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Blender Cycles: Lighting and Rendering Cookbook

You're reading from   Blender Cycles: Lighting and Rendering Cookbook If you're already au fait with Blender, this book gives extra power to your artist's elbow with a fantastic grounding in Cycles. Packed with tips and recipes, it makes light work of the toughest concepts.

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Product type Paperback
Published in Dec 2013
Publisher Packt
ISBN-13 9781782164609
Length 274 pages
Edition 2nd Edition
Languages
Tools
Concepts
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Toc

Table of Contents (13) Chapters Close

Preface Introduction FREE CHAPTER 1. Key Holder and Wallet Studio Shot 2. Creating Different Glass Materials in Cycles 3. Creating an Interior Scene 4. Creating an Exterior Scene 5. Creating a Cartoonish Scene 6. Creating a Toy Movie Scene 7. Car Rendering in Cycles 8. Creating a Car Animation 9. Creating an Iceberg Scene 10. Creating Food Materials in Cycles Index

Setting up the lighting

As we always do, let's start with setting up the lighting. Car rendering can be done in many different lighting conditions, but for our render, we will create a studio lighting.

Getting ready

Open the Chapter10_empty.blend file. The lighting, together with the mesh, which we will be using as the ground for the scene, is located in the second layer. Select the Emit01 mesh and add a new material to it. Name the new material Emit01.

How to do it...

  1. Delete the default Diffuse BSDF node and add Emit BSDF in its place.
  2. Set the Intensity value to 15.000.
  3. Apply the same material to the Emit02 and Emit03 meshes.
  4. Select the Emit04 mesh and add a new material in the first material slot, calling it Emit02. Also, set the Strength value to 15.000.
  5. Add Holdout BSDF (Add | Shaders) and a Mix Shader node.
  6. Connect Holdout to the first socket and Emission to the second one.
  7. Add a Geometry node (Add | Input) and connect the backface output to the Fac input of the Mix Shader node.
  8. Apply the...
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