
In this lecture we will be going over the topics that we will be covering in this volume of the blender texture series. Including an overview of the two main sections on advanced blender render tools and the art of UV mapping.
Blender Render allows you to choose between four different material types. These are Surface, Wire, Volume and Halo. Surface is the standard Geometry of your material. Wire turns your object into a wireframe mesh. Volume uses the object shape but not actual geometry (like a cloud). Halo uses the vertices and has them emit light.
Shading defines an objects ability to create shadows and even emit its own light. With this tool we can choose if the object in question absorbs light or produces it.
We begin to learn about the three different forms of transparency. Mask transparency blends the object texture with the environmental texture. Therefore it is not actually made completely invisible and the shape is still noticeable if we view with other objects around it.
Used for creating plastics it allows transparency while also allowing the object to be reflective to light. This means that we can now make an objects transparent but still visible based on their reflective (specular) properties.
The most complex of the three which is used to create glass based materials. We have many options when using raytrace but their is a consequence to all this power. That is the increase in render times to get the realistic results that raytrace can provide.
A demonstration of transparency in effect in a basic scene. This scene will give us a chance to view the benefits of the different transparency methods.
Learn to create reflective metal materials and actual mirrors thanks to the mirror tool. We can also create more grainy reflection for the trade off of increased render times to help create non shiny metals such as iron or tempered steel.
This is a more advanced version of diffuse color and is used for organic materials such as skin and milk. This works by providing a very smooth base material that is part transluscent meaning it can still allow light to pass through it.
An introduction to the section of UV mapping
Learn how to map your 3D object onto a UV grid
Get blender to do the work an unwrap the object for you without and faces overlapping
This unwraps an object that is based of a primitive object such as cube projection
Same as project view bounds but the map stretches across the entire Uv grid
We mark the seams of the cube to see how this effects unwrapping.
We mark the seams of the uv sphere and the cylinder
We mark the seams for the ico sphere and torus objects
The first challenge focuses on UV mapping
The second challenge focuses on materials
Thank you for completing the course
Welcome to volume two 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.
In volume two we have a look at some of the more advanced tools in blender render such as the ability to manipulate an objects shading properties or actually having and object become a light source. The second stage of this volume will be focused on the process of UV mapping, which is a must know for anyone who wants to successfully texture 3D models. This is where we learn how to map out the 3D object onto a 2D UV grid so that we can begin the process of apply textures, which prefer a 2D surface rather than a 3D one.