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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
Author Profile Icon Arijan Belec
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

Summary

In this chapter, we learned how to download textures and texture maps from the internet and apply them in Blender using nodes. We then learned how to create our own Roughness maps and Normal maps in Blender, with the help of GIMP. Having access to an image editing program such as GIMP is important because almost any 3D project will require some external image editing, whether it is for texture maps, custom textures, decals, or post-processing.

We also learned how to bake normal maps. This allows us to easily turn surface details into normal maps that we can apply to any material. Baking can also be used for colors and roughness, and it is a great way to convert procedural materials into savable images.

In the next chapter, we will learn how to create some common materials by using the tools and techniques that we’ve learned, combining them with some tips and tricks to make them look realistic on a 3D model.

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