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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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Free Chapter
1
Part 1: Materials in Cycles
5
Part 2: Understanding Realistic Texturing
9
Part 3: UV Mapping and Texture Painting
14
Part 4: Lighting and Rendering

Applying Displacement maps in Blender

We will now learn how to load an image as a Displacement map and tell Blender how to correctly process it with the help of a Displace modifier. A Displace modifier is used to deform a mesh according to the value of the colors of a Displacement map.

In the following steps, we will prepare a mesh for displacement:

  1. Add a plane with Shift + A.
Figure 6.12 – Adding a plane

Figure 6.12 – Adding a plane

  1. In Edit mode, subdivide the plane by pressing W and selecting Subdivide.
Figure 6.13 – Subdividing the plane

Figure 6.13 – Subdividing the plane

  1. In the Subdivide menu that appears in the bottom-left corner of the screen, set the number of cuts to 100.

    This will give us lots of geometry, which in turn will give us a more detailed result.

Figure 6.14 – Increasing the number of subdivisions

Figure 6.14 – Increasing the number of subdivisions

The plane now has 20,604 edges, which will help achieve a good displacement result. The higher...

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