animation
- creating, without mesh / How to move textures and create animation without moving a mesh, How to do it..., How it works...
- textures, changing / How to change textures during an animation, How to do it..., How it works...
- anti-aliasing
- about / Anti-aliasing
- Approximate method / How it works...
- AVI
- about / There's more...
B
- barber pole texture
- creating / A barber pole with no moving parts, Getting ready
- rotating / How to do it...
- Big Buck Bunny
- URL / See also
- billboard
- Blender
- about / Introduction, Introduction, Introduction, Creating a face map from photographs, Introduction
- realistic pebble material, creating / Creating a realistic pebble material using procedural textures, Getting ready
- simple pebble shape, creating / Getting ready
- gray limestone pebble, creating / Creating a gray limestone pebble, How to do it..., How it works
- Quartz pebble material, creating / How to do it, How it works
- opalescent Quartz material, creating / How to do it, How it works
- material node, creating / Getting ready, How to do it…., How it works...
- large rock material, creating / Getting ready, How it works…
- sea rock material, creating / How to do it..., How it works…
- properties / Introduction
- slate roof node material, creating / Getting ready, How to do it..., How it works...
- textures, warping / Warping a texture to disguise seams in a repeated texture, How to do it..., How it works...
- weathering surface attributes, adding / Adding weathering by copying and reusing textures, How to do it..., How it works...
- metals, creating / Creating metals, Getting ready, How to do it...
- road material, creating / Creating a path or road material that never repeats
- path, creating / Creating a path or road material that never repeats
- tiled texture, repeating for object duplication / Repeating a tiled texture to duplicated objects, How to do it, How it works
- textures, deforming / Deforming materials and textures in Blender, How to do it
- materials, deforming / Deforming materials and textures in Blender, How to do it
- facilities / Introduction
- material animation tools / The types of texture and material animation tools in Blender
- texture types / The types of texture and material animation tools in Blender
- default scene, setting for material creation / Setting a default scene for materials creation, How to do it..., How it works...
- default factory settings / Getting ready
- additional settings, for default scene / Getting ready, How to do it..., How it works...
- interface, creating for material creation / Creating an ideal Blender interface for material creation, How to do it..., How it works...
- texture animation setup, creating / Creating an ideal texture animation setup, How to do it..., How it works...
- naming strategies / How to do it..., How it works...
- materials, appending / Appending materials, How to do it..., How it works...
- materials, linking / Linking materials, Getting ready, How to do it..., How it works...
- ocean vista environment, setting up / Setting up an ocean vista environment, How to do it..., How it works...
- ocean surface material, creating / Creating an ocean surface material, How to do it..., How it works...
- wake around objects, creating in water / Creating wake around objects in water, How it works...
- non-repeating leaf material, creating / Creating a non-repeating leaf material, Getting ready
- face map, creating from photographs / Creating a face map from photographs, Getting ready, How it works…
- UV maps, combining / Combining UV maps to create an enveloping UV, How to do it..., How it works...
- rendered images, post processing from / Post processing rendered images from within Blender, How to do it..., How it works...
- explosive smoke effect, creating / Creating explosive smoke in Blender, Getting ready, How to do it..., How it works...
- smoke simulation, creating / Getting ready, How to do it..., How it works...
- flame, igniting / Igniting a flame and making things burn in Blender, Getting ready, How to do it..., How it works...
- burn effect, creating / Igniting a flame and making things burn in Blender, Getting ready, How to do it..., How it works...
- smoke sequences, creating / Creating loopable fire and smoke sequences, How to do it..., How it works...
- loopable fire effect, creating / Creating loopable fire and smoke sequences, How to do it..., How it works...
- Blender 2.5
- realistic large scale water effect, creating / Creating realistic large-scale water in Blender 2.5, Getting ready
- BlenderArtists
- URL / There's more…
- about / There's more…
- Blender Bug Tracker
- URL / There's more...
- Blender Compositor
- Blender interface
- creating, for material creation / Creating an ideal Blender interface for material creation, How to do it..., How it works...
- Blender Material panel
- color settings / How it works
- Blender materials
- aged photo, creating with / Creating an aged photo with simple Blender materials, Getting ready, How to do it..., How it works...
- BlenderNation
- about / There's more…
- URL / There's more…
- Blender Node editor
- about / How it works...
- BlenderWiki
- URL / Introduction
- blendfiles
- stand alone, making / Making blendfiles stand alone, How it works...
- about / Creating realistic large-scale water in Blender 2.5
- blue stone
- Bokeh effect
- about / How it works...
- Bulk Rename Utility / How it works...
- bump maps
- creating, alpha channels used / How to do it...
- burn effect
- creating, in Blender / Igniting a flame and making things burn in Blender, Getting ready, How to do it..., How it works...
- burning sheet
C
- Camera view
- about / How it works...
- cap material
- about / There's more...
- CIA.vc
- URL / There's more...
- Codec conversion
- about / There's more...
- color
- altering, for textures / How to alter the color of materials and textures over time
- altering, for materials / How to alter the color of materials and textures over time
- extracting, from photographs / Extracting color, bump, and specularity maps from photographs, How to do it..., How it works...
- color complexity
- adding, to leaf material / Adding color complexity to the leaf material, How it works...
- Color Ramp shader
- working / How it works..., How it works...
- multiple settings, modifying / Changing the multiple settings within a color ramp over time, How to do it...
- using / How to animate transparency in a texture
- benefits / How to animate transparency in a texture
- about / Simple materials make great smoke
- complex FX
- copper material simulation
- specular map, adding to / Using specular maps to add age and variety to man-made surface materials, How to do it..., How it works...
- oxidization weathering effect, adding / Adding oxidization weathering to our copper material, How to do it..., How it works...
- grime, adding / Adding grime and artistic interest to our copper material, How it works...
- artistic interest, adding / Adding grime and artistic interest to our copper material, How it works...
- curve modifier
- about / How it works...
D
- 3D animation suite / Introduction
- default factory settings, Blender
- about / Getting ready
- default scene
- setting, for material creation / Setting a default scene for materials creation, How to do it..., How it works...
- additional settings / Additional settings for default scene, Getting ready, How to do it..., How it works...
- Defocus node
- about / How it works...
- dirt effect
- adding, to model / Adding dirt onto a model, How to do it..., How it works...
- Distorted Noise texture / How it works...
E
- Emit setting
- about / How it works
- Empty dummy object
- texture movement, controlling / Using an Empty as a dummy object to control texture movement over time, How to do it...
- environment map reflections, varying
- corrosion, simulating / Varying environment map reflections to simulate corrosion or wear, Getting ready, How to do it..., How it works...
- environment map textures
- reflection, simulating / Using environment map textures to simulate reflection, How to do it..., How it works...
- about / How it works...
- working / How it works...
- explosive smoke effect
- creating, in Blender / Creating explosive smoke in Blender, Getting ready, How to do it..., How it works...
F
- F-Curve editor
- viewing / How to do it...
- working / How it works...
- F-Curves
- texture movement, manipulating / Manipulating the F-Curves of texture movement, How to do it...
- face map
- creating, from photographs / Creating a face map from photographs, Getting ready, How it works…
- face mesh
- unwrapping, for UV map creation / Unwrapping a face mesh to produce a UV map, Getting ready, How to do it…, How it works...
- fast test animations
- producing, tips / How it works...
- FFT (fast Fourier transform) method / How it works...
- Fill light
- about / How it works...
- Fire texture
- about / How it works...
- flame
- flaming torches
- creating / Getting ready, How to do it..., How it works...
- Frames Per Second (FPS) indicator
- about / How to do it...
G
- GIF
- about / How to do it...
- GIMP
- about / How it works…
- Gimp
- about / How it works
- URL / There's more...
- Graphical Org
- URL / There's more...
- gray limestone pebble
- creating / Creating a gray limestone pebble, How to do it..., How it works
- grouped nodes
- advantages / There's more...
H
- HD resolution screen
- about / How it works…
- hemi light
- about / How it works..., How it works...
I
- ideal texture animation setup
- images
- creating, alpha channels used / How to do it...
- image space
- indirect lighting
- about / How it works
- iron based metals
- rust, simulating on / Creating rust on iron-based metals, How to do it..., How it works...
J
- Jpeg2000
- about / How to do it...
K
- keyframes
- setting / How it works...
- key light
- about / Lights
L
- large rock face
- creating, photo reference used / Creating a large rock face using photo reference, How to do it..., How it works...
- creating, node materials used / Creating a large rock face using photo reference, How to do it..., How it works...
- large rock material
- creating, node textures used / Getting ready, How it works…
- creating, procedural textures used / Getting ready, How it works…
- leaf material
- non-repeating bump, adding to / How to do it…., How it works….
- color complexity, adding to / Adding color complexity to the leaf material, How it works...
- leaf shape
- creating, alpha channels used / How to do it…, How it works….
- loopable fire effect
M
- .mov format / How it works...
- man-made surface
- properties / Introduction
- man made objects
- about / Introduction, Introduction
- Marble procedural texture
- about / How it works
- mask
- creating, for Quartz veins representation / Creating a mask to represent the quartz veins, How to do it, How it works
- material node
- creating / Getting ready, How to do it…., How it works...
- about / How it works...
- materials
- combining, nodes used / Combining materials using nodes, How to do it..., How it works...
- deforming, in Blender / Deforming materials and textures in Blender, How to do it
- naming / Naming materials and textures
- appending / Appending materials, How to do it..., How it works...
- linking / Linking materials, Getting ready, How to do it..., How it works...
- materials creation
- default scene, setting for / Setting a default scene for materials creation, How to do it..., How it works...
- Blender interface, creating / Creating an ideal Blender interface for material creation, How to do it..., How it works...
- mesh object
- about / Getting ready
- creating, for good reflective surfaces / Creating a mesh object to provide good reflective surfaces, How to do it..., How it works...
- metals
- creating / Creating metals, Getting ready, How to do it...
- Mist effect
- model
- dirt effect, adding to / Adding dirt onto a model, How to do it..., How it works...
- modelling
- multiple materials
- adding, to surface / Adding more than one material to a surface, Getting ready, How to do it..., How it works...
- multiple UV maps
- creating, for single object / Creating multiple UV maps for a single object, How to do it..., How it works...
- Multiresolution modifier
- about / Getting ready
- Musgrave texture
- about / How it works, How it works..., How it works...
N
- naming strategies, Blender
- about / How to do it..., How it works...
- natural materials
- about / Introduction, Introduction
- photo references / Good observation will be your greatest asset
- Node Compositor system
- about / There's more...
- node materials
- large rock face, creating / Creating a large rock face using photo reference, How to do it..., How it works...
- node procedures
- about / Useful node procedures
- nodes
- materials, combining / Combining materials using nodes, How to do it..., How it works...
- node textures
- large rock material, creating / Getting ready, How it works…
- non-repeating bump
- adding, to leaf material / How to do it…., How it works….
- non-repeating leaf material
- creating / Creating a non-repeating leaf material, Getting ready
O
- object duplication
- tiled texture, repeating for / Repeating a tiled texture to duplicated objects, How to do it, How it works
- ocean surface material
- ocean vista environment
- Opalescence
- about / How it works
- opalescent Quartz material
- creating / How to do it, How it works
- OpenEXR
- about / How to do it...
- oxidization weathering effect
- adding, to copper material / Adding oxidization weathering to our copper material, How to do it..., How it works...
P
- .png format / How it works...
- paint package
- UV maps, merging / How to do it..., How it works...
- path
- creating, in Blender / Creating a path or road material that never repeats
- perfect domain
- creating / Creating the perfect domain
- photographic image
- applying, to surface / Using images as the basis for a leaf material, How to do it..., How it works…..
- photographs
- face maps, creating from / Creating a face map from photographs, Getting ready, How it works…
- specularity maps, extracting from / Extracting color, bump, and specularity maps from photographs, How to do it..., How it works...
- colors, extracting from / Extracting color, bump, and specularity maps from photographs, How to do it..., How it works...
- photo reference
- large rock face, creating / Creating a large rock face using photo reference, How to do it..., How it works...
- physical smoke simulation
- setting up / How to do it..., How it works...
- PNG
- point light
- about / How it works...
- polished metals
- simulating, raytrace reflections used / Using raytrace reflections to simulate polished metals, Getting ready, How to do it..., How it works...
- procedural textures
- realistic pebble material, creating / Creating a realistic pebble material using procedural textures, Getting ready
- about / How it works
- large rock material, creating / Getting ready, How it works…
- properties, Blender / Introduction
- properties, man-made surface
- about / Introduction
- moulded / Introduction
- cast / Introduction
- coated / Introduction
- polished / Introduction
- marked / Introduction
- proxy objects
- about / How it works...
Q
- Quartz
- Quartz pebble material
- creating / How to do it, How it works
- Quartz veins representation
- mask, creating for / Creating a mask to represent the quartz veins, How to do it, How it works
- Quicktime
- about / There's more...
R
- raytrace reflections
- polished metals, simulating / Using raytrace reflections to simulate polished metals, Getting ready, How to do it..., How it works...
- varying, for dirt simulation / Varying raytrace reflections to simulate dirt and grime, How to do it..., How it works...
- realistic large scale water effect
- creating, in Blender 2.5 / Creating realistic large-scale water in Blender 2.5, Getting ready
- realistic pebble material
- creating, procedural textures used / Creating a realistic pebble material using procedural textures, Getting ready
- realistic simulation
- creating / Creating explosive smoke in Blender
- Red Alert sign
- creating, image sequence used / Creating a Red Alert sign using a sequence of images, How to do it..., How it works...
- red hot iron bar
- creating / Creating a red hot iron bar, How to do it...
- reflection
- simulating, environment map textures used / Using environment map textures to simulate reflection, How to do it..., How it works...
- about / Introduction
- rendered images
- post processing, from Blender / Post processing rendered images from within Blender, How to do it..., How it works...
- rendering
- render settings
- unneeded render settings, turning off / Turning off unneeded render settings
- environment map, turning off / Turning off unneeded render settings
- subsurface scattering, turning off / Turning off unneeded render settings
- repeat patterns
- repeat textures
- utilizing / Utilizing repeat textures
- road material
- creating, in Blender / Creating a path or road material that never repeats
- rock faces
- rust
- simulating, on iron based metals / Creating rust on iron-based metals, How to do it..., How it works...
S
- sculpt tool
- about / Getting ready
- sea rock material
- creating / How to do it..., How it works…
- seaweed
- simulating, texture node used / Creating a texture node to simulate seaweed at the base of a rock, How to do it, How it works...
- short movie sequence
- applying, as texture / How to texture with movies creating a TV screen, Getting ready, How to do it..., How it works...
- simple pebble shape
- creating / Getting ready
- single object
- multiple UV maps, creating for / Creating multiple UV maps for a single object, How to do it..., How it works...
- skin material
- creating, UV maps used / Applying UVs to create an accurate skin material, How to do it..., How it works...
- skin shading
- about / Introduction
- performing, ambient occlusion used / Skin shading using SSS and AO, How to do it..., How it works...
- performing, SSS used / Skin shading using SSS and AO, How to do it..., How it works...
- slate
- slate roof node material
- creating / Getting ready, How to do it..., How it works...
- smoke sequences
- smoke settings
- about / How to do it...
- smoke simulation
- about / Creating explosive smoke in Blender
- creating, in Blender / Getting ready, How to do it..., How it works...
- perfect domain, creating / Creating the perfect domain
- high resolution simulation, using / Only use the high resolution simulation
- Smoke simulator
- source blendfile
- creating / How to do it...
- special effects
- about / Introduction
- specularity maps
- extracting, from photographs / Extracting color, bump, and specularity maps from photographs, How to do it..., How it works...
- specular map
- adding, to copper material simulation / Using specular maps to add age and variety to man-made surface materials, How to do it..., How it works...
- SSS
- about / There's more..., How it works..., There's more...
- Stencil command
- about / How it works, How it works...
- Subsurf modifier
- applying, to mesh / Getting ready
- surface
- complexity, adding / Using a tileable texture to add complexity to a surface, How it works...
- multiple materials, adding to / Adding more than one material to a surface, Getting ready, How to do it..., How it works...
T
- texture animation setup
- texture node
- creating, for seaweed simulation / Creating a texture node to simulate seaweed at the base of a rock, How to do it, How it works...
- textures
- about / Introduction
- warping / Warping a texture to disguise seams in a repeated texture, How to do it..., How it works...
- reusing / Adding weathering by copying and reusing textures, How to do it..., How it works...
- deforming, in Blender / Deforming materials and textures in Blender, How to do it
- moving / How to move textures and create animation without moving a mesh, How to do it..., How it works...
- animating, tricks / How it works...
- modifying, during animation / How to change textures during an animation, How to do it..., How it works...
- short movie sequence, applying / How to texture with movies creating a TV screen, Getting ready, How to do it..., How it works...
- naming / Naming materials and textures
- wave surface, creating / Creating a wave surface using textures, How to do it..., How it works...
- TGA
- TIFF
- tileable texture
- complexity, adding to surface / Using a tileable texture to add complexity to a surface, How it works...
- tiled texture
- repeating, for object duplication / Repeating a tiled texture to duplicated objects, How to do it, How it works
- animating / How to do it...
- transparency
- animating, in texture / How to animate transparency in a texture
- about / Introduction
U
- UV mapping
- about / There's more…
- UV maps
- about / Introduction
- creating / Unwrapping a face mesh to produce a UV map, Getting ready, How to do it…, How it works...
- editing, for image space optimization / Editing a UV map to optimize the image space
- enabling, for image space optimization / How to do it..., How it works...
- combining / Combining UV maps to create an enveloping UV, How to do it..., How it works...
- merging, paint package used / How to do it..., How it works...
- applying, for skin material creation / Applying UVs to create an accurate skin material, How to do it..., How it works...
V
- Voxel Data texture
W
- wake around objects
- creating, in water / Creating wake around objects in water, How it works...
- Wardiso specular setting
- about / How to do it..., How it works...
- Warp settings
- about / How it works...
- water
- wake around objects, creating / Creating wake around objects in water, How it works...
- wave surface
- creating, textures used / Creating a wave surface using textures, How to do it..., How it works...
- weathering surface attributes
Z
- Z depth
- rendering, from original animation / How it works...