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

Texturing the tree trunk and creating realistic leaves


Now, we will deal with the tree of our scene. We will create the trunk and the leaves. For the leaves, we will again be working on instances that are located on a different layer than the main scene. The actual leaves on the tree are set to be displayed as Bounding Box to make the viewport easier to manage. In case you want to visualize the actual geometry of the leaves, you will have to select the original meshes on layer 5 and from the Object menu, select the Textured type from the Display panel. Note that even if the Bounding Box type is selected, the leaves will appear as usual when using the real-time viewport, so it is a good idea to leave the display type to Bounding Box.

Getting ready

First, we will create the bark material for the tree. Let's select the tree mesh and hit / on the numeric keypad to go into the local mode and solo the object in the viewport. This will allow us to have a much more responsive real-time viewport. Add...