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Photorealistic Materials and Textures in Blender Cycles

Photorealistic Materials and Textures in Blender Cycles

By : Arijan Belec
4.5 (15)
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Photorealistic Materials and Textures in Blender Cycles

Photorealistic Materials and Textures in Blender Cycles

4.5 (15)
By: Arijan Belec

Overview of this book

Blender is one of the most versatile tools in the 3D software industry, and with a growing audience and constantly expanding set of features, it has become more powerful, useful, and in demand than ever before. This updated fourth edition of Photorealistic Materials and Textures in Blender Cycles is an all-inclusive guide to procedural texturing, rendering, and designing materials in Blender, covering all aspects of the 3D texturing workflow. The book begins by introducing you to Blender’s material nodes and material property functions, and then helps you create photorealistic textures by understanding texture maps and mapping them to 3D models. As you advance, you’ll learn to design high-quality environments and lighting using HDRIs and Blender’s lighting options. By exploring, breaking down, and studying the underlying mechanics that allow you to develop these elements, you’ll create any material, texture, or environment and use it to improve your artwork and present them in a professional way. Finally, you’ll discover how to correctly set up scenes and render settings, and get to grips with the key elements of achieving realism. By the end of this book, you’ll have gained a solid understanding of materials, textures, shading, lighting, rendering, and all the critical aspects of achieving the highest quality with your 3D artwork.
Table of Contents (21 chapters)
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Part 1: Materials in Cycles
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Part 2: Understanding Realistic Texturing
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Part 3: UV Mapping and Texture Painting
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Part 4: Lighting and Rendering
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Chapter 12: Creating Photorealistic Environments with HDRIs
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Index
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Understanding displacement maps

Displacement maps are special texture maps used to create bumps on surfaces. While Normal maps are used to simulate bumpy surfaces, Displacement maps are used to actually reshape a surface. Figure 6.1 shows two surfaces. The left surface uses a Displacement map, while the right surface uses a Normal map.

Figure 6.1 – A comparison of a Displacement map with a Normal map

Figure 6.1 – A comparison of a Displacement map with a Normal map

The two surfaces look almost identical from this perspective, but if you look at their geometry, you can see they are very different. Figure 6.2 shows the geometry of the two surfaces. The left surface has a higher poly count and is filled with bumps, while the right surface is a simple plane consisting of four edges.

Figure 6.2 – The geometry of a displaced surface and a surface with a Normal map

Figure 6.2 – The geometry of a displaced surface and a surface with a Normal map

The Displacement map applied to the high-poly surface causes some of its polygons to move upwards, while others stay...

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