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Taking Blender to the Next Level

You're reading from   Taking Blender to the Next Level Implement advanced workflows such as geometry nodes, simulations, and motion tracking for Blender production pipelines

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Product type Paperback
Published in May 2022
Publisher Packt
ISBN-13 9781803233567
Length 520 pages
Edition 1st Edition
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Author (1):
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Ruan Lotter Ruan Lotter
Author Profile Icon Ruan Lotter
Ruan Lotter
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Table of Contents (19) Chapters Close

Preface 1. Part 1: Modeling, Materials, and Animation Workflows
2. Chapter 1: Using Geometry Nodes to Create Dynamic Scenes FREE CHAPTER 3. Chapter 2: Creating a Motion Graphics Scene Using Geometry Nodes 4. Chapter 3: Organic Modeling P1: Creating a Mushroom 5. Chapter 4: Organic Modeling P2: Creating the Landscape around the Mushroom 6. Chapter 5: PBR Materials: Texturing our Mushroom Scene 7. Chapter 6: 3D Scanning and Photogrammetry: Creating Your Own 3D Scans 8. Chapter 7: Modeling an Alien Cartoon Character 9. Chapter 8: Rigging and Animating Your 3D Cartoon Character 10. Part 2: Let's Do Some Physics
11. Chapter 9: Rigid Body Simulation: Destroying a Statue Using Physics 12. Chapter 10: Dynamic Cloth Simulations 13. Chapter 11: Creating Dynamic Hair Using Particles 14. Part 3: Match Moving and Compositing
15. Chapter 12: Matching Blender's Camera Movement to Live Action Footage 16. Chapter 13: Compositing the Alien Cartoon Character onto the Live Action Footage 17. Chapter 14: The Final Render 18. Other Books You May Enjoy

Chapter 5: PBR Materials: Texturing our Mushroom Scene

In this chapter, we will be adding materials to our mushroom scene. We will create procedural materials using shading nodes to create realistic-looking materials for the mushroom as well as the grass. For the landscape, we will make use of a texture image. We will also be using the normal map that we baked in Chapter 3, Organic Modeling P1: Creating a Mushroom, to add finer details to our mushroom. Let's get started.

The following is a render preview of the materials that we will be creating in this chapter:

Figure 5.1 – A render preview of the materials that we will create in this chapter

The main topics we'll cover in this chapter are as follows:

  • Creating procedural materials for both the mushroom and grass using the Shader Editor
  • Assigning multiple materials to the same model
  • Using a normal map to add details to our mushroom
  • Using PBR textures to create realistic...
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