PacktLib: Blender 2.5 Materials and Textures Cookbook

Blender 2.5 Materials and Textures Cookbook


About the Author

About the Reviewers


Creating Natural Materials in Blender


Creating a realistic pebble material using procedural textures

Creating a gray limestone pebble

Creating the quartz pebble material

Creating an opalescent quartz material

Creating a mask to represent the quartz veins

Combining two materials, to make a third, using Nodes

Creating a large rock material using procedural, and node textures

Creating a sea rock material

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

Creating a large rock face using photo reference

Creating Man-made Materials


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

Using a tileable texture to add complexity to a surface

Warping a texture to disguise seams in a repeated texture

Adding weathering by copying and reusing textures

Combining materials using nodes

Creating metals

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

Adding oxidization weathering to our copper material

Adding grime and artistic interest to our copper material

Creating a path or road material that never repeats

Repeating a tiled texture to duplicated objects

Deforming materials and textures in Blender

Creating Animated Materials


How to move textures and create animation without moving a mesh

Manipulating the F-Curves of texture movement

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

A barber pole with no moving parts

How to alter the color of materials and textures over time

Creating a red hot iron bar

How to animate transparency in a texture

Creating a burning sheet of paper

How to change textures during an animation

How to texture with movies creating a TV screen

Managing Blender Materials


Setting a default scene for materials creation

Additional settings for default scene

Creating an ideal Blender interface for material creation

Creating an ideal texture animation setup

Naming materials and textures

Appending materials

Linking materials

Making blendfiles stand alone

Creating More Difficult Man-made Materials


Creating rust on iron-based metals

Creating a mesh object to provide good reflective surfaces

Using environment map textures to simulate reflection

Varying environment map reflections to simulate corrosion or wear

Using raytrace reflections to simulate polished metals

Varying raytrace reflections to simulate dirt and grime

Creating More Difficult Natural Materials


Creating realistic large-scale water in Blender 2.5

Setting up an ocean vista environment

Creating a wave surface using textures

Creating an ocean surface material

Creating wake around objects in water

Creating a non-repeating leaf material

Creating image and bump maps, with alpha channels

Using images as the basis for a leaf material

Using alpha to create a leaf shape on a simple mesh

Adding a non-repeating bump to the leaf material

Adding color complexity to the leaf material

UV Mapping and Sub Surface Scattering


Creating a face map from photographs

Unwrapping a face mesh to produce a UV map

Editing a UV map to optimize the image space

Creating multiple UV maps for a single object

Combining UV maps to create an enveloping UV

Using a paint package to merge UV maps

Extracting color, bump, and specularity maps from photographs

Applying UVs to create an accurate skin material

Skin shading using SSS and AO

Painting and Modifying Image Textures in Blender


Post processing rendered images from within Blender

Adding more than one material to a surface

Adding dirt onto a model

Creating an aged photo with simple Blender materials

Special Effects Materials


Creating explosive smoke in Blender

Igniting a flame and making things burn in Blender

Creating loopable fire and smoke sequences

Adding complex FX without the render overhead