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Blender Cycles: Lighting and Rendering Cookbook

You're reading from   Blender Cycles: Lighting and Rendering Cookbook If you're already au fait with Blender, this book gives extra power to your artist's elbow with a fantastic grounding in Cycles. Packed with tips and recipes, it makes light work of the toughest concepts.

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Product type Paperback
Published in Dec 2013
Publisher Packt
ISBN-13 9781782164609
Length 274 pages
Edition 2nd Edition
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Concepts
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Toc

Table of Contents (13) Chapters Close

Preface Introduction FREE CHAPTER 1. Key Holder and Wallet Studio Shot 2. Creating Different Glass Materials in Cycles 3. Creating an Interior Scene 4. Creating an Exterior Scene 5. Creating a Cartoonish Scene 6. Creating a Toy Movie Scene 7. Car Rendering in Cycles 8. Creating a Car Animation 9. Creating an Iceberg Scene 10. Creating Food Materials in Cycles Index

Creating grapes in Cycles


We will start out by creating the material for the grapes. For this purpose, we will be using an OSL (Open Shading Language) that we also used in Chapter 7, Car Rendering in Cycles, to realistically layer different shaders. The plugin is the PYLA and you can find it in Chapter 7 files.

Getting ready

Let's select the grape mesh and add a new material to it. Name it Grapes. Then let's move to the material node editor.

How to do it…

  1. Let's add a SubsurfaceScatter BSDF node. Set the mode to Compatible, Color to RGB 0.66, 0.68, 0.12, and the Scale value to 0.6. Also, set the Radius value to 0.6, 0.7, 0.3.

  2. Add a Diffuse BSDF node and a Glossy BSDF node, mix them using a Mix Shader node, and make sure the Glossy BSDF node is plugged into the lower socket. Set Glossy Color to RGB -.24, 0.3, 0.98 and the Roughness value to 0.04. Also, set the mode to GGX and the Diffuse node's Roughness value to 1.

  3. Add a Noise Texture node and set the Scale value to 5, Detail to 2, and Distortion...

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