This video course introduces you to the powerful Cycles Render engine and more advanced materials for objects. Topics covered will range from organic modeling to node materials to particle systems.
This video course introduces you to the powerful Cycles Render engine and more advanced materials for objects. Topics covered will range from organic modeling to node materials to particle systems.
We start with a basic understanding of the Cycles Render engine including the differences between the standard and ray-traced engines. After this we delve into organic modeling techniques using curves to create more natural and smooth shapes typically seen in the real world. Next we understand the concept of UV unwrapping to map textures and other 2D media to a 3D object using seams, while also learning how to tweak and modify UV maps as well as multi-channel U layers. The next part will cover a basic setup for a simple Cycles material shader, which includes simple materials, alpha cut-outs, as well as multi-channel and PBR material shaders to create an extensive range of realistic material shaders for the Cycles Render engine ; you will also acquire a good understanding of how the material node editor works. Moving on we will look at object-based lighting and After that we will learn about simple particle systems, hair/fur generation, and how to instantiate objects. You will utilize particle systems to greatly speed up your workflow, making it easier to generate large scenes with hundreds or thousands of objects. Finally, you will learn about fundamental composting workflows through the node editor and use Color management to give a more authentic and photographic image; this will include more advanced composting techniques such as light flares, depth of field, and adding additional external images to the final render.
By the end of the video course you should have a good understanding of how to add advanced post processing to an image before saving it and how to effectively create a realistic scene using the Cycles Render engine.
About the author
Tim Crellin is a distinguished 3D generalist with over 5 years' experience working with 3D software for game development, animation, and 3D modeling. Tim runs the thatimst3r .com website and the Thatimst3r YouTube channel, which provide more than 200 published video tutorials to the public. Additionally, he has created multiple add-ons, assets, and other resources for the online community, including seven completed games. He is very passionate about teaching others new skills and the concept of open source to make creativity available to everyone.
This video gives an overview of entire course.
In this video, we will see how ray tracing compares to the standard internal render engine.
In this video, we will learn how to utilize curve objects to create flowing and complex shapes easily.
In this video, we will see how to convert between a curve and a mesh. Also we will use modifiers to combine results and sculpting to clean up.
This video shows what UV mapping is and how a 3D mesh can be unwrapped into a 2D representation.
In this video, we will apply theoretical knowledge of UV maps and unwrapping to a practical 3D mesh.
In this video, we will see how to fit a UV map of a 3D object onto a 2D texture with correct scaling.
In this video, we will see the different types of texture maps typically used for applying to 3D model material.
In this video, we will create a simple node materials using the node editor and appending external files.
In this video, we will model a leaf object and use the alpha channel of a texture to determine shader output values.
This video shows how to use multiple texture materials along with physically based rendering using Fresnel.
In this video, we will see how to use point, spot, sun, area, and hemi lamps including analysis of their parameters.
This video gives the introduction to three-point lighting theory for a model and practical implementation in blender.
In this video, we will see what HDRI means and how it applies to environment maps in using data from an image to light a scene.
In this video, we will see how to create multiple copies of the same mesh and scatter them across the scene using a particle hair system.
This video models the terrain for the background environment of our scene with displacement modifier and large scale texturing.
In this video, we will utilize another hair particle system to fill the background of our scene with tree trunks to create a convincing environment.
This video gives introduction to particle behavior and turbulence force fields within blender.
This video gives the introduction to the basics of camera placement and how to make images look appealing while showcasing a center subject and their environment
In this video, we will use the defocus node, in which camera limits and f-stop to create realistic depth of field blurring within a scene.
In this video, we will learn to use and combine multiple nodes together to add glow, fog, and camera distortion.
In this video, we will see how to use the color balance node to tweak the colors of a scene including how to use the film color management within blender to make the image look realistic.
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