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 clean running water material


The simpler way to make a water shader is by using a glass node and setting the IOR value (Index Of Refraction, a number specifying the capacity of a medium to refract the light passing through it) to 1.33, and actually, this should be enough; by the way, although physically correct, this does not work well in every light condition or particular situation. A better approach is to use the glass shader mixed with another "specularity" node and, in some cases, also with the aid of a texture.

Getting ready

  1. Start Blender and switch to the Cycles rendering engine. Select the cube and scale it at least six units on the z axis (press S followed by Z, digit 3, and hit Enter; the default cube is already of 2 units, so 2 X 3 = 6). Then scale down to the half its width (press S followed by Shift + Z, digit 0.500, and hit Enter).

  2. Go in edit mode, and press Crtl + R and scroll the middle mouse wheel to add four horizontal cuts to the cube.

  3. Select the upper and the bottom...