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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
Tools
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Author (1):
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Arijan Belec Arijan Belec
Author Profile Icon Arijan Belec
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

Generating studio lighting

We will now learn how to create lighting that simulates a studio environment. This will allow us to create renders that are suitable for advertising, product presentations, and other visualizations. In the following steps, we will use Emission lighting to simulate a studio environment:

  1. Create a simple scene consisting of a surface and an object, as shown in Figure 11.22.

    For this demonstration, we will use a sphere because reflections are best visible on round, smooth surfaces.

Figure 11.22 – Creating a simple scene

Figure 11.22 – Creating a simple scene

  1. Create a new material for the sphere, with a Metallic value of 1.000 and a Roughness value of 0.25 or less.
Figure 11.23 – Creating a new material

Figure 11.23 – Creating a new material

  1. Create another plane above the scene and use an Array modifier to create multiple instances of the shape, as shown in Figure 11.24.
Figure 11.24 – Adding a plane with an array modifier

Figure 11.24 – Adding a plane with...

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