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Blender 2.5 Materials and Textures Cookbook电子书

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作       者:Colin Litster

出  版  社:Packt Publishing

出版时间:2011-01-25

字       数:224.6万

所属分类: 进口书 > 外文原版书 > 电脑/网络

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Each chapter in the book follows a themed approach to creating materials using the new Blender 2.5 features. As you read through each chapter you will learn approaches to create materials and textures. These materials and textures will help you to create a flawless simulation of real-world objects. You need not read the chapters in any particular order to learn to use the Blender 3D suite for materials simulation appropriately. Every recipe in this book will enable you to create a usable material or texture effect as well as teaching you techniques that save your time. If you are a Graphics Designer looking to master the features for materials and textures to create realistic looking models in Blender, then this book is for you. It can be read by both beginners and experienced Blender users; however, prior understanding of object creation and manipulation in Blender would be an advantage. This is a must-read for Blender users who want to learn the concepts and at the same time experiment with the different Blender Material and texture functions.
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Blender 2.5 Materials and Textures Cookbook

Table of Contents

Blender 2.5 Materials and Textures Cookbook

Credits

About the Author

About the Reviewers

www.PacktPub.com

Support files, eBooks, discount offers and more

Why Subscribe?

Free Access for Packt account holders

Preface

What this book covers

What you need for this book

Who this book is for

Conventions

Reader feedback

Customer support

Errata

Piracy

Questions

1. Creating Natural Materials in Blender

Introduction

Good observation will be your greatest asset

Creating a realistic pebble material using procedural textures

Getting ready

Creating a gray limestone pebble

Getting ready

How to do it...

How it works

Creating the quartz pebble material

Getting ready

How to do it

How it works

Creating an opalescent quartz material

Getting ready

How to do it

How it works

Creating a mask to represent the quartz veins

Getting ready

How to do it

How it works

Colors

Size

Combining two materials, to make a third, using Nodes

Getting ready

How to do it….

How it works...

There's more...

See also

Creating a large rock material using procedural, and node textures

Getting ready

How it works…

Creating a sea rock material

Getting ready

How to do it...

How it works…

See also

Creating a texture node to simulate seaweed at the base of a rock

Getting ready

How to do it

How it works...

There's more...

Creating a large rock face using photo reference

Getting ready

How to do it...

How it works...

See also

2. Creating Man-made Materials

Introduction

Creating a slate roof node material that repeats but with ultimate variety

Getting ready

How to do it...

How it works...

See also

Using a tileable texture to add complexity to a surface

How it works...

See also

Warping a texture to disguise seams in a repeated texture

Getting ready

How to do it...

How it works...

See also

Adding weathering by copying and reusing textures

Getting ready

How to do it...

How it works...

Combining materials using nodes

Getting ready

How to do it...

How it works...

There's more...

Utilizing repeat textures

See also

Creating metals

Getting ready

How to do it...

How it works...

Using specular maps to add age and variety to man-made surface materials

Getting ready

How to do it...

How it works...

There's more...

Adding oxidization weathering to our copper material

Getting ready

How to do it...

How it works...

Adding grime and artistic interest to our copper material

Getting ready

How to do it...

How it works...

Creating a path or road material that never repeats

Repeating a tiled texture to duplicated objects

Getting ready

How to do it

How it works

Deforming materials and textures in Blender

Getting ready

How to do it

How it works...

There's more...

See also

3. Creating Animated Materials

Introduction

The types of texture and material animation tools in Blender

How to move textures and create animation without moving a mesh

Getting ready

How to do it...

How it works...

Manipulating the F-Curves of texture movement

How to do it...

How it works...

There's more...

See also

Using an Empty as a dummy object to control texture movement over time

How to do it...

How it works...

A barber pole with no moving parts

Getting ready

How to do it...

How it works...

See also

How to alter the color of materials and textures over time

Creating a red hot iron bar

Getting ready

How to do it...

How it works...

Changing the multiple settings within a color ramp over time

Getting ready

How to do it...

How it works...

See also

How to animate transparency in a texture

Creating a burning sheet of paper

Getting ready

How to do it...

How it works...

There's more...

See also

How to change textures during an animation

Creating a Red Alert sign using a sequence of images

Getting ready

How to do it...

How it works...

There's more...

See also

How to texture with movies creating a TV screen

Getting ready

How to do it...

How it works...

There's more...

See also

4. Managing Blender Materials

Introduction

Setting a default scene for materials creation

Getting ready

How to do it...

How it works...

Anti-aliasing

Turning off unneeded render settings

There's more...

Additional settings for default scene

Getting ready

How to do it...

How it works...

There's more...

Lights

Ambient occlusion

Creating an ideal Blender interface for material creation

Getting ready

How to do it...

How it works...

Creating an ideal texture animation setup

Getting ready

How to do it...

How it works...

See also

Naming materials and textures

How to do it...

How it works...

See also

Appending materials

Getting ready

How to do it...

How it works...

Linking materials

Getting ready

How to do it...

How it works...

Making blendfiles stand alone

Getting ready

How to do it...

How it works...

See also

5. Creating More Difficult Man-made Materials

Introduction

Creating rust on iron-based metals

Getting ready

How to do it...

How it works...

There's more...

See also

Creating a mesh object to provide good reflective surfaces

Getting ready

How to do it...

How it works...

See also

Using environment map textures to simulate reflection

Getting ready

How to do it...

How it works...

There's more...

See also

Varying environment map reflections to simulate corrosion or wear

Getting ready

How to do it...

How it works...

There's more...

Animating settings to produce a time-lapse of copper aging

See also

Using raytrace reflections to simulate polished metals

Getting ready

How to do it...

How it works...

There's more...

See also

Varying raytrace reflections to simulate dirt and grime

Getting ready

How to do it...

How it works...

There's more...

6. Creating More Difficult Natural Materials

Introduction

Creating realistic large-scale water in Blender 2.5

Getting ready

How to do it...

How it works...

There's more...

Setting up an ocean vista environment

Getting ready

How to do it...

How it works...

See also

Creating a wave surface using textures

Getting ready

How to do it...

How it works...

See also

Creating an ocean surface material

Getting ready

How to do it...

How it works...

See also

Creating wake around objects in water

Getting ready

How to do it...

How it works...

See also

Creating a non-repeating leaf material

Getting ready

Creating image and bump maps, with alpha channels

How to do it...

There's more...

Using images as the basis for a leaf material

Getting started

How to do it...

How it works…..

Using alpha to create a leaf shape on a simple mesh

Getting started

How to do it…

How it works….

See also…

Adding a non-repeating bump to the leaf material

How to do it….

How it works….

Adding color complexity to the leaf material

How to do it….

How it works...

7. UV Mapping and Sub Surface Scattering

Introduction

Creating a face map from photographs

Getting ready

How to do it...

How it works…

There's more…

See also

Unwrapping a face mesh to produce a UV map

Getting ready

How to do it…

How it works...

There's more…

See also

Editing a UV map to optimize the image space

Getting ready

How to do it...

How it works...

There's more...

See also

Creating multiple UV maps for a single object

Getting ready

How to do it...

How it works...

See also

Combining UV maps to create an enveloping UV

Getting ready

How to do it...

How it works...

See also

Using a paint package to merge UV maps

Getting ready

How to do it...

How it works...

There's more...

See also

Extracting color, bump, and specularity maps from photographs

Getting ready

How to do it...

How it works...

See also

Applying UVs to create an accurate skin material

Getting ready

How to do it...

How it works...

There's more...

See also

Skin shading using SSS and AO

Getting ready

How to do it...

How it works...

There's more...

See also

8. Painting and Modifying Image Textures in Blender

Introduction

Post processing rendered images from within Blender

Getting ready

How to do it...

How it works...

There's more...

Useful node procedures

See also

Adding more than one material to a surface

Getting ready

How to do it...

How it works...

There's more...

See also

Adding dirt onto a model

Getting ready

How to do it...

How it works...

There's more...

See also

Creating an aged photo with simple Blender materials

Getting ready

How to do it...

How it works...

There's more...

9. Special Effects Materials

Introduction

Creating explosive smoke in Blender

Getting ready

How to do it...

How it works...

There's more...

Creating the perfect domain

Only use the high resolution simulation

Low settings to start with

Clear bakes before re-baking

Once happy with the simulation, protect your cache

Simple materials make great smoke

See also

Igniting a flame and making things burn in Blender

Getting ready

How to do it...

How it works...

There's more...

See also

Creating loopable fire and smoke sequences

Getting ready

How to do it...

How it works...

Adding complex FX without the render overhead

Getting ready

How to do it...

How it works...

There's more…

See also

Index

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