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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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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 the grass material

We will now create the grass. In this case, we will use meshes instanced on the Ground mesh using a hair particle system.

Getting ready

To start, let's go to layer 5 where all our meshes that will be instanced are. It can be a good idea also to move the Sun to this layer temporarily, so that we are able to set up the materials with the final lighting. Let's select the Grass01 mesh and add a new material to it. We will call it GlassBlade01.

How to do it…

  1. In the Material node editor, add Glossy BSDF and a Mix Shader node.
  2. Mix Glossy BSDF with the default Diffuse and set the Fac to 25 percent Glossy and 75 percent Diffuse.
  3. Set the Glossy color to RGB 0.25, 0.3, 0.17 and the model to GGX.
  4. Add Texture Coordinate and an Image Texture node. Use the UV coordinates and open the grass_blade.jpg file. Connect the texture to the Color input socket of Diffuse BSDF.
  5. Add a Hue Saturation Value node and place it between the Image Texture node and Diffuse BSDF. Set Hue...
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