What this book covers
Chapter 1, Key Holder and Wallet Studio Shot, will highlight the fundamentals of lighting with the creation of materials in Cycles. Finally this chapter will teach you how to set up the render parameters in Cycles
Chapter 2, Creating Different Glass Materials in Cycles, will help us create from the most basic to really advanced glass materials. To achieve this we will go deeper into the Cycles material creation, learning interesting node trees and techniques.
Chapter 3, Creating an Interior Scene, will help us with the creation of an interior scene, a situation that can be quite challenging without proper knowledge. You will learn how to light a scene in an efficient way, along with new materials and advanced techniques.
Chapter 4, Creating an Exterior Scene, will help you learn the secrets of exterior lighting. Here we will learn how to create a flawless natural exterior lighting using different advanced techniques together with the creation of new materials.
Chapter 5, Creating a Cartoonish Scene, will teach you how to create stylized yet appealing lighting materials, for example a fake subsurface scattering and hair material, ideal for a cartoon scene.
Chapter 6, Creating a Toy Movie Scene, will show you how to create a lighting setup that will resemble a movie set, together with highly realistic materials. Moreover you will learn different techniques to give our image an even closer look to that of a cinema movie.
Chapter 7, Car Rendering in Cycleswill help you set up great studio lighting to make the car look great and of course, will show you how to create complex and captivating car paint material.
Chapter 8, Creating a Car Animation, will help you deal with your first animation and explain to you how to setup Cycles at its best for this purpose. You will optimize the scene to lower render times while maintaining a high quality and detail level, and learn how to deal with a huge project.
Chapter 9, Creating an Iceberg Scene, will highlight some really advanced material creation in Cycles, and some greatly advanced techniques about seamlessly mixing two materials inside the same mesh. Moreover you will learn to use information from scene objects to use for even more advanced materials.
Chapter 10, Creating Food Materials in Cycles, the final chapter, will talk about the creation of food, one of the most challenging topics to deal with in Computer Graphics. This chapter will teach you the creation of highly realistic and complex Cycles materials.