Book Image

Blender Cycles: Lighting and Rendering Cookbook - Second Edition

Book Image

Blender Cycles: Lighting and Rendering Cookbook - Second Edition

Overview of this book

Blender provides a broad spectrum of modeling, texturing, lighting, animation and video post-processing functionality in one package. It provides cross-platform interoperability, extensibility and a tightly integrated workflow. Blender is one of the most popular Open Source 3D graphics applications in the world. Modern GPUs (Graphics Processing Unit) have some limitations for rendering complex scenes. This is mainly because of limited memory, and interactivity issues when the same graphics card is also used for displaying and rendering frames. This is where Cycles rendering engine comes into play. Cycles is bundled as an add-on with Blender. Some of the features of Cycles is its quality, speed and having integrated industry standard libraries. This book will show you how to carry out your first steps in Cycles - a brand new rendering engine for Blender. In a gradual and logical way, you will learn how to create complex shaders and lighting setups to face any kind of situation that you may find in Computer Graphics. This book provides information on how to setup your first application in Cycles. You will start by adding lights, materials, and textures to your scene. When it's time for the final render, you will see how to setup Cycles in the best way. You will learn about a wide variety of materials, lighting, techniques, tips, and tricks to get the best out of Cycles. Further on in the book, you will get to know about animation and still shots, and learn how to create advanced materials for realistic rendering, as well cartoon style shaders. This cookbook contains a wide range of different scenes, proposed in a structured and progressive order. During this journey, you will get involved in the concepts behind every step you take in order to really master what you learn.
Table of Contents (18 chapters)
Blender Cycles: Lighting and Rendering Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Introduction
Index

Creating a parquet material


Now that our scene lighting is ready, we can start adding the materials to the scene. A really important material is the floor, followed by the material of the wall, which in this scene will be very simple.

Getting ready

Let's start by selecting the object named Floor and add a material to it. Let's name the material Parquet.

How to do it…

To create the parquet material, follow these steps:

  1. Let's go to the material node editor and add a Glossy BSDF and a Mix Shader node. Change the Glossy BSDF Roughness to 0.040 and the Diffuse BSDF roughness to 1.000.

  2. Mix the Glossy and the Diffuse BSDFs with the Mix Shader node (diffuse on the top) with a Fac of 0.300.

  3. Now add an Image Texture, a Texture Coordinate, and a Mapping node. Link the output to the diffuse BSDF Color input.

  4. In the image texture, let's load the texture_seamless_parquet.jpg file located in the Textures folder.

  5. For this texture, we want to use UV coordinates. Also place the mapping node between the texture coordinates...