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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
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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

Creating an absorption glass shader

We have arrived at the last recipe of this chapter. Now we are going to create a material, which involves some mathematical operation in Cycles. The absorption is a phenomenon that makes the look of a material change depending on its thickness. The idea is that when the light travels through a piece of glass, it gets weaker little by little, because of the absorption of the material. So, the longer the length of the path made by the light through the material, the weaker the ray will be when it exits on the other side. A weaker ray means less transparency.

Getting ready

The object to which we will be applying the absorption material is Glass_Artifact. So let's select it and add a new material to it, by the name of GlassAbsorption.

How to do it…

To create the dispersion glass, we will be following these steps:

  1. In the Material node editor, let's delete Diffuse BSDF and add Glass BSDF and Glossy BSDF.
  2. Mix the just added BSDFs with a Mix node,...
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