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Photorealistic Materials and Textures in Blender Cycles
Photorealistic Materials and Textures in Blender Cycles

Photorealistic Materials and Textures in Blender Cycles: Create impressive production-ready projects using one of the most powerful rendering engines , Fourth Edition

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Photorealistic Materials and Textures in Blender Cycles

Creating Materials in Blender

Generating high-quality materials and textures is a big and important step in any area of 3D design. With the right skills, tools, and techniques, you can turn your untextured 3D models into beautiful photorealistic scenes and artwork. That is exactly what we are aiming for in this book. Therefore, we will study the underlying mechanics of materials and textures in Blender, and learn how to produce the highest quality results, to teach you how to finish and present your work in the most attractive way possible.

In this chapter, we will learn to create simple materials in Blender. We will first prepare our workspace, optimize it for a material creation workflow, and introduce the interface, before creating our first materials. We will learn to control key material properties including base color, roughness, and specularity, among others.

We will cover the following topics in this chapter:

  • Preparing the Shading workspace
  • Creating materials...

Technical requirements

In this book, we will be using Blender 3.4.1. However, the same principles and methods will most likely be applicable in earlier versions of Blender.

The latest version of Blender can be downloaded at the following link:

https://www.blender.org/download/

Blender’s official website states the following minimum hardware requirements:

  • 64-bit quadcore CPU with SSE2 support
  • 8 GB RAM
  • Full HD display
  • Mouse, trackpad, or pen and tablet
  • Graphics card with 4 GB RAM and OpenGL 4.3 support
  • Less than 10-year-old system and OS

These specifications are defined by the official Blender website as the minimal requirements, but higher specifications will obviously lead to better performance.

The prepared resources can be found in the Chapter01 folder within the book’s downloadable resources folder, available here: https://packt.link/mA1OU.

Preparing the Shading workspace

Blender has multiple workspaces. A workspace is simply a way of arranging the windows and tools in Blender to make them more convenient for a particular job. For example, the Modeling workspace makes available the most important modeling tools and windows. The Shading workspace will do the same but for shading and material creation. We will work in the Shading workspace because it provides us with all the tools we need for now.

By default, Blender displays four separate windows in the workspace, as indicated in Figure 1.1.

Figure 1.1 – Default Blender workspace

Figure 1.1 – Default Blender workspace

To work with materials, we will need some different windows. To save time, we can avoid having to open these windows manually by clicking on the Shading button on the bar at the top of the screen, as shown in Figure 1.2.

The Shading workspace has some new useful windows for texturing and creating materials. We now have a Shader Editor window, which we...

Creating materials

We will now learn to create new materials and control some of their basic properties. We will also learn to apply multiple materials to a single object, which will be useful for texturing models more complex than the default cube.

In the next few steps, we will create a new material and change some of the properties of that material:

  1. Navigate to the Material Properties tab on the right side of the screen and click the New button to create a new material.
Figure 1.3 – Default Material in the Material Properties men.

Figure 1.3 – Default Material in the Material Properties men.

  1. In the Surface menu below the default material, find the Base Color box. Clicking on this box will open the color wheel, where you can choose any color for the material.

    Let’s create a military green color to practice some of the color controls. We will click on the green/yellow area in the outermost part of the color wheel, as shown in Figure 1.4 (bottom).

Figure 1.4 – Base Color box (top), opening the color wheel (bottom)

Figure...

Adding multiple materials to an object

We will now learn how to add multiple materials to a single object. In the next few steps, we will split our cube in half and create a separate material for each half:

  1. In Edit Mode, add a loop cut with Ctrl + R to cut the cube into two parts.
Figure 1.7 – Adding a loop cut to a cube

Figure 1.7 – Adding a loop cut to a cube

  1. Click on the plus button in the Material Properties tab to add a new material slot.

    This will not create a new material; it will only create a new slot. We can use this slot to either create a new material or load an existing material from another object. This time, we need a new material.

Figure 1.8 – Adding a new material slot

Figure 1.8 – Adding a new material slot

  1. Click on the New button to create a new material. The new material will be named Material.002 by default.
Figure 1.9 – Creating a new material

Figure 1.9 – Creating a new material

  1. Switch to Face Select mode by pressing 3, and select one...

Tweaking material properties

In this section, we will learn about new material properties such as Roughness, Specular, Metallic, and more. This information will help us improve our understanding of how materials work in Blender, which we can then put to good use to create high-quality materials and textures.

Specular

The Specular property is used to determine how much light is reflected by a surface. If you rotate the cube in the 3D viewport, you will notice that the object has a shiny surface, as is visible in Figure 1.13. This is because the object is specular.

Figure 1.13 – Specular surface

Figure 1.13 – Specular surface

We can control the specular level using the Specular slider in the Material Properties tab, as shown in Figure 1.14.

Figure 1.14 – The Specular slider

Figure 1.14 – The Specular slider

When we reduce the specular level on one of the materials to 0.000, light will no longer be reflected by the surface and it will become much darker, as shown in Figure...

Summary

In this chapter, we went over some of the basic and common material properties. We learned about the base color, specular, roughness, metallic, and emission properties and we gained an understanding of the different factors that need to be considered to create high-quality materials.

In Chapter 2, Understanding Material Nodes, we will introduce material nodes and learn to use their powers to gain greater control over material properties, which will allow us to create much more sophisticated and realistic materials and textures.

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Key benefits

  • Understand the underlying workings in Blender that allow the creation of materials and textures
  • Leverage the concepts of Look Development and transform into a visual storyteller
  • Masterfully render and present your 3D artwork by simulating highly realistic environments, lights, and visual effects in Cycles
  • Purchase of the print or Kindle book includes a free PDF eBook

Description

Blender is one of the most versatile tools in the 3D software industry, and with a growing audience and constantly expanding set of features, it has become more powerful, useful, and in demand than ever before. This updated fourth edition of Photorealistic Materials and Textures in Blender Cycles is an all-inclusive guide to procedural texturing, rendering, and designing materials in Blender, covering all aspects of the 3D texturing workflow. The book begins by introducing you to Blender’s material nodes and material property functions, and then helps you create photorealistic textures by understanding texture maps and mapping them to 3D models. As you advance, you’ll learn to design high-quality environments and lighting using HDRIs and Blender’s lighting options. By exploring, breaking down, and studying the underlying mechanics that allow you to develop these elements, you’ll create any material, texture, or environment and use it to improve your artwork and present them in a professional way. Finally, you’ll discover how to correctly set up scenes and render settings, and get to grips with the key elements of achieving realism. By the end of this book, you’ll have gained a solid understanding of materials, textures, shading, lighting, rendering, and all the critical aspects of achieving the highest quality with your 3D artwork.

Who is this book for?

If you want to learn how to create high-quality materials, textures, and renders to enhance your Blender skills and become a professional 3D artist, then this book is for you. Game developers, 3D artists, architects, animators, freelancers, and other professionals who aim for realism, quality, and aesthetics will also find this book useful. Although no previous material or texturing knowledge is required, a basic understanding of the Blender UI and modeling experience will help you make the most of this book.

What you will learn

  • Create realistic materials in Blender using material nodes
  • Understand physically based rendering (PBR) materials to create high-quality textures
  • Complete a 3D model design with materials by correctly mapping textures
  • Harness Blender's texture painting features to create custom textures
  • Create realistic lighting and HDRI environments for your models
  • Control, animate, and optimize the 3D camera to prepare your scenes
  • Render your scenes into beautiful artwork

Product Details

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Publication date : Oct 31, 2023
Length: 394 pages
Edition : 4th
Language : English
ISBN-13 : 9781805127345
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Publication date : Oct 31, 2023
Length: 394 pages
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Table of Contents

20 Chapters
Part 1: Materials in Cycles Chevron down icon Chevron up icon
Chapter 1: Creating Materials in Blender Chevron down icon Chevron up icon
Chapter 2: Introducing Material Nodes Chevron down icon Chevron up icon
Chapter 3: Mapping Images with Nodes Chevron down icon Chevron up icon
Part 2: Understanding Realistic Texturing Chevron down icon Chevron up icon
Chapter 4: Achieving Realism with Texture Maps Chevron down icon Chevron up icon
Chapter 5: Generating Texture Maps with Cycles Chevron down icon Chevron up icon
Chapter 6: Creating Bumpy Surfaces with Displacement Maps Chevron down icon Chevron up icon
Part 3: UV Mapping and Texture Painting Chevron down icon Chevron up icon
Chapter 7: UV-Unwrapping 3D Models for Texturing Chevron down icon Chevron up icon
Chapter 8: Baking Ambient Occlusion Maps Chevron down icon Chevron up icon
Chapter 9: Introducing Texture Painting Chevron down icon Chevron up icon
Chapter 10: Creating Photorealistic Textures on a 3D Model Chevron down icon Chevron up icon
Part 4: Lighting and Rendering Chevron down icon Chevron up icon
Chapter 11: Lighting a Scene in Cycles Chevron down icon Chevron up icon
Chapter 12: Creating Photorealistic Environments with HDRIs Chevron down icon Chevron up icon
Chapter 13: Preparing the Camera for Rendering Chevron down icon Chevron up icon
Chapter 14: Rendering with Cycles Chevron down icon Chevron up icon
Index Chevron down icon Chevron up icon
Other Books You May Enjoy Chevron down icon Chevron up icon

Customer reviews

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Rating distribution
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(15 Ratings)
5 star 73.3%
4 star 20%
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2 star 0%
1 star 6.7%
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Sandrino Caruso Jun 01, 2024
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Good manual. Very practic and util.
Feefo Verified review Feefo
Leslie Taylor Nov 20, 2023
Full star icon Full star icon Full star icon Full star icon Full star icon 5
It is nice to get clear and proper instruction for material creation in Blender. Each step has a definition and instructions to accomplish it. The chapter on Nodes and how their manipulation gave a good, detailed insight from such an experienced professional designer. In the nodes chapter, I believe Arijan Belec has detailed each or most attributes in the Principled BSDF. Important details that you would have to search deep on the internet are brought to the attention of the reader at just the right time. I like that UV Editing was included in this book as a lot of books jump around this topic without clear understanding. The use of tools like GIMP to interact with Blender are also included and in a open world this is important for the independent user of Blender. Other topics like baking ambient occlusion maps, texture painting and why you would need to do so are also included. All in all, a nice book that goes way beyond the surface and gives you a clue of how these options are configured and used. There are so many examples and images to guide you to successful completion of your projects.
Amazon Verified review Amazon
Pawel Ptaszynski Nov 04, 2023
Full star icon Full star icon Full star icon Full star icon Full star icon 5
I highly recommend this book, essential knowledge for blender materials :)
Amazon Verified review Amazon
KDW Nov 20, 2023
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Disclaimer: Although I received a complimentary copy from Packt Publishing, the opinions expressed in this review are entirely my own.“Photorealistic Materials and Textures in Blender Cycles" is not just a book about mastering textures and materials in Blender; it's a comprehensive introductory guide for anyone aspiring to a career in Look Development across gaming, film, or advertising (With an emphasis that the processes follow a PBR approach to material/rendering).The content of the book aligns with the professional scope of Look Dev. The use of Blender, a free and open-source software, as a learning tool is particularly useful for new artists. Considering the industry's lean towards more costly and less accessible software, this book offers an accessible entry point, with transferable skills essential for anyone exploring Look Development.The author covers the entire spectrum of skills required for a proficient look dev artist, including UV mapping, texturing, material creation, lighting, and rendering. Each topic is meticulously detailed with step-by-step processes, accompanied by screenshots and links to additional resources. This systematic approach not only informs but guides the reader through the practical application of these techniques.While the book lays down a solid theoretical foundation, it does have its limitations. I found that it could benefit from a more in-depth exploration of the theory and rationale behind certain processes. A deeper understanding of the 'why' would greatly aid readers who are keen to delve deeper into the subject matter. Simply following steps can sometimes lead to a narrow understanding of the subject, limiting the ability to adapt these skills to varied contexts. This additional depth would enable readers to not only execute tasks but to innovate and apply their knowledge more broadly.As someone who seldom uses Blender, I still found the book accessible and engaging. It has sparked a renewed interest in exploring more Look Dev projects using Blender. This book is awesome for those who prefer learning through a guided, step-by-step approach, and it serves as an excellent starting point for anyone keen on delving into the world of Look Development using Blender.
Amazon Verified review Amazon
RealityCheckVR Nov 24, 2023
Full star icon Full star icon Full star icon Full star icon Full star icon 5
"Photorealistic Materials and Textures in Blender Cycles" by Arijan Belec serves as an invaluable resource for both novice and intermediate 3D artists venturing into the world of realistic rendering. This 4th edition comprehensively covers the intricacies of texturing, lighting, and rendering in Blender, making it an essential guide for anyone seeking to enhance their skills in 3D artwork.What I particularly admire about this book is its commitment to accessibility and continued education. Arijan Belec, with his profound expertise in Blender 3D, introduces readers to the complex universe of material nodes and texture mapping with a clarity that makes even the most challenging concepts approachable. His step-by-step approach, supported by detailed screenshots and practical examples, allows readers to not only follow along but also to deeply understand the underlying principles of photorealistic rendering.While the book excels in guiding readers through the practical application of Blender’s tools, I found it equally commendable for its subtle encouragement towards a more profound exploration of the subject. For instance, while it adeptly covers aspects like UV mapping, material creation, and environment setup, it also leaves room for readers to explore more advanced theories and techniques, thereby sparking a desire for further learning and exploration.The addition of project files and external resources is a thoughtful touch, enhancing the learning experience. This not only aids in practical understanding but also provides a solid foundation for readers to build upon and experiment with their creative ideas.In essence, "Photorealistic Materials and Textures in Blender Cycles" is not just a book; it’s a journey through the evolving landscape of 3D rendering. It stands out not only for its comprehensive coverage of Blender’s rendering engine but also for its ability to inspire and educate. Arijan Belec has done a commendable job in outlining this complex subject matter in a rapidly changing technological atmosphere. It is a must-read for anyone aspiring to excel in the field of 3D art and rendering.
Amazon Verified review Amazon
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