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Over 40 practical recipes to create stunning materials and textures using the Cycles rendering engine with Blender
About This Book
- Create realistic material shaders by understanding the fundamentals of material creation in Cycles
- Quickly make impressive projects production-ready using the Blender rendering engine
- Discover step-by-step material recipes with complete diagrams of nodes
Who This Book Is For
This book is aimed at those familiar with the basics of Blender, looking to delve into the depths of the Cycles rendering engine to create an array of breath-taking materials and textures.
What You Will Learn
- Create a basic Cycles material by mixing the shader components
- Connect nodes of different kinds to build more advanced materials
- Add node-based textures to the shaders
- Create both simple and complex materials following step-by-step recipes
- Switch the shader components easily without affecting a possibly complex network of links
- Parent and rename the nodes to better organize the Node Editor window
- Build material interfaces for general use in complex materials by grouping the shaders inside groups
- Set up light sources and world global illumination
In Detail
Blender is the graphics software of choice for designers and media professionals alike. This book will teach you how to utilize the power of the Blender 2.7 series to create a wide variety of materials, textures, and effects with the Cycles rendering engine. You will learn about node-based shader creation, and master cycles through step-by-step, recipe-based advice. With this book, you will start small by rendering the textures of stones and water, then scale things up to massive landscapes of mountains and oceans. You will then learn how to create the look of different artificial materials such as plastic, carpenter wood, and metal, and utilize volumetric shaders to create the effects of smoke, clouds, and subsurface scattering effects of skin. You will also learn how illumination works in Cycles, improvising the quality of the final render, and how to avoid the presence of noise and fireflies. By the end, you will know how to create an impressive library of realistic-looking materials and textures.
- Sales Rank: #1282572 in Books
- Published on: 2015-02-26
- Released on: 2015-02-26
- Original language: English
- Number of items: 1
- Dimensions: 9.25" h x .91" w x 7.50" l, 1.51 pounds
- Binding: Paperback
- 380 pages
About the Author
Enrico Valenza
Enrico Valenza, also known as "EnV," on the Web is an Italian freelance illustrator who mainly collaborates with publishers such as Mondadori Ragazzi and Giunti as a cover artist for science fition and fantasy books. He graduated from Liceo Artistico Statale in Verona, Italy, and was later a student of Giorgio Scarato, an illustrator and painter. When he started to work, computers weren't very common. He spent the first 15 years of his career doing illustration with traditional media, usually on cardboard. At that time, he specialized in the use of the air-graph, a technique particularly esteemed for advertisements. When the movie Jurassic Park was released, he decided to buy a computer and try out the computer graphics that everyone was talking about. Totally self-taught for what concerns the many aspects of CG, it was his encounter with the open source philosophy that actually opened up a brand new world of possibilities―Blender in particular. In 2005, Enrico won the Suzanne Award for Best Animation, Original Idea, or Story, for the movie New Penguoen 2.38. In 2006, he joined the Orange team in Amsterdam for two weeks. He helped them in finalizing the shots of Elephants Dream, the first open source animated short movie produced by the Blender Foundation. In 2007 and 2008, Enrico was the lead artist in the Peach Project team for the production of Big Buck Bunny, Blender Foundation's second open movie. In 2010 and 2011, he was the art director at CINECA in Bologna, Italy, for the Museo della Citta di Bologna project. This was the production of a stereoscopic, computer-graphics-animated documentary made in Blender explaining the history of Bologna. For Packt Publishing, Enrico is also writing Blender 2.7 3D Modeling Cookbook, which explains the complete workflow in Blender to build an animated fantasy monster. Being a Blender Certified Trainer, he often collaborates as a CG artist with production studios that decide to switch their pipeline to open source. Enrico uses Blender almost on a daily basis for his illustration work, rarely to have the illustration rendered straight by the 3D package, more often as a starting point for painting with other open source applications. He has done several presentations and workshops about Blender and its use in productions.
Most helpful customer reviews
4 of 4 people found the following review helpful.
While the book is loaded with great information it is also loaded with errors in the ...
By Christopher C. Cox
While the book is loaded with great information it is also loaded with errors in the text; stupid little mistakes that are incredibly frustrating. While it's apparent that the author knows Blender inside-out, he doesn't communicate it very well and the need for competent editing is glaringly clear. That being said, I would definitely recommend this book for experienced Blender users, but I'm afraid that newcomers will get through the first few pages of the first chapter and throw the book away in disgust.
1 of 1 people found the following review helpful.
Best book on Cycles
By Amazon Customer
Blender Cycles: Materials and Textures Cookbook Is the best resource I have come across that gives a complete, in-depth study of how to use the Cycles render engine inside Blender to create a wide array of materials.
In other Blender instructional material that I have come across, rarely does it venture very far past the default shaders, and only begins to tap into the potential of node-based material creation. Blender Cycles starts slow by defining the tools at your disposal, explaining how to apply textures, HDR world textures, basic shaders and so on. The second part of the book however covers specific "recipes" ranging from metals and plastics, to organic material like bark, and water, to complicated materials like fur. It also contains a large amount of materials that utilize procedural textures. far beyond the utilization of just a color map, some of the recipes dive into multi-layer node networks of procedural color, bump, normal, and displacement maps, coupled with layer masks, and varying density for both volumes and particle systems. Each of these recipes are explained in detail step by step. Not only how to create them, but also explains the how and why behind the process in the "How it works" section after every topic or recipe.
In summery, was very impressed with the depth to which this book goes in 400 pages and would recommend this to anyone looking to start learning how to become a power user of Cycles, and to the experienced user looking for a reference book, and inspiration.
2 of 2 people found the following review helpful.
Necessary reference!
By Sean Kennedy
This is a great book, definitely one to have on your reference desk if you're using Blender to do any kind of professional work.
I have the 1st edition in paperback, and the updates to this edition are substantial. All of Cycles most recent new features are covered, including fur, volumetrics, and subsurface scattering.
Like the previous editions, every kind of material you could want to create in Blender is covered here. Some of the "recipes" are really great and in-depth, like the rusty metal material, while others just help you set up a really good foundation to build on, like the human skin shader.
Working in film and visual effects, I found myself using some of these recipes on recent projects. Enrico explains everything that is happening with every node you add, so you entirely understand what is happening every step of the way. This is great for learning, and also makes customization and alterations extremely easy.
It's great that subsurface scattering got its own chapter. The author covers both true subsurface scattering and various ways to fake it. This is great, and something I wish more books and instructors would demonstrate. While artists do strive to replicate physical properties as mathmatically correct as possible most times, working in the film VFX industry, sometimes is easier to just cheat and make it look real. This is my favorite chapter in the book just for this reason.
There's also some very clever techniques all over the book. One I really liked was building a shadeless material that doesn't emit light into (or in any other way affect) the scene. I also really liked the "organic-looking shader", it's fun!
I received this 3rd edition as a PDF. Compared to the print edition, I liked the pictures a bit better, as they are in color and you can zoom in on them a bit to see values and small text. And if you still can't make out the small text in some of the screenshots, Packt provides a PDF you can download from their site with larger pictures.
No matter how much you think you know about Cycles, there's a really good chance you could pick up a few things from this great book.
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