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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

Summary

In this chapter, we learned about the different types of lights available in Blender and how they can be used to create compelling scenes that present a 3D model in a better light. With the help of these lighting techniques, we can quickly and easily make our scenes and 3D models much more attractive. This will help us create compelling renders and artwork. If you would like to explore some more lighting techniques and concepts, I encourage you to investigate three-point lighting, IES lighting profiles, compositing with light passes, or color temperatures.

In the next chapter, we will learn how to apply custom environment images known as HDRIs to simulate real-life lighting and improve our scenes.

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