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 cloth materials with procedurals


In this recipe we will create a generic cloth material like the one shown in the following image:

Getting ready

  1. Start Blender and load the file 1301OS_cloth_start.blend; in the scene there is an already set cloth simulation.

  2. Press the play button on the timeline bar to see the simulation working and being cached in real-time: a plane (our tissue) draped on a sphere leaning on a bigger plane (the floor).

  3. After the simulation has been totally cached (it's a total of 100 frames), in the Physics window on the right, under the Cloth Cache tab, click on the Current Cache to Bake button to save the simulation; the 100 frames simulation is now cached and saved inside a folder, named as the blend file and located in the same directory of the blend file.

From now on there is no need to calculate the simulation anymore, Blender will read the simulation data from that folder and so it will be possible to quickly scroll the timeline bar to immediately reach any frame...