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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.

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Product type Paperback
Published in Jun 2013
Publisher Packt
ISBN-13 9781782161301
Length 280 pages
Edition 1st Edition
Tools
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Authors (2):
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Enrico Valenza Enrico Valenza
Author Profile Icon Enrico Valenza
Enrico Valenza
Ton Roosendaal Ton Roosendaal
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Ton Roosendaal
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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 underwater environment materials


In this recipe, we will create an underwater environment, looking especially at a fake caustic effect projected by the water's wavy surface and at the deep "atmospheric" perspective, obtained by a per material dedicated node group, as shown here:

Getting ready

Let's start by preparing the scene:

  1. Start Blender and switch to the Cycles rendering engine. Select the cube and go in edit mode, scale it 21 times bigger (press A to select all the geometry and then press S, digit 21, and hit Enter), then scale it on the Z axis to 0.300 (press S, followed by Z, digit .3, and hit Enter).

  2. Go out of edit mode, switch to the Objects Modifiers window, and assign a Subdivision Surface modifier. Set the type of subdivision to Simple and the Subdivision value for both the View and the Render levels to 4.

  3. Add a second Subdivision Surface modifier and set the type of subdivision to Simple and the Subdivision value for both the View and the Render levels to 2.

  4. Now assign an...

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