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Photorealistic Materials and Textures in Blender Cycles : Create Impressive Production-Ready Projects Using One of the Most Powerful Rendering Engines / Arijan Belec.

O'Reilly Online Learning: Academic/Public Library Edition Available online

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Format:
Book
Author/Creator:
Belec, Arijan, author.
Language:
English
Subjects (All):
Video games--Development.
Video games.
Video games--Programming.
Physical Description:
1 online resource (394 pages)
Edition:
4th Revised edition.
Distribution:
London : Bloomsbury Publishing (UK), 2025.
Place of Publication:
Birmingham : Packt Publishing, 2023.
System Details:
text file HTML
Summary:
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.
Contents:
Intro
Title Page
Copyright and Credits
Contributors
Table of Contents
Preface
Part 1: Materials in Cycles
Chapter 1: Creating Materials in Blender
Technical requirements
Preparing the Shading workspace
Creating materials
Adding multiple materials to an object
Tweaking material properties
Specular
Roughness
Metallic
Clearcoat
Emission
Summary
Chapter 2: Introducing Material Nodes
Understanding the default nodes
Creating textures with the Image Texture node
Loading images into materials
Generating images with nodes
Exploring powerful nodes
Color control nodes
The Mix node
The Noise Texture node
The Voronoi Texture node
The ColorRamp node
Generating a camouflage texture
Chapter 3: Mapping Images with Nodes
Understanding image mapping
Using the Node Wrangler add-on
Texture Coordinate node
Mapping textures to 3D models
Part 2: Understanding Realistic Texturing
Chapter 4: Achieving Realism with Texture Maps
Using Albedo maps to create a base texture
Introducing Roughness maps
Using Normal maps to detail surfaces
Creating transparency
Understanding Alpha maps
Creating realistic glass in Cycles
Chapter 5: Generating Texture Maps with Cycles
Using texture libraries
Applying texture maps in Blender
Creating Roughness maps in Blender
Baking Normal maps in Blender
Generating Roughness maps in GIMP
Generating Normal maps in GIMP
Chapter 6: Creating Bumpy Surfaces with Displacement Maps
Understanding displacement maps
Generating a Displacement map in GIMP
Applying Displacement maps in Blender
Generating Displacement maps in Blender
Summary.
Part 3: UV Mapping and Texture Painting
Chapter 7: UV-Unwrapping 3D Models for Texturing
Understanding UV mapping
Unwrapping basic shapes
Unwrapping a cylinder
Unwrapping complex shapes
Chapter 8: Baking Ambient Occlusion Maps
Understanding Ambient Occlusion maps
Baking an Ambient Occlusion map
Applying the Ambient Occlusion map with nodes
Mixing Diffuse and Ambient Occlusion maps in GIMP
Chapter 9: Introducing Texture Painting
Understanding the basics of texture painting
Improving edges with texture painting
Creating custom brushes in GIMP
Creating a bullet hole decal
Using stencils in Blender
Chapter 10: Creating Photorealistic Textures on a 3D Model
Adding basic materials to the steering wheel
Adding texture to handles
Adding texture to the center pad
Adding carbon fiber to the steering wheel
Baking a custom Normal map
Applying a logo to the steering wheel
Painting buttons with stencils
Part 4: Lighting and Rendering
Chapter 11: Lighting a Scene in Cycles
Generating light in Blender
Using light objects
Emission lighting
Environmental lighting
Simulating realistic lighting
Generating studio lighting
Chapter 12: Creating Photorealistic Environments with HDRIs
What are HDRIs?
Downloading HDRIs
Applying HDRIs in Blender
Chapter 13: Preparing the Camera for Rendering
Getting to know Blender's camera
Snapping and moving the camera
Snapping the camera
Moving the camera
Controlling camera settings and parameters
Animating the camera with keyframes
Animating the camera
Animating the focus distance
Chapter 14: Rendering with Cycles.
How does rendering work in Blender?
Configuring render properties
Eevee versus Cycles
Sampling
Adding background transparency
Exporting images and videos
Index
Other Books You May Enjoy
Blank Page.
Notes:
Includes index.
ISBN:
9781805127345
1805127349
OCLC:
1407627027

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