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Blender 2.5 Materials and Textures Cookbook. Achieving near photographic realism in your 3D models is within easy reach once you’ve learnt the finer points of using materials and textures in Blender. Over 80 recipes cover everything from human faces to flames and explosions
Ebook
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.
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.
- Blender 2.5 Materials and Textures Cookbook
- Table of Contents
- Blender 2.5 Materials and Textures Cookbook
- Credits
- About the Author
- About the Reviewers
- www.PacktPub.com
- Support files, eBooks, discount offers and more
- Why Subscribe?
- Free Access for Packt account holders
- Support files, eBooks, discount offers and more
- Preface
- What this book covers
- What you need for this book
- Who this book is for
- Conventions
- Reader feedback
- Customer support
- Errata
- Piracy
- Questions
- 1. Creating Natural Materials in Blender
- Introduction
- Good observation will be your greatest asset
- Creating a realistic pebble material using procedural textures
- Getting ready
- Creating a gray limestone pebble
- Getting ready
- How to do it...
- How it works
- Creating the quartz pebble material
- Getting ready
- How to do it
- How it works
- Creating an opalescent quartz material
- Getting ready
- How to do it
- How it works
- Creating a mask to represent the quartz veins
- Getting ready
- How to do it
- How it works
- Colors
- Size
- Combining two materials, to make a third, using Nodes
- Getting ready
- How to do it.
- How it works...
- Theres more...
- See also
- Creating a large rock material using procedural, and node textures
- Getting ready
- How it works
- Creating a sea rock material
- Getting ready
- How to do it...
- How it works
- See also
- Creating a texture node to simulate seaweed at the base of a rock
- Getting ready
- How to do it
- How it works...
- There's more...
- Creating a large rock face using photo reference
- Getting ready
- How to do it...
- How it works...
- See also
- Introduction
- 2. Creating Man-made Materials
- Introduction
- Creating a slate roof node material that repeats but with ultimate variety
- Getting ready
- How to do it...
- How it works...
- See also
- Using a tileable texture to add complexity to a surface
- How it works...
- See also
- Warping a texture to disguise seams in a repeated texture
- Getting ready
- How to do it...
- How it works...
- See also
- Adding weathering by copying and reusing textures
- Getting ready
- How to do it...
- How it works...
- Combining materials using nodes
- Getting ready
- How to do it...
- How it works...
- There's more...
- Utilizing repeat textures
- See also
- Creating metals
- Getting ready
- How to do it...
- How it works...
- Using specular maps to add age and variety to man-made surface materials
- Getting ready
- How to do it...
- How it works...
- There's more...
- Adding oxidization weathering to our copper material
- Getting ready
- How to do it...
- How it works...
- Adding grime and artistic interest to our copper material
- Getting ready
- How to do it...
- How it works...
- Creating a path or road material that never repeats
- Repeating a tiled texture to duplicated objects
- Getting ready
- How to do it
- How it works
- Deforming materials and textures in Blender
- Getting ready
- How to do it
- How it works...
- There's more...
- See also
- 3. Creating Animated Materials
- Introduction
- The types of texture and material animation tools in Blender
- How to move textures and create animation without moving a mesh
- Getting ready
- How to do it...
- How it works...
- Manipulating the F-Curves of texture movement
- How to do it...
- How it works...
- There's more...
- See also
- Using an Empty as a dummy object to control texture movement over time
- How to do it...
- How it works...
- A barber pole with no moving parts
- Getting ready
- How to do it...
- How it works...
- See also
- How to alter the color of materials and textures over time
- Creating a red hot iron bar
- Getting ready
- How to do it...
- How it works...
- Changing the multiple settings within a color ramp over time
- Getting ready
- How to do it...
- How it works...
- See also
- How to animate transparency in a texture
- Creating a burning sheet of paper
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- How to change textures during an animation
- Creating a Red Alert sign using a sequence of images
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- How to texture with movies creating a TV screen
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Introduction
- 4. Managing Blender Materials
- Introduction
- Setting a default scene for materials creation
- Getting ready
- How to do it...
- How it works...
- Anti-aliasing
- Turning off unneeded render settings
- There's more...
- Additional settings for default scene
- Getting ready
- How to do it...
- How it works...
- There's more...
- Lights
- Ambient occlusion
- Creating an ideal Blender interface for material creation
- Getting ready
- How to do it...
- How it works...
- Creating an ideal texture animation setup
- Getting ready
- How to do it...
- How it works...
- See also
- Naming materials and textures
- How to do it...
- How it works...
- See also
- Appending materials
- Getting ready
- How to do it...
- How it works...
- Linking materials
- Getting ready
- How to do it...
- How it works...
- Making blendfiles stand alone
- Getting ready
- How to do it...
- How it works...
- See also
- 5. Creating More Difficult Man-made Materials
- Introduction
- Creating rust on iron-based metals
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Creating a mesh object to provide good reflective surfaces
- Getting ready
- How to do it...
- How it works...
- See also
- Using environment map textures to simulate reflection
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Varying environment map reflections to simulate corrosion or wear
- Getting ready
- How to do it...
- How it works...
- There's more...
- Animating settings to produce a time-lapse of copper aging
- See also
- Using raytrace reflections to simulate polished metals
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Varying raytrace reflections to simulate dirt and grime
- Getting ready
- How to do it...
- How it works...
- There's more...
- 6. Creating More Difficult Natural Materials
- Introduction
- Creating realistic large-scale water in Blender 2.5
- Getting ready
- How to do it...
- How it works...
- There's more...
- Setting up an ocean vista environment
- Getting ready
- How to do it...
- How it works...
- See also
- Creating a wave surface using textures
- Getting ready
- How to do it...
- How it works...
- See also
- Creating an ocean surface material
- Getting ready
- How to do it...
- How it works...
- See also
- Creating wake around objects in water
- Getting ready
- How to do it...
- How it works...
- See also
- Creating a non-repeating leaf material
- Getting ready
- Creating image and bump maps, with alpha channels
- How to do it...
- There's more...
- Using images as the basis for a leaf material
- Getting started
- How to do it...
- How it works..
- Using alpha to create a leaf shape on a simple mesh
- Getting started
- How to do it
- How it works.
- See also
- Adding a non-repeating bump to the leaf material
- How to do it.
- How it works.
- Adding color complexity to the leaf material
- How to do it.
- How it works...
- 7. UV Mapping and Sub Surface Scattering
- Introduction
- Creating a face map from photographs
- Getting ready
- How to do it...
- How it works
- There's more
- See also
- Unwrapping a face mesh to produce a UV map
- Getting ready
- How to do it
- How it works...
- There's more
- See also
- Editing a UV map to optimize the image space
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Creating multiple UV maps for a single object
- Getting ready
- How to do it...
- How it works...
- See also
- Combining UV maps to create an enveloping UV
- Getting ready
- How to do it...
- How it works...
- See also
- Using a paint package to merge UV maps
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Extracting color, bump, and specularity maps from photographs
- Getting ready
- How to do it...
- How it works...
- See also
- Applying UVs to create an accurate skin material
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Skin shading using SSS and AO
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- 8. Painting and Modifying Image Textures in Blender
- Introduction
- Post processing rendered images from within Blender
- Getting ready
- How to do it...
- How it works...
- There's more...
- Useful node procedures
- See also
- Adding more than one material to a surface
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Adding dirt onto a model
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Creating an aged photo with simple Blender materials
- Getting ready
- How to do it...
- How it works...
- There's more...
- 9. Special Effects Materials
- Introduction
- Creating explosive smoke in Blender
- Getting ready
- How to do it...
- How it works...
- There's more...
- Creating the perfect domain
- Only use the high resolution simulation
- Low settings to start with
- Clear bakes before re-baking
- Once happy with the simulation, protect your cache
- Simple materials make great smoke
- See also
- Igniting a flame and making things burn in Blender
- Getting ready
- How to do it...
- How it works...
- There's more...
- See also
- Creating loopable fire and smoke sequences
- Getting ready
- How to do it...
- How it works...
- Adding complex FX without the render overhead
- Getting ready
- How to do it...
- How it works...
- There's more
- See also
- Index
- Tytuł: Blender 2.5 Materials and Textures Cookbook. Achieving near photographic realism in your 3D models is within easy reach once you‚Äôve learnt the finer points of using materials and textures in Blender. Over 80 recipes cover everything from human faces to flames and explosions
- Autor: Ton Roosendaal, Colin Litster
- Tytuł oryginału: Blender 2.5 Materials and Textures Cookbook. Achieving near photographic realism in your 3D models is within easy reach once you‚Äôve learnt the finer points of using materials and textures in Blender. Over 80 recipes cover everything from human faces to flames and explosions.
- ISBN: 9781849512893, 9781849512893
- Data wydania: 2011-01-02
- Format: Ebook
- Identyfikator pozycji: e_3b4a
- Wydawca: Packt Publishing