Search icon CANCEL
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Blender 2.6 Cycles: Materials and Textures Cookbook

You're reading from   Blender 2.6 Cycles: Materials and Textures Cookbook With this book you'll be able to explore and master all that the Cycles rendering engine is capable of. From the basics right through to refining, this is a must-read if you're serious about the realism of your materials and textures.

Arrow left icon
Product type Paperback
Published in Jun 2013
Publisher Packt
ISBN-13 9781782161301
Length 280 pages
Edition 1st Edition
Tools
Arrow right icon
Authors (2):
Arrow left icon
Enrico Valenza Enrico Valenza
Author Profile Icon Enrico Valenza
Enrico Valenza
Ton Roosendaal Ton Roosendaal
Author Profile Icon Ton Roosendaal
Ton Roosendaal
Arrow right icon
View More author details
Toc

Table of Contents (13) Chapters Close

Blender 2.6 Cycles: Materials and Textures Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Overview of Materials in Cycles FREE CHAPTER 2. Managing Cycles Materials 3. Creating Natural Materials in Cycles 4. Creating Man-made Materials in Cycles 5. Creating Complex Natural Materials in Cycles 6. Creating More Complex Man-made Materials 7. Creating Organic Materials

Creating a leather material with procedurals


In this recipe we will create a leather-like material:

Getting ready

Start Blender and load the file 1301OS_06_start.blend, where there is an already unwrapped Suzanne mesh.

How to do it...

Now we are going to create the material:

  1. Click on New in the Material window under the Properties panel or in the Node Editor header; rename the new material Leather_dark.

  2. In the Material window switch the Diffuse BSDF node with a Mix Shader node; in the first Shader slot select again a Mix Shader node and in the second one an Anisotropic BSDF shader node.

  3. Add a Fresnel node (Shift + A | Input | Fresnel) and connect it to the Fac input sockets of both the Mix Shader nodes. Set the IOR value to 1.490.

  4. Set the Anisotropic BSDF node's color to a pure white and the Roughness value to 0.100. Add a Tangent node (Shift + A | Input | Tangent), connect it to the Tangent input of the Anisotropic shader, and in its Method to use for the tangent slot select UVMap. Optionally...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at €18.99/month. Cancel anytime