最新章節
- Index
- Creating a fake volume light material
- Creating a fake immersion effect material
- Creating a shadeless material in Cycles
- Creating a fire and smoke shader
- Creating a cloud volumetric material
品牌:中圖公司
上架時間:2021-07-23 19:09:02
出版社:Packt Publishing
本書數字版權由中圖公司提供,并由其授權上海閱文信息技術有限公司制作發行
- Index 更新時間:2021-07-23 20:30:02
- Creating a fake volume light material
- Creating a fake immersion effect material
- Creating a shadeless material in Cycles
- Creating a fire and smoke shader
- Creating a cloud volumetric material
- Using Cycles volume materials
- Introduction
- Chapter 9. Special Materials
- Creating a gray alien skin material with procedurals
- Creating fur and hair
- Creating a layered human skin material in Cycles
- Creating tree shaders – the leaves
- Creating tree shaders – the bark
- Creating a beetle-like chitin material with procedural textures
- Creating a wasp-like chitin material with procedural textures
- Creating an organic-looking shader with procedurals
- Introduction
- Chapter 8. Creating Organic Materials
- Creating a fake Subsurface Scattering node group
- Simulating Subsurface Scattering in Cycles using the Ray Length output in the Light Path node
- Simulating Subsurface Scattering in Cycles using the Vertex Color tool
- Simulating Subsurface Scattering in Cycles using the Translucent shader
- Using the Subsurface Scattering shader node
- Introduction
- Chapter 7. Subsurface Scattering in Cycles
- Creating a spaceship hull shader
- Creating a synthetic sponge material with procedurals
- Creating a leather material with procedurals
- Creating cloth materials with procedurals
- Introduction
- Chapter 6. Creating More Complex Man-made Materials
- Creating a realistic Earth as seen from space
- Creating a snowy mountain landscape with procedurals
- Creating underwater environment materials
- Creating an ocean material using procedural textures
- Introduction
- Chapter 5. Creating Complex Natural Materials in Cycles
- Creating a wood material with procedurals
- Creating a rusty metal material with procedurals
- Creating a multipurpose metal node group
- Creating an antique bronze material with procedurals
- Creating a rubber material
- Creating a clear (glassy) polystyrene material
- Creating an expanded polystyrene material
- Creating a Bakelite material
- Creating a generic plastic material
- Introduction
- Chapter 4. Creating Man-made Materials in Cycles
- Creating an ice material using procedural textures
- Creating a snow material using procedural textures
- Creating a simple ground material using procedural textures
- Creating a sand material using procedural textures
- Creating a rock material using procedural textures
- Creating a rock material using image maps
- Introduction
- Chapter 3. Creating Natural Materials in Cycles
- Linking materials and node groups
- Grouping nodes under frames for easier reading
- Creating node groups
- Naming materials and textures
- Preparing an ideal Cycles interface for material creation
- Introduction
- Chapter 2. Managing Cycles Materials
- Using displacement
- Using volume materials
- Creating a mesh-light material
- Setting the World material
- Procedural textures in Cycles
- Material nodes in Cycles
- Introduction
- Chapter 1. Overview of Materials in Cycles
- Customer support
- Reader feedback
- Conventions
- Sections
- Who this book is for
- What you need for this book
- What this book covers
- Preface
- Support files eBooks discount offers and more
- www.PacktPub.com
- About the Reviewers
- Acknowledgments
- About the Author
- Credits
- Blender Cycles: Materials and Textures Cookbook Third Edition
- coverpage
- coverpage
- Blender Cycles: Materials and Textures Cookbook Third Edition
- Credits
- About the Author
- Acknowledgments
- About the Reviewers
- www.PacktPub.com
- Support files eBooks discount offers and more
- Preface
- What this book covers
- What you need for this book
- Who this book is for
- Sections
- Conventions
- Reader feedback
- Customer support
- Chapter 1. Overview of Materials in Cycles
- Introduction
- Material nodes in Cycles
- Procedural textures in Cycles
- Setting the World material
- Creating a mesh-light material
- Using volume materials
- Using displacement
- Chapter 2. Managing Cycles Materials
- Introduction
- Preparing an ideal Cycles interface for material creation
- Naming materials and textures
- Creating node groups
- Grouping nodes under frames for easier reading
- Linking materials and node groups
- Chapter 3. Creating Natural Materials in Cycles
- Introduction
- Creating a rock material using image maps
- Creating a rock material using procedural textures
- Creating a sand material using procedural textures
- Creating a simple ground material using procedural textures
- Creating a snow material using procedural textures
- Creating an ice material using procedural textures
- Chapter 4. Creating Man-made Materials in Cycles
- Introduction
- Creating a generic plastic material
- Creating a Bakelite material
- Creating an expanded polystyrene material
- Creating a clear (glassy) polystyrene material
- Creating a rubber material
- Creating an antique bronze material with procedurals
- Creating a multipurpose metal node group
- Creating a rusty metal material with procedurals
- Creating a wood material with procedurals
- Chapter 5. Creating Complex Natural Materials in Cycles
- Introduction
- Creating an ocean material using procedural textures
- Creating underwater environment materials
- Creating a snowy mountain landscape with procedurals
- Creating a realistic Earth as seen from space
- Chapter 6. Creating More Complex Man-made Materials
- Introduction
- Creating cloth materials with procedurals
- Creating a leather material with procedurals
- Creating a synthetic sponge material with procedurals
- Creating a spaceship hull shader
- Chapter 7. Subsurface Scattering in Cycles
- Introduction
- Using the Subsurface Scattering shader node
- Simulating Subsurface Scattering in Cycles using the Translucent shader
- Simulating Subsurface Scattering in Cycles using the Vertex Color tool
- Simulating Subsurface Scattering in Cycles using the Ray Length output in the Light Path node
- Creating a fake Subsurface Scattering node group
- Chapter 8. Creating Organic Materials
- Introduction
- Creating an organic-looking shader with procedurals
- Creating a wasp-like chitin material with procedural textures
- Creating a beetle-like chitin material with procedural textures
- Creating tree shaders – the bark
- Creating tree shaders – the leaves
- Creating a layered human skin material in Cycles
- Creating fur and hair
- Creating a gray alien skin material with procedurals
- Chapter 9. Special Materials
- Introduction
- Using Cycles volume materials
- Creating a cloud volumetric material
- Creating a fire and smoke shader
- Creating a shadeless material in Cycles
- Creating a fake immersion effect material
- Creating a fake volume light material
- Index 更新時間:2021-07-23 20:30:02