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Blender Cycles: Materials and Textures
Cookbook Third Edition
Table of Contents
Blender Cycles: Materials and Textures Cookbook Third Edition
Credits
About the Author
Acknowledgments
About the Reviewers
www.PacktPub.com
Support files, eBooks, discount offers, and more
Why subscribe?
Free access for Packt account holders
Preface
What this book covers
What you need for this book
Who this book is for
Sections
Getting ready
How to do it…
How it works…
There's more…
See also
Conventions
Reader feedback
Customer support
Downloading the example code
Downloading the color images of this book
Errata
Piracy
Questions
1. Overview of Materials in Cycles
Introduction
Material nodes in Cycles
Getting ready
How to do it...
How it works...
There's more...
See also
Procedural textures in Cycles
Getting ready
How to do it...
How it works...
There's more...
See also
Setting the World material
Getting ready
How to do it...
How it works...
There's more...
Creating a mesh-light material
Getting ready
How to do it...
How it works...
There's more...
Using volume materials
Getting ready
How to do it...
How it works...
There's more...
Using displacement
Getting ready
How to do it...
How it works...
2. Managing Cycles Materials
Introduction
Preparing an ideal Cycles interface for material creation
Getting ready
How to do it...
How it works...
There's more...
Naming materials and textures
Getting ready
How to do it...
There's more...
Creating node groups
Getting ready
How to do it...
How it works...
Grouping nodes under frames for easier reading
Getting ready
How to do it...
Linking materials and node groups
How to do it...
There's more...
3. Creating Natural Materials in Cycles
Introduction
Creating a rock material using image maps
Getting ready
How to do it...
How it works...
There's more...
Creating a rock material using procedural textures
Getting ready
How to do it...
How it works...
Creating a sand material using procedural textures
Getting ready
How to do it...
How it works...
There's more...
Creating a simple ground material using procedural textures
Getting ready
How to do it...
How it works...
Creating a snow material using procedural textures
Getting ready
How to do it...
How it works...
Creating an ice material using procedural textures
Getting ready
How to do it...
How it works...
See also
4. Creating Man-made Materials in Cycles
Introduction
Creating a generic plastic material
Getting ready...
How to do it...
How it works...
Creating a Bakelite material
Getting ready...
How to do it...
How it works...
There's more...
Creating an expanded polystyrene material
Getting ready...
How to do it...
How it works...
Creating a clear (glassy) polystyrene material
Getting ready...
How to do it...
Creating a rubber material
Getting ready...
How to do it...
How it works...
Creating an antique bronze material with procedurals
Getting ready...
How to do it...
How it works...
Creating a multipurpose metal node group
Getting ready...
How to do it...
How it works...
Creating a rusty metal material with procedurals
Getting ready...
How to do it...
How it works...
There's more...
Creating a wood material with procedurals
Getting ready...
How to do it...
How it works...
5. Creating Complex Natural Materials in Cycles
Introduction
Creating an ocean material using procedural textures
Getting ready
How to do it...
Creating the water surface and the bottom shaders
Creating the foam shader
Creating the stencil material for the foam location
Putting everything together
How it works...
See also
Creating underwater environment materials
Getting ready
How to do it...
How it works...
Creating a snowy mountain landscape with procedurals
Getting ready
How to do it...
Appending and grouping the rock and the snow shader
Mixing the material groups
Creating the stencil shader
Adding the atmospheric perspective
How it works...
Creating a realistic Earth as seen from space
Getting ready
How to do it...
The planet surface
The clouds
The atmosphere
How it works...
6. Creating More Complex Man-made Materials
Introduction
Creating cloth materials with procedurals
Getting ready
How to do it...
How it works...
There's more...
See also
Creating a leather material with procedurals
How to do it...
How it works...
Creating a synthetic sponge material with procedurals
Getting ready
How to do it...
How it works...
Creating a spaceship hull shader
Getting ready
How to do it...
How it works...
There's more...
See also
7. Subsurface Scattering in Cycles
Introduction
Using the Subsurface Scattering shader node
Getting ready
How to do it...
How it works...
See also
Simulating Subsurface Scattering in Cycles using the Translucent shader
Getting ready
How to do it...
How it works...
Simulating Subsurface Scattering in Cycles using the Vertex Color tool
Getting ready
How to do it...
How it works...
Simulating Subsurface Scattering in Cycles using the Ray Length output in the Light Path node
Getting ready
How to do it...
How it works...
Creating a fake Subsurface Scattering node group
Getting ready
How to do it...
How it works...
8. Creating Organic Materials
Introduction
Creating an organic-looking shader with procedurals
Getting ready
How to do it...
How it works...
Creating a wasp-like chitin material with procedural textures
Getting ready
How to do it...
How it works...
Creating a beetle-like chitin material with procedural textures
Getting ready
How to do it...
How it works...
Creating tree shaders – the bark
Getting ready
How to do it...
How it works...
There's more...
Creating tree shaders – the leaves
Getting ready
How to do it...
How it works...
There's more...
Creating a layered human skin material in Cycles
Getting ready
How to do it...
How it works...
Creating fur and hair
Getting ready
How to do it...
How it works...
There's more...
See also
Creating a gray alien skin material with procedurals
Getting ready
How to do it...
How it works...
9. Special Materials
Introduction
Using Cycles volume materials
Getting ready
How to do it...
How it works...
There's more...
See also
Creating a cloud volumetric material
Getting ready
How to do it...
How it works...
Creating a fire and smoke shader
Getting ready
How to do it...
How it works...
See also
Creating a shadeless material in Cycles
Getting ready
How to do it...
How it works...
There's more...
Creating a fake immersion effect material
Getting ready
How to do it...
How it works...
Creating a fake volume light material
Getting ready
How to do it...
How it works...
See also
Index
Blender Cycles: Materials and Textures
Cookbook Third Edition
Blender Cycles: Materials and Textures
Cookbook Third Edition
Copyright © 2015 Packt Publishing
All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted
in any form or by any means, without the prior written permission of the publisher, except in the case of
brief quotations embedded in critical articles or reviews.
Every effort has been made in the preparation of this book to ensure the accuracy of the information
presented. However, the information contained in this book is sold without warranty, either express or
implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for
any damages caused or alleged to be caused directly or indirectly by this book.
Packt Publishing has endeavored to provide trademark information about all of the companies and
products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot
guarantee the accuracy of this information.
First published: January 2011
Second edition: June 2013
Third edition: February 2015
Production reference: 1200215
Published by Packt Publishing Ltd.
Livery Place
35 Livery Street
Birmingham B3 2PB, UK.
ISBN 978-1-78439-993-1
www.packtpub.com
Cover image by Enrico Valenza (<envval@gmail.com>)
Credits
Author
Enrico Valenza
Reviewers
Romain Caudron
John E. Herreño
Sanu Vamanchery Mana
Commissioning Editor
Ashwin Nair
Acquisition Editor
Sam Wood
Content Development Editor
Rahul Nair
Technical Editor
Madhunikita Sunil Chindarkar
Copy Editor
Vikrant Phadke
Project Coordinator
Aboli Ambardekar
Proofreaders
Simran Bhogal
Maria Gould
Paul Hindle
Bernadette Watkins
Indexer
Rekha Nair
Production Coordinator
Komal Ramchandani
Cover Work
Komal Ramchandani
About the Author
Enrico Valenza, also known as "EnV," on the Web is an Italian freelance illustrator who mainly
collaborates with publishers such as Mondadori Ragazzi and Giunti as a cover artist for science fition
and fantasy books.
He graduated from Liceo Artistico Statale in Verona, Italy, and was later a student of Giorgio Scarato,
an illustrator and painter.
When he started to work, computers weren't very common. He spent the first 15 years of his career
doing illustration with traditional media, usually on cardboard. At that time, he specialized in the use of
the air-graph, a technique particularly esteemed for advertisements.
When the movie Jurassic Park was released, he decided to buy a computer and try out the computer
graphics that everyone was talking about. Totally self-taught for what concerns the many aspects of CG,
it was his encounter with the open source philosophy that actually opened up a brand new world of
possibilities—Blender in particular.
In 2005, Enrico won the Suzanne Award for Best Animation, Original Idea, or Story, for the movie New
Penguoen 2.38. In 2006, he joined the Orange team in Amsterdam for two weeks. He helped them in
finalizing the shots of Elephants Dream, the first open source animated short movie produced by the
Blender Foundation.
In 2007 and 2008, Enrico was the lead artist in the Peach Project team for the production of Big Buck
Bunny, Blender Foundation's second open movie. In 2010 and 2011, he was the art director at CINECA
in Bologna, Italy, for the Museo della Città di Bologna project. This was the production of a
stereoscopic, computer-graphics-animated documentary made in Blender explaining the history of
Bologna.
For Packt Publishing, Enrico is also writing Blender 2.7 3D Modeling Cookbook, which explains the
complete workflow in Blender to build an animated fantasy monster. Being a Blender Certified Trainer,
he often collaborates as a CG artist with production studios that decide to switch their pipeline to open
source.
Enrico uses Blender almost on a daily basis for his illustration work, rarely to have the illustration
rendered straight by the 3D package, more often as a starting point for painting with other open source
applications. He has done several presentations and workshops about Blender and its use in productions.
Acknowledgments
I would like to say thanks to my family: my father, Giuseppe, and my mother, Licia, for giving me the
possibility to follow what I always thought was my path in life, and my wonderful wife, Micaela, and
my beautiful daughters, Sara and Elisa, for being there and encouraging me in the making of this book.
Then, I would like to thank (obviously) Ton Roosendaal for Blender and Brecht Van Lommel for
Cycles. Also, I would like to thank all the "Blender-heads" at the Blender Artist and Kino3d forums for
all the testing, experiments, explanations, and examples about feature and material creation in Cycles
that were (and still are) often posted almost at the same time as they were implemented in the software.
About the Reviewers
Romain Caudron is a French 3D modeler and game designer passionate about Blender and ZBrush. He
has worked on jewellery design, short film animation, and independent video games. He has mostly
self-learned for his career, but he studied 3D animation with CGITrainer. Romain received a master's
degree in cinema and game design from Paul Valéry University, Montpellier III, France. You can check
out his most recent work at www.romain-caudron.net.
John E. Herreño is 31 years old. At the early age of 13, he developed a curiosity for the "magical"
things that modern digital computers can do. He graduated as an electronics engineer from the National
University of Colombia. This helped him understand how computers are built, and he studied some
principles of software development himself to understand how to get the most out of them. John became
interested in Blender 3D after finding version 1.72 in a CD inside a magazine he bought for a different
reason, and he has been learning it since then from the awesome community of users on Internet forums
and tutorials. Today, he's highly convinced of the power of open source software and the business
models around it to improve the general quality of life in developing countries.
Above all, he's just a human being who wants to know and serve Jesus Christ.
John authored Blender 2.5 Hotshot, Packt Publishing, which was published in 2011. Currently, he
spends entire days on web development with Drupal.
Sanu Vamanchery Mana is a 3D artist from India with over 16 years of experience in the fields of
animation, gaming, and special effects. He is a lecturer on interactive media design and animation at
Dhofar University, Salalah, Oman. In this role, he has run many workshops, training sessions, and
presentations in many countries in Europe, Asia, and Latin America. He was the reviewer of two books
on Blender by Packt Publishing.
Sanu has worked on gaming projects such as GoldenEye 007 (Electronic Arts), Neopets (Sony
Entertainment), and World Series of Poker (Sony Entertainment). He has also worked on the short
movie JackFrost, which was nominated for a BAFTA award.
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