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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

Applying HDRIs in Blender

We will now learn to apply the downloaded HDRI image in Blender. This technique will allow us to load custom textures as world backgrounds. In the following steps, we will load the .EXR file in Blender using nodes:

  1. In the Shading workspace, switch the Shader Editor mode to World, as shown in Figure 12.7.

    This will load a separate node space where we can create materials for the world instead of an object.

Figure 12.7 – Switching to world shading

Figure 12.7 – Switching to world shading

Here, we will find the Background node, which defines the color and brightness of the environment. This is where we will apply our HDRI background. By default, the environment is dark gray and emits some light, as we can see in Figure 12.8.

Figure 12.8 – Background color as defined by the Background node

Figure 12.8 – Background color as defined by the Background node

We can change this color the same way we change the base color of a material in a Principled BSDF node, as we learned in the Creating...

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