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 leather material with procedurals


In this recipe we will create a leather-like material:

Getting ready

Start Blender and load the file 1301OS_06_start.blend, where there is an already unwrapped Suzanne mesh.

How to do it...

Now we are going to create the material:

  1. Click on New in the Material window under the Properties panel or in the Node Editor header; rename the new material Leather_dark.

  2. In the Material window switch the Diffuse BSDF node with a Mix Shader node; in the first Shader slot select again a Mix Shader node and in the second one an Anisotropic BSDF shader node.

  3. Add a Fresnel node (Shift + A | Input | Fresnel) and connect it to the Fac input sockets of both the Mix Shader nodes. Set the IOR value to 1.490.

  4. Set the Anisotropic BSDF node's color to a pure white and the Roughness value to 0.100. Add a Tangent node (Shift + A | Input | Tangent), connect it to the Tangent input of the Anisotropic shader, and in its Method to use for the tangent slot select UVMap. Optionally...