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 simple ground material using procedural textures


In this recipe, we will create a basic raw ground material.

Getting ready

The first step is to start Blender and switch to Cycles. Delete the default cube and add a plane. In edit mode, scale it nine times bigger (18 units per side) and then follow these steps:

  1. Go in the Object Modifiers window and assign a Subdivision Surface modifier to the plane. Switch from Catmull-Clark to Simple and set the levels of Subdivisions for both View and Render to 2.

  2. Assign a second Subdivision Surface modifier. Again, switch to Simple and set the levels of Subdivisions for both View and Render to 4.

  3. Assign two Displace modifiers. In the first one, assign a Voronoi texture, increase the Size value to 1.80, and set the displacement strength to 0.400. In the second one, assign the default Clouds texture, increase the Size value to 0.75 and the Depth value to 5, set the displacement strength to 0.400 as well.

  4. In the Object Tool panel, under Shading, set the...