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Photorealistic Materials and Textures in Blender Cycles

You're reading from   Photorealistic Materials and Textures in Blender Cycles Create impressive production-ready projects using one of the most powerful rendering engines

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Product type Paperback
Published in Oct 2023
Publisher Packt
ISBN-13 9781805129639
Length 394 pages
Edition 4th Edition
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Author (1):
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Arijan Belec Arijan Belec
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Arijan Belec
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Table of Contents (21) Chapters Close

Preface 1. Part 1: Materials in Cycles FREE CHAPTER
2. Chapter 1: Creating Materials in Blender 3. Chapter 2: Introducing Material Nodes 4. Chapter 3: Mapping Images with Nodes 5. Part 2: Understanding Realistic Texturing
6. Chapter 4: Achieving Realism with Texture Maps 7. Chapter 5: Generating Texture Maps with Cycles 8. Chapter 6: Creating Bumpy Surfaces with Displacement Maps 9. Part 3: UV Mapping and Texture Painting
10. Chapter 7: UV-Unwrapping 3D Models for Texturing 11. Chapter 8: Baking Ambient Occlusion Maps 12. Chapter 9: Introducing Texture Painting 13. Chapter 10: Creating Photorealistic Textures on a 3D Model 14. Part 4: Lighting and Rendering
15. Chapter 11: Lighting a Scene in Cycles 16. Chapter 12: Creating Photorealistic Environments with HDRIs 17. Chapter 13: Preparing the Camera for Rendering 18. Chapter 14: Rendering with Cycles 19. Index 20. Other Books You May Enjoy

Understanding image mapping

We will first discuss how Blender projects images on 3D models, and how we can control this. Let’s look at how a texture appears on a cube by default over the next few steps:

  1. Add a new material to the default cube.
Figure 3.1 – Adding a material to the default cube

Figure 3.1 – Adding a material to the default cube

  1. Using the skills we learned in Chapter 2, Introducing Material Nodes, add an Image Texture node and load or generate an image for the material.
Figure 3.2 – Adding an image texture to the material

Figure 3.2 – Adding an image texture to the material

  1. Open the UV Editing workspace from the bar at the top of the screen.
Figure 3.3 – Opening the UV Editing workspace

Figure 3.3 – Opening the UV Editing workspace

You have now split the screen into two windows. On the left, we have the UV Editor, and on the right, we have the 3D viewport where we can see the object.

Figure 3.4 – The UV Editing workspace

Figure 3.4 – The UV Editing workspace

The UV Editor...

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