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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 the default nodes

Let’s begin by studying the default nodes. In the Shader Editor window, we will find two nodes, as shown in Figure 2.1.

Figure 2.1 – Default nodes in the Shader Editor

Figure 2.1 – Default nodes in the Shader Editor

We will learn what these nodes are, what they can do, and how they work together to create materials.

The big node from Figure 2.1, with lots of sliders and buttons, is called the Principled BSDF node. You probably noticed that this node has almost all the sliders and properties from the Material Properties tab on the right side of the screen, as shown in Figure 2.2.

Figure 2.2 – The Principled BSDF node versus the Material Properties tab

Figure 2.2 – The Principled BSDF node versus the Material Properties tab

The reason that this node is the same as the Material Properties tab is because they serve the same purpose: to gather all the most important material properties and make them easy to control. This set of properties makes up the Principled BSDF shader.

The reason we...

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