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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

Baking a custom Normal map

We will now learn how to create a custom Normal map pattern. Although these textures can be downloaded as at the beginning of this chapter, you are encouraged to bake the pattern yourself to learn how to create custom Normal maps. In the following steps, we will model and bake the custom pattern as a Normal map:

  1. Shape a simple hexagon using a plane, as shown in Figure 10.17. Make sure to copy the exact measurements.

    It is important to use the same measurements because otherwise the texture will not be seamless, and there will be inconsistencies in the pattern.

Figure 10.17 – Modeling a hexagon

Figure 10.17 – Modeling a hexagon

  1. Inset the faces and push them down as shown in Figure 10.18.
Figure 10.18 – Insetting faces in the hexagon

Figure 10.18 – Insetting faces in the hexagon

  1. Add an Array modifier with a Constant Offset value of 2m on the Y axis.
Figure 10.19 – Adding an Array modifier

Figure 10.19 – Adding an Array modifier

  1. Add...
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