
Welcome to the course, this lecture will brief on everything that will be covered in this volume.
Materials and textures are crucial to creating more life like objects in blender. This lecture explains why they are different and what they are used for.
Blender has different visual modes for its 3D viewport which each display an object in a different layer. For example the solid view shows the base layer which is only the object geometry.
When working in more complex projects it becomes very important to name your materials so that you know exactly what each is used for.
Materials exist inside of data blocks. These blocks are pockets of data that can be used across a project. Material slots are needed to store materials to an object.
By default only the first material is applied to an object. In this lecture we learn how to switch between different materials.
Learn how to use materials with multiple different objects.
Don't wont that material anymore? learn to get rid of your unwanted materials here.
Delete material slots to make your properties panel led cloggy. If a slot is not going to be used, then why have it in the first place.
Don't need a material but want to save it for late? give it a fake user to keep it from being deleted.
Diffuse light is where the light hits an objects surface and some of that light penetrates below the surface eventually escaping again. Giving the object its diffuse color.
This allows us to determine how much color our object projects when it interacts with light. The lower the intensity level the darker the object will become.
The preview box in blender render gives the user the opportunity to view how his/her material looks on different object types at the click of a button.
Blender offers choice in the way shaders work when they interact with light to create varying art styles. These styles are known in blender as shader models.
The color ramp opens up a world of possibilities with how we can manipulate the color of our material allowing us to use color stops to create different effects.
The alpha value determines the transparency of a color or color node when referring to the color ramp. And can be used to both strengthen and weaken its effects on the material.
The color ramp factor determines the overall intensity of the color ramp on the base material.
These are the 'shader model' options for the color ramp where each option changes the way that the color ramp works.
Interpolation is the fall off or transition between color stops on the color ramp. Changing this alters the way these color stops are displayed on the object.
The specular effect is when light bounces off the surface of the object. This light only reflects off parts of an object depending on angles and is normally the same color as the light itself although we can change this in blender.
Complete this simple yet valuable challenge to put the skills you have learnt in this course to practice.
Thank you for completing the course and we hope to see you in the next volume.
Welcome to volume one of the Blender material and texture series. This series of courses is designed to guide students from being beginners in material application for blender towards mastering the ability of creating any materials the student wants to create for any purpose whether that be for Pixar style animation or creating PBR materials for lifelike scenes.
Volume one will provide students with the perfect foundation in being able to apply different materials to the objects in our scene. No matter how good your modelling skills maybe, the final product wont look good unless it has a great texture applied to it, which is why we have created this series with following one as that all important first stepping stone.