Book Image

Taking Blender to the Next Level

By : Ruan Lotter
Book Image

Taking Blender to the Next Level

By: Ruan Lotter

Overview of this book

If you're ready to start exploring the more advanced workflows and processes in Blender to create intricate 3D models, then Taking Blender to the Next Level is for you. This book focuses on a few different VFX-related workflows such as geometry nodes, organic modeling, 3D camera tracking, photogrammetry, sculpting, compositing, and physics simulations. You’ll learn how to use geometry nodes to create dynamic motion graphic scenes as well as perform 3D scanning of real-world objects using photogrammetry. You’ll also find out how to model, rig, and animate your own 3D characters from scratch. Next, you’ll progress to using simulations to break objects apart and then use cloth and hair simulations to add realism to your 3D creations. Finally, you’ll go over the final render settings and export your 3D animation masterpiece as a video. By the end of this Blender book, you’ll be able to model your own 3D characters, objects, and landscapes; rig, animate, and texture your characters; 3D track live-action footage; and composite your 3D characters into live-action scenes.
Table of Contents (19 chapters)
1
Part 1: Modeling, Materials, and Animation Workflows
10
Part 2: Let's Do Some Physics
14
Part 3: Match Moving and Compositing

Chapter 5: PBR Materials: Texturing our Mushroom Scene

In this chapter, we will be adding materials to our mushroom scene. We will create procedural materials using shading nodes to create realistic-looking materials for the mushroom as well as the grass. For the landscape, we will make use of a texture image. We will also be using the normal map that we baked in Chapter 3, Organic Modeling P1: Creating a Mushroom, to add finer details to our mushroom. Let's get started.

The following is a render preview of the materials that we will be creating in this chapter:

Figure 5.1 – A render preview of the materials that we will create in this chapter

The main topics we'll cover in this chapter are as follows:

  • Creating procedural materials for both the mushroom and grass using the Shader Editor
  • Assigning multiple materials to the same model
  • Using a normal map to add details to our mushroom
  • Using PBR textures to create realistic...