Voronoi shatter after effects free download
In the Texture Buttons, select it as you do for any of the other texture generators and adjust the settings. In the Stucci panel, I will adjust the size to 0. Play with the setting to get a bumpy effect.
Turning the size setting way down can also give you a grainy effect. Below are some samples of different Noise Basis patterns.
Most of the time you need to place textures like grass, brick, metal, fabrics and such into your model. Most other image type files can be used as well png, targa, TIFF, bmp. If you want to put a picture of your face on an object- you can! Movie files can also be placed on an object as a material. Important block! Here, you can also adjust the offset and size of an image on your object. Coordinate Mapping: New default settings have this set to UV, which will be discussed in a later chapter.
Image Panel: This is actually where you open the image or movie you with to use for your texture. If you don't see thumbnails of your images, you can change the window's viewing type see page for details. Image Sampling Panel: Make adjustments to your image such as Alpha transparent images. For example, you have a tree image made in a graphics program with a transparent background. Set alpha here to remove that background. Image Mapping Panel: If you would like to have the texture repeat i.
You also have mirror options in case the image you're using doesn't appear seamless. UV Mapping will be discussed in a future chapter. You will notice that, by default, the image is mapped onto the top and stretched down the sides of the object. Textures can be affected by rotation and scaling of objects. The image I used tiles well, but if it does not you can press the Mirror- X and Y buttons. Remember that the Material and Texture panels work together. The bricks look good, but a bit too glossy and flat.
This will simulate depth and add a nice effect to the brick. Movies as Textures: You load a movie just as you would load an image, except that you have a few other options. You can control which frames of the movie to use, when it starts offset and if the movie cycles through your animation. This can be a great option for animated backgrounds, Mapped Flat and motion on objects. Remember that all movie formats may not be supported.
Basically, you can make a cube, sphere, etc. To start, create a cube or sphere. If you start with a cube, go into Edit Mode tab and select all vertices, press the Subdivide button a few times in the Tool Shelf.
Next, put a material and a texture on the object. I used the Cloud texture in Blender. Re-render F Displacement basically works by pushing vertices with the varying colors in the texture.
This is also controllable. For our next test, I will create a simple image in a graphics program using only simple gray, white and black shapes. Gray is considered the base color. Here are the effects of the image on the object mapped with the Cube wrap. Notice that the white shape was pushed out while the black shapes went in.
The quality of the cuts and extrudes is determined by the subdivision vertices on the mesh. To the right, the shape has been subdivided a few more times for a better edge. While Normal gives the illusion of depth, Displacement will actually deform, but it makes the shape more complicated and slower to render. Remember to set you processor and samples as discussed in the previous chapter. Here are some of the other shaders: Ambient Occlusion- can be used to add darker shading to recessed areas and corners.
Anisotropic- can act like the glossy shader, but will distort the reflection in a direction. Diffuse- just like diffuse in the classic render engine, the color for the object with no reflection at all, like flat paint. Emission- used to light your scene. Can be mixed wit other shaders.
Glass- makes an object look like glass. You can control distortion using the IOR index of refraction setting. Glossy- add a chrome or mirror look or mixed with other shaders to control the amount of gloss. Hair- Used with particle strands for hair or a fur look. Holdout- create holes in your render, good for creating overlays. Mix Shader- used to combine shaders for blended effects. Refraction- acts like glass, but distortion only and no reflection. Subsurface Scattering- scatters light beneath the surface, like in a wax candle.
Toon- used to simulate cartoon-type material shading. Translucent- lets light pass trough it, like paper or stained glass. Transparent- completely transparent or tinted or combined. Velvet- great for cloth. Gives a velvet effect. Volume Absorption- affects the volume, not the surface. Gets darker the deeper it goes. Volume Scatter- scatters the light that passes through it. Good for clouds and smoke. Cycles does not use the textures panel at all.
Textures in Cycles are applied to a Diffuse shader node, with other nodes being used for more control. Like textures in the classic render engine, there are several built-in texture generators in Cycles. When you click the button, you will see a column of texture options, like the image displayed to the left. Like the material shaders, texture shaders can be accessed from the Node Editor window Tool Shelf as well. Here are the basic texture nodes available: Brick- can be used to simulate a brick texture on an object.
Settings for colors, size, motor joints, etc. Checker- creates a checkerboard effect on your object. Environment- used to project background images in the world. Gradient- used to generate a gradient fade across your object. Image- uses an image file to project on your object. Noise- a random TV-like static pattern. Different for every frame. Point Density- Used for particles and volume. Sky- used in the world setting to generate sky effect.
Voronoi- cells, skin, hammered metal look. Wave- takes the place of wood and marble textures. Create a simple scene and experiment with the various texture nodes and settings to get a feel for how they work. Some of these nodes are designed to work with the world, or background, settings and will be discussed in more detail in the world chapter. So far, we have only been applying materials and textures in the materials property panel, but the strength of Cycles is in the Nodes Editor window.
Understanding how to connect the various nodes and which ones to use can be a difficult learning process that few people have mastered. How realistic do you want your model to look? Many people have gone to great lengths to use material shading nodes to achieve realistic effects. The following examples will help you in the journey into understanding Cycles shading. This scene is using simple Mix, Diffuse, and Glossy nodes on the plane. You will notice that nodes have multiple input left side and output right side connection points.
Nodes can also be collapsed by clicking the small triangle in the top of the block. Nodes are connected and Use Factor to balance disconnected by dragging lines to color and gloss. You will notice some of the same terms used in the materials property panel, like Roughness to control surface smoothness, Factor for the amount and balance of the nodes, and Color to control the color settings.
You will also notice that other nodes can be connected to many of these settings to control them. Basic Image and Gloss with Roughness: While most of these settings can be handles in the materials properties panel, some need to added in the Node Editor.
Notice we have a few more nodes in this sequence. This is used to scale the image we used to make it look like there are more stones. Displacement simulates texture depth. The IOR index of refraction for distortion , Color, and the mix Factor can all be adjusted for the desired look. Texture Displacement and Polished Metal: This example demonstrates two shading examples. The monkey on the left uses a wood image texture, mapped flat using generated texture coordinates on the vector and using displacement.
The monkey on the right uses a simple mix shader. The Glossy node color was set to a light yellow color from white to better complement the Diffuse color. Notice the reflection on the yellow monkey from the floor. What do the different node connection points mean? Even the people most experienced with Cycles on the web seem to ask this question from time-to-time. Nodes are basically a data processing pipeline with inputs and outputs.
Experimenting with them is the best way to learn them. Some of the term you need to know are: Image- The basic connections that pass the image results through the block. Factor- Controls the amount of influence in the node. Mix nodes balance the 2 inputs. Vector- Basically determine how your texture will be mapped on your object.
Simulates texture depth. Here are some basic setup options to get you started: The monkey on the left uses a Noise texture and a Voronoi texture, set to Cells to create a rough, cracked material.
Both are run through Color Ramps found in the Converter nodes menu to control the color effect. It is finally mixed with the Noise texture and connect to the Displacement output. Adjust all values to get the effect your desire. The monkey on the right also uses a Noise texture with a Color Ramp node that is mixed with a Glossy shader. Experiment with the wave settings to get the effect you desire. Simple Brushed Aluminum: The Anisotropic shader can simulate a texture with distortion set to a direction.
We will also introduce you to the ocean simulation modifier to create some realistic looking rough water for our stormy scene. Start by opening up your Landscape Scene. Add a new material. Create an appropriate name. The name block may be small on your screen. You can select a shade of green 2 ways- by using the RGB sliders at the bottom of the panel or by moving the dot in the wheel, then adjusting the brightness with the white-to-black slider on the side.
I would leave the color white here. Looks better than gray, but still needs more work. We will apply a texture to the mesh soon. Remember that you always need to place a material on an object before you can add a texture. For future reference, if we were planning to apply an image picture as a texture, you would not need to adjust the color. However, you would still need to adjust specular as needed. Lighthouse: Now, open your Lighthouse model so we can work on the materials, textures, and a few other details.
We will come back to the landscape later. Switch to a front view 1 , and enter Edit mode tab. Zoom in on the top portion of your lighthouse. We will separate these vertices from the rest of the mesh, making it easier to apply a different material and texture to that part of the lighthouse. The top of the lighthouse is now a separate mesh.
Exit edit mode tab and zoom out to see the entire lighthouse. The base of the lighthouse should be selected. Go to the Material buttons. Change the Specular Intensity setting down to 0. This will keep the gloss down. Just to check our results so far, Press F12 for a render.
If you notice any strange effects when rendering, it is the result of separating the mesh. The may even be the possibility that you have a double mesh. You will need to find a texture to use. You can search the internet for free stone textures, look through the Blender websites for free textures, or go to www. Once you have some saved images, go to the Texture buttons and select the Image or Movie option. Hit F12 to render an image: Looks a bit distorted. The texture is being mapped UV and Flat by default which means it is being mapped to the top plane and stretched down the sides.
Render another picture and you should see an improvement. The image may also look a bit flat. It would be nice to simulate some depth to that stone texture.
Change them from 1 to a higher number. For this example, we used 5 for each, but depending on the texture you used, it may be different. If your image shows a bad line at the seams, try clicking the Mirror buttons by each repeat setting. This will mirror the image to minimize repeats. This will simulate depth and add a nice effect to the stone. Some texture will work better with this than others due to color contrast. Render another image to check your results. Continue doing this for all parts of your lighthouse to get the look you wish.
You can also use straight materials on some parts. Our next step is to cut some windows in the top of the lighthouse. Feel free to try some of Blender's built-in texture generators. Here's the final result of my texturing.
A second lamp was added for better rendering. We will do this easily by deleting faces in edit mode. First, select the tube mesh and enter edit mode tab. Change from selecting vertices to faces.
You will leave 1 face as the post between the windows , and delete the next 3 faces. Continue all the way around. Since there are 32 divisions, it should work out perfectly all the Delete groups of 3 faces, leave one way around. With the faces deleted, exit Edit mode and render a picture with F Your lighthouse should look something like the picture below.
Hit Ctrl-J and confirm the operation. The lighthouse should once again be a single mesh. You should also have a final rendered view, fully textured! After joining your meshes, you now have one mesh with multiple materials and can see them listed in the material panel. You may need to go back and adjust them after joining, but should not need much. Since we already have a material from the previous lesson, we can use it. Add a new texture and load an image of your choice.
Use the X and Y repeat setting as needed and apply Normal to show depth. You may want to keep this image Mapped Flat. While we can add a simple plane with some textures to simulate water, we want our scene to look like a dark and stormy night, so we will make use of a modifier in Blender that will simulate a turbulent ocean.
Modifiers will be discussed in more detail in a later chapter. Add a Plane to your scene and move it up to a level that will cover the ocean floor, like shown here. Do not worry about scaling it at this time. The plane will become large at this point. Scale S- key the plane down to the size of the landscape. Move it up or down if necessary to have a correct location for the water, similar as shown: You will see some ocean wave effects, but not quite enough, so we will now make some adjustments to the ocean simulation setting.
Create a material and select an bluish diffuse color. Keep Specular Intensity high since water is glossy. If you render a picture, you will see the original blue and the pink color. Remember that our goal is to have a stormy night so pick colors that would reflect that type of scene. Adjust both colors Material Diffuse color and texture color for the best effect. Adjust the Normal setting to show waves and render an image to check.
In Append, navigate to the folder for your lighthouse file and select the file. You will notice you have a variety of items you can bring over from the file. By bringing in objects, you will bring in all materials and textures that are associated with that object. You will now see your lighthouse in your landscape scene.
It will probably be too large and in the water. Scale and move the lighthouse to an appropriate location on the coast. Remember we left an area flat for this purpose. Render a final image of your scene and make any other adjustments you wish. In later chapters, we will be creating other visual effects, and animating everything. Remember to save your work! This will require some experimentation! Delete all of the materials from the meshes on this new file this will keep your original file intact.
Complete the following steps: 1. Replace the lamp, or lamps, with a plane and set the material node to Emission. Add shader nodes to represent all materials and textures. Review to for basic Cycles material settings. You will need to adjust and add the nodes for textures again. Experiment with flat, box, and tube mapping for an ideal look on the lighthouse and ground. Try using a noise texture on the water. Render a picture using F You have just examined a long chapter on how to make your scenes look nice using 2 different render engines.
Take some time to reflect on your experiences by answering these questions: 1. Do you need it to look perfect or do you need it today? The animation industry is always asking this question as they complete projects. You can spend a lot of hours designing and rendering material settings. Imagine working on a weekly TV show with deadlines. Where can you take shortcuts? Imagine you are the animator. Give 2 examples in a movie where you would like fine detail in a scene and where you could get away with less detail.
Explain your choices. Which render engine did you like the best? Explain why you prefer this system over the other. Conduct an internet search on the topic of ray-tracing in the animation industry. What is it exactly and why is it important to correctly map the path of a light ray? Why does this make Cycles more accurate than the classic renderer? Most newer releases start with a blue or gray background a basic world set-up. Blender gives you some basic options in the World settings.
You can control the colors of the top and bottom Zenith and Horizon , fog or mist, clouds and, of course, loading JPEG images.
In order to create a new world, select the World button. This will give you a basic world with a horizon and a zenith color. You have some basic options that you can set in the world buttons. Ambient supplies global illumination. Ambient Occlusion: Another way to simulate ambient lighting.
Environmental Lighting: Global lighting settings. Indirect Lighting: Used to simulate light bouncing off objects. More accurate lighting effects. Gather: Raytrace or Approximate. Mist Settings: When using Mist, You will need to set both the Zenith and Horizon colors to the color of the mist you desire middle gray for a real fog , turn on the Mist button, then adjust the Start start from camera distance and Depth depth of mist.
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