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Blender 2.6 Cycles: Materials and Textures Cookbook
Blender 2.6 Cycles: Materials and Textures Cookbook

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.

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Profile Icon Enrico Valenza Profile Icon Ton Roosendaal
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€8.99 €28.99
Full star icon Full star icon Full star icon Half star icon Empty star icon 3.7 (10 Ratings)
eBook Jun 2013 280 pages 1st Edition
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Arrow left icon
Profile Icon Enrico Valenza Profile Icon Ton Roosendaal
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€8.99 €28.99
Full star icon Full star icon Full star icon Half star icon Empty star icon 3.7 (10 Ratings)
eBook Jun 2013 280 pages 1st Edition
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€8.99 €28.99
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Blender 2.6 Cycles: Materials and Textures Cookbook

Chapter 2. Managing Cycles Materials

In this chapter, we will cover:

  • Preparing an ideal Cycles interface for material creation

  • Naming materials and textures

  • Creating node groups

  • Linking materials

Introduction


As with Blender Internal materials, Cycles materials can (and should) be organized to optimize not only your workflow but also Blender memory management.

Material nodes can easily grow quite complex in Cycles so it's sometimes a good idea to split and label the different parts of a shader's network, just to make the meaning of the different sections more clear (even to yourself; maybe at a certain point of your workflow, you forget how exactly you organized the 120 nodes of material you made a couple of months before working). Moreover, organized materials can be easily reused in other files, projects, or as parts of bigger and different materials.

The organization of the materials basically is made by grouping them and/or giving them proper names and defined locations, so as to be easily found on the hard disk.

Preparing an ideal Cycles interface for material creation


Before starting with the actual organization, it's a good idea to prepare a material creation screen to be saved in your Blender preferences.

It is possible, in fact, to prepare a basic scene setup including the elements and the settings we need to do the job in the best way.

In any case, just take this paragraph with a pinch of salt; that is, more as a suggestion or as a starting point that you can eventually modify to better agree with your needs.

How to do it...

  1. Start Blender and in the upper menu (Engine to use for rendering button) switch to Cycles Render.

  2. Split the 3D view into two horizontal rows: move the mouse cursor onto the edge of the window; the cursor changes to a double arrow icon, right-click, and from the context menu select Split Area.

  3. Change the upper window into a Node Editor by selecting the item from the Editor type button in the left-hand corner of the bottom bar.

  4. Select the default cube in the scene and press Tab...

Naming materials and textures


It is known that one of the most important things to do (working in every workflow with every 3D package) is to give all the assets proper and explicative names; that is, in our case, to the materials and to the textures.

How to do it...

  1. Start Blender, go to the File menu in the top-left corner of the screen, and choose Load Factory Setting (this is just to be sure to start with the default Blender/Cycles settings):

  2. Now, if you are in Blender Internal mode, switch to Cycles Render.

  3. Select the default Cube and go to the Material window in the Properties panel: the default cube already has a material assigned. This material has already been named by Blender itself, yes, Material:

  4. When you create a new material, for example by clicking on the + symbol on the side of the material data block (Add a new material) under the Properties panel, Blender automatically assigns a new name to this material, usually something like Material.001, Material.002, Material.003, and so...

Creating node groups


The single nodes (shaders, textures, input, or whatever) can be grouped together and this is probably one of the best optimizations we can use to organize our workflow.

Thanks to node groups it's easy to store complex materials in ready-to-use libraries. It's possible to share or reuse them in other files or they can also be used to build handy shader interfaces, for easier tweaking of a material properties.

How to do it...

  1. Start Blender and open the file 1301OS_02_09_basicshader.blend:

  2. It's a sphere leaning on a floor plane and with four little cubes at the plane's corners; as you can see in the Node Editor, the sphere (the already selected object) has a simple material composed by a Diffuse and a Glossy shaders mixed via the Mix Shader node.

  3. Now box select (mouse cursor in the Node Editor, press B and drag a box to include the nodes) the Diffuse and the Glossy nodes.

  4. Press Ctrl + G on the keyboard, a pop up appears; left-click with the mouse to confirm that you want to create...

Linking materials


Exactly as for Blender Internal, Cycles materials can be linked from libraries. Every blend file containing linkable assets can be a library.

Linking materials is really a useful practice: let's say you have 20 different blend files with objects using an iron shader, and that at a certain point of your workflow you need to modify this iron material in all the files; by having this material linked in all the 20 files from a single blend is possible to update all of them at once by modifying just one shader in one file.

How to do it...

  1. Just go to the File menu in the left part of the main header and select Link:

  2. Browse to the directory where you store your library files and select the blend file you want to link the material from (for example, try the file 1301OS_02_library.blend).

  3. Browse inside the blend structure, where the linkable assets are divided into subdirectories (shown as folders named as Scene, Mesh, Material, NodeTree, Object, and so on; note that the various folders...

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Key benefits

  • Create naturalistic materials and textures - such as rock, snow, and ice - using Cycles
  • Learn Cycle's node-based material system
  • Get to grips with the powerful Cycles rendering engine

Description

Cycles is Blender's new, powerful rendering engine. Using practical examples, this book will show you how to create a vast array of realistic and stunning materials and texture effects using the Cycles rendering engine. Blender 2.6 Cycles: Materials and Textures Cookbook is a practical journey into the new and exciting Cycles rendering engine for Blender. In this book you will learn how to create a vast array of materials and textures in Cycles, including glass, ice, snow, rock, metal and water. If you want to take your 3D models to the next level, but don't know how, then this cookbook is for you! In this practical cookbook, you will learn how to create stunning materials and textures to really bring your 3D models to life! Diving deep into Cycles you will learn Cycle's node-based material system, how to set-up a 3D scene for rendering, how to create a natural and man-made materials as well as the correct organization and re-use of Cycles materials to save you time and effort. To ensure that your creations look stunning you will learn how illumination works in Cycles, improve the quality of the final render and to avoid the presence of noise and fireflies. Each chapter of Blender 2.6 Cycles: Materials and Textures Cookbook builds on the complexity of the last so that by the end of this book you will know how to create an impressive library of realistic-looking materials and textures.

Who is this book for?

This book is perfect for you if you have used Blender before but are new to the impressive Cycles renderer. You should have some knowledge of the Blender interface, though this is not a strict requirement. If you want to create realistic, stunning materials and textures using Cycles, then this book is for you!

What you will learn

  • Create a basic Cycles material mixing the closure components
  • Connect nodes of different kinds to build more advanced materials
  • Add node-based textures to the shaders
  • Create simple and complex materials such as glass, stone, fire and ice
  • Switch shader components without affecting a possibly complex network of links
  • Parent and rename the nodes to better organize the ‚ÄúNode Editor‚Äù window
  • Build material interfaces for general use in complex materials by grouping the shaders inside groups
  • Set-up light-sources and the ‚ÄúWorld‚Äù Global Illumination

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Publication date : Jun 25, 2013
Length: 280 pages
Edition : 1st
Language : English
ISBN-13 : 9781782161318
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Blender Foundation
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Product Details

Publication date : Jun 25, 2013
Length: 280 pages
Edition : 1st
Language : English
ISBN-13 : 9781782161318
Vendor :
Blender Foundation
Tools :

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Table of Contents

7 Chapters
Overview of Materials in Cycles Chevron down icon Chevron up icon
Managing Cycles Materials Chevron down icon Chevron up icon
Creating Natural Materials in Cycles Chevron down icon Chevron up icon
Creating Man-made Materials in Cycles Chevron down icon Chevron up icon
Creating Complex Natural Materials in Cycles Chevron down icon Chevron up icon
Creating More Complex Man-made Materials Chevron down icon Chevron up icon
Creating Organic Materials Chevron down icon Chevron up icon

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Full star icon Full star icon Full star icon Half star icon Empty star icon 3.7
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Drtomtron Aug 08, 2013
Full star icon Full star icon Full star icon Full star icon Full star icon 5
PROS: Detailed Explanation of creating materials Wide variety of materials, both man made and natural (Over 40) Mainly created using procedural textures, so you don't require textures Pictures included to show node setups and finished effectCONS: After the initial materials, it ramps up in complexity and might be a little confusing for beginners until they get the hang of the advanced node setups Sometimes it goes pages at a time with no pictures and just list after list of nodes to add, maybe a little dry (disclaimer, I read the ebook version)The "Blender 2.6 Cycles: Materials and Textures Cookbook" written by Enrico Valenza is chock full of node "recipes" to create a huge variety of materials in cycles. It spans from simple man made materials such as plastic and rubber, to advanced natural materials like faded copper, or even an ocean material with foam. The majority of these materials are created using blenders procedural textures, which means you don't even need external textures to create these.The author writes these in a simple to follow, step by step fashion. Beginners to blender, or at least cycles, may have a little learning curve to get over, but the book ramps up in such a way that it begins with simple materials to get you to understand the basics, and as it progresses, the materials get more and more advanced.Overall, this book is a great value as it not only gives you exact recipes for creating materials, but it also gives you a strong foundation in cycles to create your own materials that might not be included. This is a very useful book that would be a welcome addition to any blender 3D artist's library that wants to learn how to create complex materials using cycles, or for advanced users that want an easy step by step guide to creating these materials.
Amazon Verified review Amazon
rschiwal Dec 02, 2014
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Love owning it. If you can master materials in Cycles you are a CGI artist and your work is pure genius.
Amazon Verified review Amazon
christopher Perdue Jan 07, 2014
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The downloadable example files are also very useful as starting points. This book explains the core concepts of cycles nodes and will get you going in the right direction for your own projects.
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Red Lantern. Sep 19, 2013
Full star icon Full star icon Full star icon Full star icon Empty star icon 4
I like this after looking it over, but when I downed the sample files and tried to load in the underwater files it crashed my copy of blender. I have a decent system with 4 gigs of ram and a cuda processor pci express video card with 2 gigs of ram on it, but still some of the sample files crash blender when I try to open them.Edit: I tried to contact the publisher about the problems I have with a couple files but they never replied. Disappointed.Edit2: No sooner than I typed the above than the author himself replied to an email with a helpful suggestion.
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Feeding Back Sep 30, 2013
Full star icon Full star icon Full star icon Full star icon Empty star icon 4
Unfortunately it comes a bit late as there are enough changes that can effect the results of the materials that you want to create. That said, it is still worth the price of admission. Solid examples and are well planned out. The one observation I would say for most of the books in this category is that they can benefit from having a proof reader familiar with the product they are writing about. Some documentation refers back to steps that do not exist either in set up or procedural steps. These criticisms are not show stoppers though as the formulas are fairly rock solid.
Amazon Verified review Amazon
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