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Blender 2.6 Cycles: Materials and Textures Cookbook

You're reading from   Blender 2.6 Cycles: Materials and Textures Cookbook With this book you'll be able to explore and master all that the Cycles rendering engine is capable of. From the basics right through to refining, this is a must-read if you're serious about the realism of your materials and textures.

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Product type Paperback
Published in Jun 2013
Publisher Packt
ISBN-13 9781782161301
Length 280 pages
Edition 1st Edition
Tools
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Authors (2):
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Enrico Valenza Enrico Valenza
Author Profile Icon Enrico Valenza
Enrico Valenza
Ton Roosendaal Ton Roosendaal
Author Profile Icon Ton Roosendaal
Ton Roosendaal
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Table of Contents (13) Chapters Close

Blender 2.6 Cycles: Materials and Textures Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Overview of Materials in Cycles FREE CHAPTER 2. Managing Cycles Materials 3. Creating Natural Materials in Cycles 4. Creating Man-made Materials in Cycles 5. Creating Complex Natural Materials in Cycles 6. Creating More Complex Man-made Materials 7. Creating Organic Materials

Creating a rock material using procedural textures


In this recipe, we will create a rock material using procedural textures. We will create something similar to the following:

Getting ready

Open the 1301OS_03_start.blend file and set the Camera view to the Rendered mode.

How to do it...

Now, this is how we are going to create the rock material:

  1. Select the spheroid (the subdivided cube) and click on New in the Material window under the Properties panel or in the Node Editor header. Rename the material as Rock_procedural_01.

  2. Add a Voronoi texture, a Musgrave texture, and a Noise texture (press Shift + A and navigate to Texture) in the Node Editor window. Press Shift + D to duplicate the Voronoi texture and adjust them in a column.

  3. Add Texture Coordinate (press Shift + A and go to Input | Texture Coordinate) and a Mapping node (press Shift + A and go to Vector | Mapping). Connect the Object output of the Texture Coordinate node to the Vector blue input of the Mapping node. Now, connect the Mapping...

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