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Book Description

Build your very own stunning characters in Blender from scratch

About This Book

  • Packed with illustrations and a lot of tips and tricks to make your scenes come to life
  • Design a complete workflow with Blender to create stunning 3D scenes and films step by step
  • Gain an understanding of how to create and assign materials automatically, working in both the Blender Internal engine as well as in Cycles

Who This Book Is For

If you are a graphic designer and are looking for a tool to meet your requirements in designing, especially with regards to 3D designing, this course is for you. This course will make use of Blender to meet your design needs.

What You Will Learn

  • Understand the basics of 3D and how to navigate your way around the Blender interface
  • Discover the power of the texture paint tool in order to add color to a haunted house
  • Get to know the Cycles render engine by creating different materials for the house and the environment
  • Find the best possible flow for your edge-loops to enhance the character features and to get the best possible range of deformation
  • Mix both the Blender Internal and Cycles rendering engines in order to render materials as quickly as possible
  • Set up light sources and world global illumination
  • Build material interfaces for general use in complex materials by grouping the shaders inside groups
  • Parent and rename the nodes to better organize the Node Editor window

In Detail

Blender is a powerful, stable tool with an integral workflow that will allow you to understand 3D creation with ease. With its integrated game engine and use of the Python language, it is an efficient choice for many productions, including 3D animated or live action films, architecture, research, and even game creation. Blender has an active community that contributes to expanding its functionalities. Today, it is used in many professional products and by many companies.

Throughout Blender for Designers, you will create many types of complete projects using a step-by-step approach. Start by getting to know the modeling tools available in Blender to create a 3D robot toy, and discover more advanced techniques such as sculpting and retopology by creating an alien character.

Move on in the second module to engage with the workflow used to create characters. Run through the process from modeling to the rendering stages, using the tools of the latest official release of Blender.

The last module will teach you how to utilize the power of the Blender series to create a wide variety of materials, textures, and effects using the Cycles rendering engine. You will learn about node-based shader creation, and master Cycles through step-by-step, recipe-based advice. Start small by rendering the textures of stones and water, then scale things up to massive landscapes of mountains and oceans.

This Learning Path combines some of the best that Packt has to offer in one complete, curated package. It includes content from the following Packt products:

  • Blender 3D By Example By Romain Caudron and Pierre-Armand Nicq
  • Blender 3D Cookbook By Enrico Valenza
  • Blender Cycles: Materials and Textures Cookbook - Third Edition By Enrico Valenza

Style and approach

The course starts with a step-by-step approach to creating concert projects and help you understand the basics of it. With the guided explanation throughout this, each topic is explained with an example.

Table of Contents

  1. Blender 3D: Designing Objects
    1. Table of Contents
    2. Blender 3D: Designing Objects
    3. Blender 3D: Designing Objects
    4. Credits
    5. Preface
      1. What this learning path covers
      2. What you need for this learning path
      3. Who this learning path is for
      4. Reader feedback
      5. Customer support
        1. Downloading the example code
        2. Errata
        3. Piracy
        4. Questions
    6. 1. Module 1
      1. 1. Straight into Blender!
        1. An overview of the 3D workflow
          1. The anatomy of a 3D scene
          2. What can you do with Blender?
        2. Getting used to the navigation in Blender
          1. An introduction to the navigation of the 3D Viewport
          2. What are editors?
            1. The anatomy of an editor
            2. Split, Join, and Detach
            3. Some useful layout presets
          3. Setting up your preferences
            1. An introduction to the Preferences window
            2. Customizing the default navigation style
            3. Improving Blender with add-ons
        3. A brief introduction to the projects
          1. The Robot Toy
          2. The Alien Character
          3. The Haunted House
          4. The Rat Cowboy
        4. Summary
      2. 2. Robot Toy – Modeling of an Object
        1. Let's start the modeling of our robot toy
          1. Preparing the workflow by adding an image reference
          2. Adding the head primitive
          3. The Edit Mode versus the Object Mode
        2. Using the basic modeling tools
          1. Modeling the head
          2. Modeling the antenna
          3. An introduction to the Subdivision Surface modifier
            1. Improving the head shape
          4. Modeling the thunderbolts
          5. Modeling the eyes
          6. Modeling the chest
          7. Modeling the neck
          8. Modeling the torso
          9. Modeling the buttons
          10. Modeling the fork
            1. Modeling protections for the fork
          11. Modeling the main wheel
          12. Modeling the arm
          13. Using Blender Internal to render our Robot Toy
        3. Summary
      3. 3. Alien Character – Base Mesh Creation and Sculpting
        1. Understanding the sculpting process
        2. An introduction to sculpting
        3. Choosing sculpting over poly modeling
          1. Using a pen tablet
          2. The sculpt mode
            1. Optimizing the viewport
        4. Anatomy of a brush
          1. Dyntopo versus the Multires modifier
            1. First touch with the Multires modifier
            2. First touch with Dyntopo
        5. Creating a base mesh with the Skin modifier
          1. Visual preparation
        6. An introduction to artistic anatomy
          1. Sculpting the body
            1. The head
            2. The torso
            3. The arms
            4. The legs
            5. The belt
        7. Summary
      4. 4. Alien Character – Creating a Proper Topology and Transferring the Sculpt Details
        1. Why make a retopology?
          1. Possibilities of arranging polygons
          2. Errors to avoid during the creation of retopology
          3. Density of polygons
        2. Making the retopology of the alien character
          1. Preparing the environment
            1. The head
            2. The neck and the torso
            3. The arms and the hands
            4. The legs
        3. Unwrapping UVs
        4. Understanding UVs
          1. The placement of the seams
          2. The placement and adjustment of the islands
          3. The baking of textures
            1. The baking of a normal map
            2. What is a normal map?
              1. Making of the bake
            3. Displaying the normal map in the viewport
        5. The baking of an ambient occlusion
          1. Understanding the ambient occlusion map
            1. Creation of the bake
          2. Displaying the ambient occlusion in the viewport
        6. Summary
      5. 5. Haunted House – Modeling of the Scene
        1. Blocking the house
          1. Working with a scale
        2. Blocking the bases of the house
        3. Refining the blocking
          1. Adding instantiated objects
        4. Reworking the blocking objects
        5. Breaking and ageing the elements
          1. Simulate a stack of wooden planks with physics
        6. Creation of the simulation of a stack of planks
        7. Modeling the environment (8 pages)
          1. Modeling the cliff
          2. Modeling a tree with curves
          3. Enhancing the scene with a barrier, rocks, and a cart
        8. Organizing the scene
          1. Grouping objects
          2. Working with layers
        9. Summary
      6. 6. Haunted House – Putting Colors on It
        1. Unwrapping UVs
          1. Using Project From View
          2. Unwrapping the rest of the house
          3. The tree with the Smart UV Project
          4. Unwrapping the rest of the environment
          5. Tiling UVs
            1. What is tiling for?
            2. The UV layers
        2. Adding colors
          1. Basics of the Texture Paint tool
            1. Discovering the brushes
              1. The TexDraw brush
              2. The Smear brush
              3. The Soften brush
              4. The Clone brush
              5. The Fill brush
              6. The Mask brush
            2. The Stroke option
            3. Delimiting the zones of painting according to the geometry
            4. Painting directly on the texture
          2. Painting the scene
            1. Laying down the colors
          3. Tiled textures
            1. The settings of our workspace
            2. Advice for a good tiled texture
          4. Painting the roof-tile texture
          5. Quick tips for other kinds of hand-painted tiled textures
          6. Baking our tiled textures
            1. Why bake?
            2. How to do it?
          7. Creating transparent textures
            1. The grass texture
            2. The grunge texture
        3. Doing a quick render with Blender Internal
          1. Setting lights
          2. Placing the camera
          3. Setting the environment (sky and mist)
        4. Summary
      7. 7. Haunted House – Adding Materials and Lights in Cycles
        1. Understanding the basic settings of Cycles
          1. The sampling
          2. Light path settings
          3. Performances
        2. Lighting
          1. Creating a testing material
          2. Understanding the different types of light
          3. Lighting our scene
          4. Painting and using an Image Base Lighting
        3. Creating materials with nodes
          1. Creating the materials of the house, the rocks, and the tree
          2. Adding a mask for the windows
          3. Using procedural textures
          4. Making and applying normal maps in Cycles
        4. Creating realistic grass
          1. Generating the grass with particles
          2. Creating the grass shader
        5. Baking textures in Cycles
          1. Cycles versus Blender Internal
          2. Baking the tree
        6. Compositing a mist pass
        7. Summary
      8. 8. Rat Cowboy – Learning To Rig a Character for Animation
        1. An introduction to the rigging process
        2. Rigging the Rat Cowboy
          1. Placing the deforming bones
          2. The leg and the foot
          3. The arm and the hand
          4. The hips
          5. The tail
          6. The head and the eyes
          7. Mirroring the rig
          8. Rigging the gun
          9. Rigging the holster
          10. Adding a root bone
        3. Skinning
          1. The Weight Paint tools
          2. Manually assigning weight to vertices
          3. Correcting the foot deformation
          4. Correcting the belt deformation
        4. Custom shapes
        5. The shape keys
          1. What is a shape key?
          2. Creating basic shapes
          3. Driving a shape key
        6. Summary
      9. 9. Rat Cowboy – Animate a Full Sequence
        1. Principles of animation
          1. Squash and Stretch
          2. Anticipation
          3. Staging
          4. Straight Ahead Action and Pose to Pose
          5. Follow Through and Overlapping Action
          6. Slow In and Slow Out
          7. Arcs
          8. Secondary Action
          9. Timing
          10. Exaggeration
          11. Solid drawing
          12. Appeal
        2. Animation tools in Blender
          1. The timeline
          2. What is a keyframe?
          3. The Dope Sheet
          4. The Graph editor
          5. The Non-Linear Action editor
        3. Preparation of the animation
          1. Writing a short script
          2. Making a storyboard
          3. Finding the final camera placements and the timing through a layout
          4. Animation references
          5. Organization
        4. Animating the scene
          1. The walk cycle
          2. Mixing actions
          3. Animation of a close shot
          4. Animation of the gunshot
          5. Animation of the trap
        5. Render a quick preview of a shot
        6. Summary
      10. 10. Rat Cowboy – Rendering, Compositing, and Editing
        1. Creating advanced materials in Cycles
          1. Skin material with Subsurface Scattering
          2. Eye material
          3. The fur of the rat
        2. The Raw rendering phase
        3. Enhance a picture with compositing
          1. Introduction to nodal compositing
          2. Depth Pass
          3. Adding effects
          4. Compositing rendering phase
        4. Editing the sequence with the VSE
        5. Introduction to the Video Sequence Editor
          1. Edit and render the final sequence
        6. Summary
    7. 2. Module 2
      1. 1. Modeling the Character's Base Mesh
        1. Introduction
        2. Setting templates with the Images as Planes add-on
          1. Getting ready
          2. How to do it…
          3. How it works…
        3. Setting templates with the Image Empties method
          1. Getting ready
          2. How to do it…
          3. How it works…
        4. Setting templates with the Background Images tool
          1. Getting ready
          2. How to do it…
        5. Building the character's base mesh with the Skin modifier
          1. Getting ready
          2. How to do it…
          3. How it works…
      2. 2. Sculpting the Character's Base Mesh
        1. Introduction
        2. Using the Skin modifier's Armature option
          1. Getting ready
          2. How to do it…
          3. How it works…
          4. There's more…
          5. See also
        3. Editing the mesh
          1. Getting ready
          2. How to do it…
          3. How it works…
        4. Preparing the base mesh for sculpting
          1. Getting ready
          2. How to do it…
          3. How it works…
        5. Using the Multiresolution modifier and the Dynamic topology feature
          1. Getting ready
          2. How to do it…
          3. How it works…
        6. Sculpting the character's base mesh
          1. Getting ready
          2. How to do it…
          3. There's more…
      3. 3. Polygonal Modeling of the Character's Accessories
        1. Introduction
        2. Preparing the scene for polygonal modeling
          1. Getting ready
          2. How to do it…
          3. How it works…
        3. Modeling the eye
          1. Getting ready
          2. How to do it…
          3. How it works…
        4. Modeling the armor plates
          1. Getting ready
          2. How to do it…
          3. How it works…
          4. See also
        5. Using the Mesh to Curve technique to add details
          1. How to do it…
          2. How it works…
      4. 4. Re-topology of the High Resolution Sculpted Character's Mesh
        1. Introduction
        2. Using the Grease Pencil tool to plan the edge-loops flow
          1. Getting ready
          2. How to do it…
          3. There's more…
          4. See also
        3. Using the Snap tool to re-topologize the mesh
          1. Getting ready
          2. How to do it…
          3. How it works…
        4. Using the Shrinkwrap modifier to re-topologize the mesh
          1. Getting ready
          2. How to do it…
        5. Using the LoopTools add-on to re-topologize the mesh
          1. Getting ready
          2. How to do it…
        6. Concluding the re-topologized mesh
          1. Getting ready
          2. How to do it…
          3. There's more…
          4. How it works…
      5. 5. Unwrapping the Low Resolution Mesh
        1. Introduction
        2. Preparing the low resolution mesh for unwrapping
          1. Getting ready
          2. How to do it…
        3. UV unwrapping the mesh
          1. Getting ready
          2. How to do it…
        4. Editing the UV islands
          1. Getting ready
          2. How to do it…
          3. How it works…
          4. There's more…
        5. Using the Smart UV Project tool
          1. Getting ready
          2. How to do it…
        6. Modifying the mesh and the UV islands
          1. Getting ready
          2. How to do it…
        7. Setting up additional UV layers
          1. Getting ready
          2. How to do it…
        8. Exporting the UV Map layout
          1. Getting ready
          2. How to do it…
      6. 6. Rigging the Low Resolution Mesh
        1. Introduction
        2. Building the character's Armature from scratch
          1. Getting ready
          2. How to do it…
            1. Building the rig for the secondary parts
            2. Completing the rig
          3. How it works…
        3. Perfecting the Armature to also function as a rig for the Armor
          1. Getting ready
          2. How to do it…
          3. How it works…
        4. Building the character's Armature through the Human Meta-Rig
          1. Getting ready
          2. How to do it…
          3. How it works…
        5. Building the animation controls and the Inverse Kinematic
          1. Getting ready
          2. How to do it…
          3. See also
        6. Generating the character's Armature by using the Rigify add-on
          1. Getting ready
          2. How to do it…
          3. How it works…
          4. See also
      7. 7. Skinning the Low Resolution Mesh
        1. Introduction
        2. Parenting the Armature and Mesh using the Automatic Weights tool
          1. Getting ready
          2. How to do it…
          3. How it works…
          4. There's more…
          5. See also
        3. Assigning Weight Groups by hand
          1. Getting ready
          2. How to do it…
          3. How it works…
          4. See also
        4. Editing Weight Groups using the Weight Paint tool
          1. Getting ready
          2. How to do it…
          3. See also
        5. Using the Mesh Deform modifier to skin the character
          1. Getting ready
          2. How to do it…
          3. How it works…
          4. See also
        6. Using the Laplacian Deform modifier and Hooks
          1. Getting ready
          2. How to do it…
          3. How it works…
          4. See also
      8. 8. Finalizing the Model
        1. Introduction
        2. Creating shape keys
          1. Getting ready
          2. How to do it…
          3. How it works…
        3. Assigning drivers to the shape keys
          1. Getting ready
          2. How to do it…
          3. How it works…
          4. There's more…
          5. See also
        4. Setting movement limit constraints
          1. Getting ready
          2. How to do it…
          3. See also
        5. Transferring the eyeball rotation to the eyelids
          1. Getting ready
          2. How to do it…
        6. Detailing the Armor by using the Curve from Mesh tool
          1. Getting ready
          2. How to do it…
          3. There's more…
          4. See also
      9. 9. Animating the Character
        1. Introduction
        2. Linking the character and making a proxy
          1. Getting ready
          2. How to do it…
          3. See also
        3. Creating a simple walk cycle for the character by assigning keys to the bones
          1. Getting ready
          2. How to do it…
          3. How it works…
          4. There's more…
          5. See also
        4. Tweaking the actions in Graph Editor
          1. Getting ready
          2. How to do it…
          3. See also
        5. Using the Non Linear Action Editor to mix different actions
          1. Getting ready
          2. How to do it…
          3. See also
      10. 10. Creating the Textures
        1. Introduction
        2. Making a tileable scales image in Blender Internal
          1. Getting ready
          2. How to do it…
          3. How it works…
        3. Preparing the model to use the UDIM UV tiles
          1. Getting ready
          2. How to do it…
          3. How it works…
        4. Baking the tileable scales texture into the UV tiles
          1. Getting ready
          2. How to do it…
          3. How it works…
          4. There's more…
        5. Painting to fix the seams and to modify the baked scales image maps
          1. Getting ready
          2. How to do it…
          3. How it works…
          4. There's more…
          5. See also
        6. Painting the color maps in Blender Internal
          1. Getting ready
          2. How to do it…
          3. How it works…
          4. See also
        7. Painting the color maps in Cycles
          1. Getting ready
          2. How to do it…
      11. 11. Refining the Textures
        1. Introduction
        2. Sculpting more details on the high resolution mesh
          1. Getting ready
          2. How to do it…
        3. Baking the normals of the sculpted mesh on the low resolution one
          1. Getting ready
          2. How to do it…
          3. How it works…
          4. There's more…
        4. The Armor textures
          1. Getting ready
          2. How to do it…
          3. There's more…
          4. See also
        5. Adding a dirty Vertex Colors layer and baking it to an image texture
          1. Getting ready
          2. How to do it…
          3. How it works…
          4. See also
        6. The Quick Edit tool
          1. Getting ready
          2. How to do it…
          3. How it works…
      12. 12. Creating the Materials in Cycles
        1. Introduction
        2. Building the reptile skin shaders in Cycles
          1. Getting ready
          2. How to do it…
          3. How it works…
          4. There's more…
          5. See also
        3. Making a node group of the skin shader to reuse it
          1. Getting ready
          2. How to do it…
          3. How it works…
        4. Building the eyes' shaders in Cycles
          1. Getting ready
          2. How to do it…
          3. How it works…
        5. Building the armor shaders in Cycles
          1. Getting ready
          2. How to do it…
          3. How it works…
          4. There's more…
      13. 13. Creating the Materials in Blender Internal
        1. Introduction
        2. Building the reptile skin shaders in Blender Internal
          1. Getting ready
          2. How to do it…
          3. How it works…
          4. There's more…
          5. See also
        3. Building the eyes' shaders in Blender Internal
          1. Getting ready
          2. How to do it…
          3. How it works…
        4. Building the armor shaders in Blender Internal
          1. Getting ready
          2. How to do it…
          3. How it works…
          4. There's more…
      14. 14. Lighting, Rendering, and a Little Bit of Compositing
        1. Introduction
        2. Setting the library and the 3D scene layout
          1. Getting ready
          2. How to do it…
          3. How it works…
          4. See also
        3. Setting image based lighting (IBL)
          1. Getting ready
          2. How to do it…
            1. Image based lighting in Cycles
            2. Image based lighting in Blender Internal
          3. How it works…
          4. See also
        4. Setting a three-point lighting rig in Blender Internal
          1. Getting ready
          2. How to do it…
          3. How it works…
          4. See also
        5. Rendering an OpenGL playblast of the animation
          1. Getting ready
          2. How to do it…
          3. How it works…
          4. There's more…
          5. See also
        6. Obtaining a noise-free and faster rendering in Cycles
          1. Getting ready
          2. How to do it…
          3. See also
        7. Compositing the render layers
          1. Getting ready
          2. How to do it…
          3. How it works…
          4. See also
    8. 3. Module 3
      1. 1. Overview of Materials in Cycles
        1. Introduction
        2. Material nodes in Cycles
          1. Getting ready
          2. How to do it...
          3. How it works...
          4. There's more...
          5. See also
        3. Procedural textures in Cycles
          1. Getting ready
          2. How to do it...
          3. How it works...
          4. There's more...
          5. See also
        4. Setting the World material
          1. Getting ready
          2. How to do it...
          3. How it works...
          4. There's more...
        5. Creating a mesh-light material
          1. Getting ready
          2. How to do it...
          3. How it works...
          4. There's more...
        6. Using volume materials
          1. Getting ready
          2. How to do it...
          3. How it works...
          4. There's more...
        7. Using displacement
          1. Getting ready
          2. How to do it...
          3. How it works...
      2. 2. Managing Cycles Materials
        1. Introduction
        2. Preparing an ideal Cycles interface for material creation
          1. Getting ready
          2. How to do it...
          3. How it works...
          4. There's more...
        3. Naming materials and textures
          1. Getting ready
          2. How to do it...
          3. There's more...
        4. Creating node groups
          1. Getting ready
          2. How to do it...
          3. How it works...
        5. Grouping nodes under frames for easier reading
          1. Getting ready
          2. How to do it...
        6. Linking materials and node groups
          1. How to do it...
          2. There's more...
      3. 3. Creating Natural Materials in Cycles
        1. Introduction
        2. Creating a rock material using image maps
          1. Getting ready
          2. How to do it...
          3. How it works...
          4. There's more...
        3. Creating a rock material using procedural textures
          1. Getting ready
          2. How to do it...
          3. How it works...
        4. Creating a sand material using procedural textures
          1. Getting ready
          2. How to do it...
          3. How it works...
          4. There's more...
        5. Creating a simple ground material using procedural textures
          1. Getting ready
          2. How to do it...
          3. How it works...
        6. Creating a snow material using procedural textures
          1. Getting ready
          2. How to do it...
          3. How it works...
        7. Creating an ice material using procedural textures
          1. Getting ready
          2. How to do it...
          3. How it works...
          4. See also
      4. 4. Creating Man-made Materials in Cycles
        1. Introduction
        2. Creating a generic plastic material
          1. Getting ready...
          2. How to do it...
          3. How it works...
        3. Creating a Bakelite material
          1. Getting ready...
          2. How to do it...
          3. How it works...
          4. There's more...
        4. Creating an expanded polystyrene material
          1. Getting ready...
          2. How to do it...
          3. How it works...
        5. Creating a clear (glassy) polystyrene material
          1. Getting ready...
          2. How to do it...
        6. Creating a rubber material
          1. Getting ready...
          2. How to do it...
          3. How it works...
        7. Creating an antique bronze material with procedurals
          1. Getting ready...
          2. How to do it...
          3. How it works...
        8. Creating a multipurpose metal node group
          1. Getting ready...
          2. How to do it...
          3. How it works...
        9. Creating a rusty metal material with procedurals
          1. Getting ready...
          2. How to do it...
          3. How it works...
          4. There's more...
        10. Creating a wood material with procedurals
          1. Getting ready...
          2. How to do it...
          3. How it works...
      5. 5. Creating Complex Natural Materials in Cycles
        1. Introduction
        2. Creating an ocean material using procedural textures
          1. Getting ready
          2. How to do it...
            1. Creating the water surface and the bottom shaders
            2. Creating the foam shader
            3. Creating the stencil material for the foam location
            4. Putting everything together
          3. How it works...
          4. See also
        3. Creating underwater environment materials
          1. Getting ready
          2. How to do it...
          3. How it works...
        4. Creating a snowy mountain landscape with procedurals
          1. Getting ready
          2. How to do it...
            1. Appending and grouping the rock and the snow shader
            2. Mixing the material groups
            3. Creating the stencil shader
            4. Adding the atmospheric perspective
          3. How it works...
        5. Creating a realistic Earth as seen from space
          1. Getting ready
          2. How to do it...
            1. The planet surface
            2. The clouds
            3. The atmosphere
          3. How it works...
      6. 6. Creating More Complex Man-made Materials
        1. Introduction
        2. Creating cloth materials with procedurals
          1. Getting ready
          2. How to do it...
          3. How it works...
          4. There's more...
          5. See also
        3. Creating a leather material with procedurals
          1. How to do it...
          2. How it works...
        4. Creating a synthetic sponge material with procedurals
          1. Getting ready
          2. How to do it...
          3. How it works...
        5. Creating a spaceship hull shader
          1. Getting ready
          2. How to do it...
          3. How it works...
          4. There's more...
          5. See also
      7. 7. Subsurface Scattering in Cycles
        1. Introduction
        2. Using the Subsurface Scattering shader node
          1. Getting ready
          2. How to do it...
          3. How it works...
          4. See also
        3. Simulating Subsurface Scattering in Cycles using the Translucent shader
          1. Getting ready
          2. How to do it...
          3. How it works...
        4. Simulating Subsurface Scattering in Cycles using the Vertex Color tool
          1. Getting ready
          2. How to do it...
          3. How it works...
        5. Simulating Subsurface Scattering in Cycles using the Ray Length output in the Light Path node
          1. Getting ready
          2. How to do it...
          3. How it works...
        6. Creating a fake Subsurface Scattering node group
          1. Getting ready
          2. How to do it...
          3. How it works...
      8. 8. Creating Organic Materials
        1. Introduction
        2. Creating an organic-looking shader with procedurals
          1. Getting ready
          2. How to do it...
          3. How it works...
        3. Creating a wasp-like chitin material with procedural textures
          1. Getting ready
          2. How to do it...
          3. How it works...
        4. Creating a beetle-like chitin material with procedural textures
          1. Getting ready
          2. How to do it...
          3. How it works...
        5. Creating tree shaders – the bark
          1. Getting ready
          2. How to do it...
          3. How it works...
          4. There's more...
        6. Creating tree shaders – the leaves
          1. Getting ready
          2. How to do it...
          3. How it works...
          4. There's more...
        7. Creating a layered human skin material in Cycles
          1. Getting ready
          2. How to do it...
          3. How it works...
        8. Creating fur and hair
          1. Getting ready
          2. How to do it...
          3. How it works...
          4. There's more...
          5. See also
        9. Creating a gray alien skin material with procedurals
          1. Getting ready
          2. How to do it...
          3. How it works...
      9. 9. Special Materials
        1. Introduction
        2. Using Cycles volume materials
          1. Getting ready
          2. How to do it...
          3. How it works...
          4. There's more...
          5. See also
        3. Creating a cloud volumetric material
          1. Getting ready
          2. How to do it...
          3. How it works...
        4. Creating a fire and smoke shader
          1. Getting ready
          2. How to do it...
          3. How it works...
          4. See also
        5. Creating a shadeless material in Cycles
          1. Getting ready
          2. How to do it...
          3. How it works...
          4. There's more...
        6. Creating a fake immersion effect material
          1. Getting ready
          2. How to do it...
          3. How it works...
        7. Creating a fake volume light material
          1. Getting ready
          2. How to do it...
          3. How it works...
          4. See also
    9. Bibliography
    10. Index
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