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E-book
Author Belec, Arijan, author

Title Photorealistic materials and textures in blender cycles : create impressive production-ready projects using one of the most powerful rendering engines / Arijan Belec
Edition Fourth edition
Published Birmingham, UK : Packt Publishing Ltd., 2023

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Description 1 online resource (394 pages) : illustrations
Contents Intro -- Title Page -- Copyright and Credits -- Contributors -- Table of Contents -- Preface -- Part 1: Materials in Cycles -- Chapter 1: Creating Materials in Blender -- Technical requirements -- Preparing the Shading workspace -- Creating materials -- Adding multiple materials to an object -- Tweaking material properties -- Specular -- Roughness -- Metallic -- Clearcoat -- Emission -- Summary -- Chapter 2: Introducing Material Nodes -- Technical requirements -- Understanding the default nodes -- Creating textures with the Image Texture node -- Loading images into materials
Generating images with nodes -- Exploring powerful nodes -- Color control nodes -- The Mix node -- The Noise Texture node -- The Voronoi Texture node -- The ColorRamp node -- Generating a camouflage texture -- Summary -- Chapter 3: Mapping Images with Nodes -- Technical requirements -- Understanding image mapping -- Using the Node Wrangler add-on -- Texture Coordinate node -- Mapping textures to 3D models -- Summary -- Part 2: Understanding Realistic Texturing -- Chapter 4: Achieving Realism with Texture Maps -- Technical requirements -- Using Albedo maps to create a base texture
Introducing Roughness maps -- Using Normal maps to detail surfaces -- Creating transparency -- Understanding Alpha maps -- Creating realistic glass in Cycles -- Summary -- Chapter 5: Generating Texture Maps with Cycles -- Technical requirements -- Using texture libraries -- Applying texture maps in Blender -- Creating Roughness maps in Blender -- Baking Normal maps in Blender -- Generating Roughness maps in GIMP -- Generating Normal maps in GIMP -- Summary -- Chapter 6: Creating Bumpy Surfaces with Displacement Maps -- Understanding displacement maps -- Generating a Displacement map in GIMP
Applying Displacement maps in Blender -- Generating Displacement maps in Blender -- Summary -- Part 3: UV Mapping and Texture Painting -- Chapter 7: UV-Unwrapping 3D Models for Texturing -- Technical requirements -- Understanding UV mapping -- Unwrapping basic shapes -- Unwrapping a cylinder -- Unwrapping complex shapes -- Summary -- Chapter 8: Baking Ambient Occlusion Maps -- Technical requirements -- Understanding Ambient Occlusion maps -- Baking an Ambient Occlusion map -- Applying the Ambient Occlusion map with nodes -- Mixing Diffuse and Ambient Occlusion maps in GIMP
Chapter 9: Introducing Texture Painting -- Understanding the basics of texture painting -- Improving edges with texture painting -- Creating custom brushes in GIMP -- Creating a bullet hole decal -- Using stencils in Blender -- Summary -- Chapter 10: Creating Photorealistic Textures on a 3D Model -- Technical requirements -- Adding basic materials to the steering wheel -- Adding texture to handles -- Adding texture to the center pad -- Adding carbon fiber to the steering wheel -- Baking a custom Normal map -- Applying a logo to the steering wheel -- Painting buttons with stencils -- Summary
Summary Blender is one of the most versatile tools in the 3D software industry, and with a growing audience and constantly expanding set of features, it has become more powerful, useful, and in demand than ever before. This updated fourth edition of Photorealistic Materials and Textures in Blender Cycles is an all-inclusive guide to procedural texturing, rendering, and designing materials in Blender, covering all aspects of the 3D texturing workflow. The book begins by introducing you to Blender’s material nodes and material property functions, and then helps you create photorealistic textures by understanding texture maps and mapping them to 3D models. As you advance, you’ll learn to design high-quality environments and lighting using HDRIs and Blender’s lighting options. By exploring, breaking down, and studying the underlying mechanics that allow you to develop these elements, you’ll create any material, texture, or environment and use it to improve your artwork and present them in a professional way. Finally, you’ll discover how to correctly set up scenes and render settings, and get to grips with the key elements of achieving realism. By the end of this book, you’ll have gained a solid understanding of materials, textures, shading, lighting, rendering, and all the critical aspects of achieving the highest quality with your 3D artwork
Notes Includes index
SUBJECT Blender (Computer file) http://id.loc.gov/authorities/names/n00063653
Blender (Computer file) fast (OCoLC)fst01393538
Subject Three-dimensional display systems.
Computer graphics.
three-dimensional.
computer graphics.
Computer graphics.
Three-dimensional display systems.
Genre/Form Electronic books
Form Electronic book
ISBN 9781805127345
1805127349