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 the materials for the lamp


Now we will create the shaders for the lamp. Among others, a really interesting material will be the marble for the base. For this particular shader, we will be using a new node, subsurface scattering, which is often written as SSS.

Getting ready

To start, select the object called Lamp, add a new material to it, and name it LampMarble.

How to do it…

To create the materials for the lamp, follow these steps:

Assigning the different materials

To assign different materials, follow these steps:

  1. With the lamp object selected, let's go into the edit mode by pressing the Tab key and make sure no vertex is selected. With the mouse cursor over the piece of geometry that we want to select, press the L key on the keyboard to select the entire part of the mesh. Using this method, let's select the two spheres at the top of the lamp.

  2. Add a new material slot by pressing the + button in the material menu. Create a new material and name it Lamp, and then click on the Assign button...