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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
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

Using Normal maps to detail surfaces

Normal maps are special texture maps used to simulate surface details and bumps. Their purpose is to increase the level of apparent detail on a texture or object without adding any new geometry. Normal maps, as with other texture maps, can also be applied through Image Texture nodes, but they will require us to change a few extra things to let Blender know that this is a special type of image. Figure 4.11 shows an example of a Normal map.

Figure 4.11 – A simple Normal map

Figure 4.11 – A simple Normal map

To apply this Normal map, we must first set Color Space to Non-Color in the Image Texture node. Then, we must add a normal map node and plug it into the Normal input of the Principled BSDF node. Blender will now know how to read this image correctly.

Figure 4.12 – Processing a Normal map

Figure 4.12 – Processing a Normal map

If we apply this Normal map to a material, it will simulate bumps on the surface, as shown in Figure 4.13.

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