Book Image

Blender 2.5 Materials and Textures Cookbook

Book Image

Blender 2.5 Materials and Textures Cookbook

Overview of this book

Blender 2.5 is one of the most usable 3D suites available. Its material and texture functions offer spectacular surface creation possibilities. It can take you hours just to create basic textures and materials in Blender and when you think of creating complex materials and textures you are petrified. Imagine how you will feel when you overcome these obstacles. This book wastes no time on boring theory and bombards you with examples of ready-created materials and textures from the start, with clear instructions on how they were created, and what you can learn from them for making your own. It covers all core Blender functions you will ever need to easily create perfect simulation of objects from the simplest to the most complex ones. The book begins with recipes that show you how to create natural surface materials, including a variety of pebbles, rocks, wood, and water, as well as man-made metals, complete with rust. By utilizing some of the easiest-to-use animation tools available, you will be able to produce accurate movement in mesh objects. Familiarize yourself with a plethora of tools that will help you to effectively organize your textures and materials. You will learn how to emulate the reflective properties of natural materials and how to simulate materials such as rusted iron, which is difficult to make believable. Transparency and reflection are both tricky natural surface properties to simulate but these recipes will make it easy. Explore ways to speed up animations by using special painting techniques to significantly lower render times. By the end of the book, you will be able to simulate some of the most difficult effects to recreate in any 3D suite, such as smoke, fire, and explosions.
Table of Contents (16 chapters)
Blender 2.5 Materials and Textures Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Introduction


So far, we have explored various methods of mapping textures to models. However, eventually, we will meet complex surfaces that move or distort during an animation. In this circumstance, we require the textures to be mapped directly on the faces of the mesh rather than projected from some arbitrary point within the mesh. One area where this is extensively used is the simulation of skin, from the leathery exterior of a dinosaur to the ultimate nirvana of the human head.

Skin shading is one of the most difficult tasks for the 3D materials designer. Firstly, the models tend to be complex in shape with many varying angles that make standard texture projections such as flat, cube, sphere, and tube difficult because of distortion. Secondly, skin has a unique ability to scatter light within its surface, which is tricky to reproduce. Thirdly, when a UV map is wrapped around the object, seams will form where edges of the UV map meet.

Over the course of this chapter, we will work through...