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 car paint material


Here we are at the core topic of this chapter: the car paint. There are plenty of different types of car paints. In our scene, we will try to reproduce a shiny paint with flakes. Many render engines have an integrated flakes feature, but Cycles still lacks this option. Something like this will probably be added in the future, but for now, we will see how to recreate this effect on our own.

Getting ready

For the creation of the car paint, we will be using a new Cycles feature called Open Shading Language (OSL). A particular way of creating shaders is by coding them. Such a technique is used for example by Pixar's RenderMan engine as well. While creating a material this way is harder due to the fact that knowledge of the Shading language is required, it also opens a wider range of possibilities. In this recipe, we will not be talking about writing a shader, but just how to use it in Cycles. On the Internet, we can already find several OSL shaders. So let's move...