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	<title>Blender Cookie &#187; Rendering</title>
	<atom:link href="http://cgcookie.com/blender/category/tutorials/rendering/feed/" rel="self" type="application/rss+xml" />
	<link>http://cgcookie.com/blender</link>
	<description>Great Blender tutorials and training</description>
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		<title>Creating Mist in Blender and Cycles with Z Depth</title>
		<link>http://cgcookie.com/blender/2013/03/11/creating-mist-blender-cycles-z-depth/</link>
		<comments>http://cgcookie.com/blender/2013/03/11/creating-mist-blender-cycles-z-depth/#comments</comments>
		<pubDate>Mon, 11 Mar 2013 17:41:59 +0000</pubDate>
		<dc:creator>Bartek Skorupa</dc:creator>
				<category><![CDATA[Advanced]]></category>
		<category><![CDATA[Compositing]]></category>
		<category><![CDATA[Cycles]]></category>
		<category><![CDATA[Rendering]]></category>
		<category><![CDATA[blender]]></category>
		<category><![CDATA[Blender (software)]]></category>
		<category><![CDATA[blender tutorial]]></category>
		<category><![CDATA[composite]]></category>
		<category><![CDATA[cycles]]></category>
		<category><![CDATA[environments]]></category>
		<category><![CDATA[material]]></category>
		<category><![CDATA[mist]]></category>
		<category><![CDATA[node]]></category>
		<category><![CDATA[nodes]]></category>
		<category><![CDATA[render]]></category>
		<category><![CDATA[shader]]></category>
		<category><![CDATA[shaders]]></category>
		<category><![CDATA[tutorial]]></category>
		<category><![CDATA[z depth]]></category>
		<category><![CDATA[z pass]]></category>

		<guid isPermaLink="false">http://cgcookie.com/blender/?p=46514</guid>
		<description><![CDATA[<div><img width="649" height="245" src="http://cgcookie.com/blender/files/2013/03/blender_rendering_cycles-mist_feature-649x245.png" class="attachment-post-thumbnail wp-post-image" alt="blender_rendering_cycles-mist_feature" /></div>Learn to create mist in Blender ]]></description>
				<content:encoded><![CDATA[<div><img width="649" height="245" src="http://cgcookie.com/blender/files/2013/03/blender_rendering_cycles-mist_feature-649x245.png" class="attachment-post-thumbnail wp-post-image" alt="blender_rendering_cycles-mist_feature" /></div><h2>Learn to create mist in <a title="Download Blender for free" href="http://blender.org" target="_blank">Blender</a> with Cycles for environments</h2>
<p>When you&#8217;re creating expanse <a title="Environment tutorials" href="http://cgcookie.com/blender/tag/environments" target="_blank">environments</a> that are believable, one of the things you need take into account is the saturation of far away objects. As things get farther and farther away, they appear less saturated, almost like they&#8217;re covered in a slight mist. In order to create believable CG this is a very important detail to consider, particularly when creating your environments, as it greatly adds to the realism of your scene.</p>
<p>In this tutorial I&#8217;ll show you how to create an accurate, anti-aliased <a title="Wikipedia page for Z-Buffering" href="http://en.wikipedia.org/wiki/Z-buffering" target="_blank">Z-pass</a> with Cycles that can then be used to create this mist-like effect. This is done by creating a custom shader that makes use of the View Distance option of the Camera Data node for <a title="Blender Cycles Tutorials" href="http://cgcookie.com/blender/tag/cycles" target="_blank">Cycles</a> <a title="Shader tutorials" href="http://cgcookie.com/blender/tag/shaders" target="_blank">shaders</a>.</p>
<p><a href="http://cgcookie.com/blender/files/2013/03/blender_rendering_cycles-mist_feature.png"><img class="aligncenter size-medium wp-image-46523" alt="blender_rendering_cycles-mist_feature" src="http://cgcookie.com/blender/files/2013/03/blender_rendering_cycles-mist_feature-300x125.png" width="300" height="125" /></a></p>
]]></content:encoded>
			<wfw:commentRss>http://cgcookie.com/blender/2013/03/11/creating-mist-blender-cycles-z-depth/feed/</wfw:commentRss>
		<slash:comments>28</slash:comments>
		</item>
		<item>
		<title>Blender Basics &#8211; Introduction for Beginners</title>
		<link>http://cgcookie.com/blender/cgc-series/blender-basics-introduction-beginners/</link>
		<comments>http://cgcookie.com/blender/cgc-series/blender-basics-introduction-beginners/#comments</comments>
		<pubDate>Thu, 07 Mar 2013 18:23:28 +0000</pubDate>
		<dc:creator>Jonathan Williamson</dc:creator>
				<category><![CDATA[Animation]]></category>
		<category><![CDATA[Beginner]]></category>
		<category><![CDATA[Cycles]]></category>
		<category><![CDATA[Interface]]></category>
		<category><![CDATA[Lighting]]></category>
		<category><![CDATA[Materials and Shading]]></category>
		<category><![CDATA[Modeling]]></category>
		<category><![CDATA[Rendering]]></category>
		<category><![CDATA[basic]]></category>
		<category><![CDATA[Basics]]></category>
		<category><![CDATA[blender]]></category>
		<category><![CDATA[customization]]></category>
		<category><![CDATA[customize]]></category>
		<category><![CDATA[getting started]]></category>
		<category><![CDATA[navigation]]></category>
		<category><![CDATA[shading]]></category>

		<guid isPermaLink="false">http://cgcookie.com/blender/?post_type=cgc_series&#038;p=46304</guid>
		<description><![CDATA[<div><img width="649" height="245" src="http://cgcookie.com/blender/files/2013/03/blender_intro-blender_feature-649x245.png" class="attachment-post-thumbnail wp-post-image" alt="blender_intro-blender_feature" /></div>Get Started with the Basics of ]]></description>
				<content:encoded><![CDATA[<div><img width="649" height="245" src="http://cgcookie.com/blender/files/2013/03/blender_intro-blender_feature-649x245.png" class="attachment-post-thumbnail wp-post-image" alt="blender_intro-blender_feature" /></div><h2>Get Started with the Basics of Blender</h2>
<p>If you&#8217;re new to <a title="Download Blender" href="http://blender.org" target="_blank">Blender</a> then you&#8217;re in the right place! Through this series I&#8217;m going to introduce you to the key basics of Blender, helping you get started with all the fundamentals that you need to begin working in Blender. This series is intended primarily for beginners that have a basic understanding of 3D.</p>
<p>I will be giving you a tour of the interface and navigation, modeling, animation, shading, lighting, and rendering with Cycles.</p>
<h2>Where to go next with Blender and tutorials?</h2>
<p>If you&#8217;ve completed this tutorial series and are eager for more training then here&#8217;s a few hand-picked tutorials just for you! To get the most value I encourage you to join our <a title="Invest in yourself by joining Citizen" href="http://cgcookie.com/membership" target="_blank">Citizen membership</a> to get access to our complete tutorial library, including many exclusive training series that goes more in depth and cover challenging topics, like <a title="Introduction to Interior Architectural Visualization" href="http://cgcookie.com/blender/cgc-series/interior-3d-architectural-visualization/" target="_blank">architectural visualization</a> and and <a title="Create low poly assets for the Unity game engine" href="http://cgcookie.com/blender/cgc-series/low-poly-game-asset-creation-fire-hydrant-blender-unity-3d/" target="_blank">low poly asset creation</a>.</p>
<p><strong>Modeling:</strong> <em><a title="Learn how to model a shipping container" href="http://cgcookie.com/blender/series/shipping-container-2/" target="_blank">Modeling a Shipping Container</a> </em>and <a title="Model a highly detailed assault rifle in Blender" href="http://cgcookie.com/blender/cgc-series/weapon-modeling-an-m4/" target="_blank"><em>Modeling an M4 Assault Rifle</em></a></p>
<p><strong>Animation: </strong><em><a title="Learn how to rig characters for animation" href="http://cgcookie.com/blender/2011/12/12/blender-introduction-to-character-rigging/" target="_blank">Intro to Character Rigging</a> </em>and <a title="Learn complete character animation in Blender" href="http://cgcookie.com/blender/cgc-series/character-course-animating-a-character/" target="_blank"><em>Baker Charactering Animation Series</em></a></p>
<p><strong>Physics and Dynamics: </strong><em><a title="Shatter a coffee cup and send fluids flying with simulations" href="http://cgcookie.com/blender/series/breaking-objects-with-the-cell-fracture-add-on/" target="_blank">Shattering a Coffee Cup</a> </em>and <a title="Simulate and render incredible fire in Blender" href="http://cgcookie.com/blender/coming-soon/fire-simulation-blender/" target="_blank"><em>Simulating and Rendering Fire</em></a></p>
<p><strong>Texturing:</strong> <em><a title="Texture a heavy-duty truck wheel and render it in Cycles" href="http://cgcookie.com/blender/2011/11/04/exclusive-rendering-a-semi-realistic-wheel-in-cycles/" target="_blank">Texturing a Truck Wheel and Rendering in Cycles</a> </em>and <em><a title="Learn the basics of using textures in Cycles" href="http://cgcookie.com/blender/2012/02/29/introduction-texturing-cycles-in-blender/" target="_blank">Introduction to Texturing in Cycles</a></em></p>
<p><strong>Shading, Lighting, and Rendering: </strong><em><a title="Render realistic headphones in Blender with Cycles " href="http://cgcookie.com/blender/2012/03/21/rendering-headphones-blender-cycles/" target="_blank">Rendering Realistic Headphones in Cycles</a> </em>and <a title="Create Stunning Long Hair Styles in Blender" href="http://cgcookie.com/blender/cgc-series/creating-long-hair-blender-cycles/" target="_blank"><em>Rendering Stunning Long Hair in Blender</em></a></p>
<p><strong>Compositing: </strong><em><a title="Learn the basics of compositing" href="http://cgcookie.com/blender/series/introduction-to-compositing/" target="_blank">Introduction to Compositing</a> </em>and <a title="Composite Cycle's render passes" href="http://cgcookie.com/blender/2012/12/10/compositing-cycles-render-passes-blender/" target="_blank"><i>Compositing Cycles Render Passes</i></a></p>
<p>&nbsp;</p>
]]></content:encoded>
			<wfw:commentRss>http://cgcookie.com/blender/cgc-series/blender-basics-introduction-beginners/feed/</wfw:commentRss>
		<slash:comments>117</slash:comments>
		</item>
		<item>
		<title>Styling and Rendering Long Hair with Blender and Cycles</title>
		<link>http://cgcookie.com/blender/cgc-series/creating-long-hair-blender-cycles/</link>
		<comments>http://cgcookie.com/blender/cgc-series/creating-long-hair-blender-cycles/#comments</comments>
		<pubDate>Tue, 05 Mar 2013 14:00:40 +0000</pubDate>
		<dc:creator>Kent Trammell</dc:creator>
				<category><![CDATA[Advanced]]></category>
		<category><![CDATA[Character]]></category>
		<category><![CDATA[Citizen Tutorial]]></category>
		<category><![CDATA[Cycles]]></category>
		<category><![CDATA[Particles]]></category>
		<category><![CDATA[Rendering]]></category>
		<category><![CDATA[blender]]></category>
		<category><![CDATA[cgc-featured]]></category>
		<category><![CDATA[cycles]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[hair]]></category>
		<category><![CDATA[hair styles]]></category>
		<category><![CDATA[hair styling]]></category>
		<category><![CDATA[kent trammell]]></category>
		<category><![CDATA[long hair]]></category>
		<category><![CDATA[particle hair]]></category>
		<category><![CDATA[render]]></category>
		<category><![CDATA[strand]]></category>
		<category><![CDATA[strand rendering]]></category>
		<category><![CDATA[Training Series]]></category>

		<guid isPermaLink="false">http://cgcookie.com/blender/?post_type=cgc_series&#038;p=46019</guid>
		<description><![CDATA[<div><img width="649" height="245" src="http://cgcookie.com/blender/files/2013/03/blender_particles_long-hair-styles_feature-649x245.jpg" class="attachment-post-thumbnail wp-post-image" alt="blender_particles_long-hair-styles_feature" /></div>Hair Rendering in Cycles Training Series
Blender ]]></description>
				<content:encoded><![CDATA[<div><img width="649" height="245" src="http://cgcookie.com/blender/files/2013/03/blender_particles_long-hair-styles_feature-649x245.jpg" class="attachment-post-thumbnail wp-post-image" alt="blender_particles_long-hair-styles_feature" /></div><h2>Hair Rendering in Cycles Training Series</h2>
<p><a title="Blender 2.66 release notes" href="http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66">Blender 2.66</a> has been released (check out Jonathan&#8217;s <a title="Blender 2.66 Overview" href="http://cgcookie.com/blender/cgc-series/overview-blender-266/">overview</a>) and with it  <a title="Cycles strand rendering release notes" href="http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Cycles">Cycles&#8217; strand-rendering</a>. This enables us to achieve believable hairstyles with relative ease, compared to the former Blender Internal method. However, shading and rendering is only half the battle. <strong>Strand editing and styling is where the war of believable hair is won or lost.</strong> </p>
<blockquote>
<p style="text-align: center"><strong>Create stunning hair for your characters in Blender by <a title="Join Citizen for great exclusive tutorials and trainng" href="http://cgcookie.com/membership" target="_blank">joining Citizen for just $10</a></strong></p>
</blockquote>
<p> In this multi-part <a title="Citizen Membership" href="http://cgcookie.com/membership">citizen</a> training series I&#8217;ll be walking you through my workflow from a bald-head mannequin to a long and flowing female hairstyle. Along the way we&#8217;ll be diving into <a title="Blender particle hair" href="http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Particles/Hair">particle hair systems</a>, strand editing, and strand shading and rendering with Cycles.</p>
<h3><a href="http://cgcookie.com/blender/files/2013/03/brunette.jpg"><img class=" wp-image-46101 aligncenter" alt="brunette" src="http://cgcookie.com/blender/files/2013/03/brunette.jpg" width="934" height="414" /></a></h3>
<h3>The Challenge</h3>
<p>Realistic long hairstyles are notoriously difficult to achieve with computer graphics. Several professional plugins have been developed for other apps that are strictly devoted to strand styling and <a title="View other rendering tutorials" href="http://cgcookie.com/blender/tag/rendering" target="_blank">rendering</a>. With Blender&#8217;s built-in tools we&#8217;re able to get very specific with our groom. This works by creating multiple <a href="http://cgcookie.com/blender/tag/particles" target="_blank">particle systems</a>, dialing in the robust kinking and randomization settings, and finally rendering cylindrical strands complete with physically correct lighting. When combining these tools with real-world observation and patience you&#8217;ll be turning heads with your digital hairdo!</p>
<h4>Changing hair color is easy!</h4>
<p>Using the strand shader created during the tutorial, changing the color is very easy. This allows you to create a range of variations quickly.</p>
<p><a href="http://cgcookie.com/blender/files/2013/02/blonde1.jpg"><img alt="blonde" src="http://cgcookie.com/blender/files/2013/02/blonde1-300x133.jpg" width="300" height="133" /></a>   <a href="http://cgcookie.com/blender/files/2013/02/redhead.jpg"><img alt="redhead" src="http://cgcookie.com/wp-content/uploads/2013/02/redhead-300x133.jpg" width="300" height="133" /></a>  <a href="http://cgcookie.com/wp-content/uploads/2013/02/bluehead.jpg"><img alt="bluehead" src="http://cgcookie.com/wp-content/uploads/2013/02/bluehead-300x133.jpg" width="300" height="133" /></a></p>
<p>&nbsp;</p>
<h4 style="text-align: center"><a title="Credits and License Info" href="http://cgcookie.com/blender/files/2013/03/License.pdf" target="_blank">Credits and License Info</a></h4>
<p>&nbsp;</p>
]]></content:encoded>
			<wfw:commentRss>http://cgcookie.com/blender/cgc-series/creating-long-hair-blender-cycles/feed/</wfw:commentRss>
		<slash:comments>128</slash:comments>
		</item>
		<item>
		<title>Using Blender&#8217;s Light Path Node in Cycles</title>
		<link>http://cgcookie.com/blender/2013/02/26/blender-cycles-light-path-node/</link>
		<comments>http://cgcookie.com/blender/2013/02/26/blender-cycles-light-path-node/#comments</comments>
		<pubDate>Tue, 26 Feb 2013 16:15:24 +0000</pubDate>
		<dc:creator>Bartek Skorupa</dc:creator>
				<category><![CDATA[Advanced]]></category>
		<category><![CDATA[Cycles]]></category>
		<category><![CDATA[Rendering]]></category>
		<category><![CDATA[bartek skorupa]]></category>
		<category><![CDATA[blender]]></category>
		<category><![CDATA[cycles]]></category>
		<category><![CDATA[light path]]></category>
		<category><![CDATA[lightpath]]></category>
		<category><![CDATA[material]]></category>
		<category><![CDATA[materials]]></category>
		<category><![CDATA[node]]></category>
		<category><![CDATA[nodes]]></category>
		<category><![CDATA[render]]></category>
		<category><![CDATA[shader]]></category>
		<category><![CDATA[shaders]]></category>

		<guid isPermaLink="false">http://cgcookie.com/blender/?p=45577</guid>
		<description><![CDATA[<div><img width="649" height="245" src="http://cgcookie.com/blender/files/2013/02/blender_cycles_light-path-node_feature-649x245.png" class="attachment-post-thumbnail wp-post-image" alt="blender_cycles_light-path-node_feature" /></div>Learn how to use the Light ]]></description>
				<content:encoded><![CDATA[<div><img width="649" height="245" src="http://cgcookie.com/blender/files/2013/02/blender_cycles_light-path-node_feature-649x245.png" class="attachment-post-thumbnail wp-post-image" alt="blender_cycles_light-path-node_feature" /></div><h3>Learn how to use the Light Path node for <a href="http://cgcookie.com/blender/tag/cycles" target="_blank">Cycles</a></h3>
<p>Blender&#8217;s light path <a href="http://cgcookie.com/blender/tag/node" target="_blank">node</a> is incredibly useful for all sorts of tasks, but it&#8217;s also a bit difficult to grasp at times and so many of us are left with no understanding of how to use it. This tutorial gives you an introduction to the <a title="Cycles Light Paths" href="http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Light_Paths" target="_blank">light path</a> node, showing you what can be done with it in Cycles. However, it&#8217;s easier to understand how to use this tool when we know how render engines work, so we will give you a basic introduction to <a title="Raytracing on Wikipedia" href="http://en.wikipedia.org/wiki/Ray_tracing_(graphics)" target="_blank">raytracing</a>. You&#8217;ll also learn why it works, and what you need to know in order to use it effectively.</p>
<p>We will be taking a look at how to control the influence of created materials on other objects in our scene. This includes changing the color of an object inside a reflection, in the shadow, through refraction, or any number of other ways. It also covers how to hide objects from specific light paths, such that it appears invisible in reflections, doesn&#8217;t cast shadows, etc.</p>
]]></content:encoded>
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		<slash:comments>33</slash:comments>
		</item>
		<item>
		<title>Fire Simulation and Rendering in Blender</title>
		<link>http://cgcookie.com/blender/2013/02/19/fire-simulation-rendering-blender/</link>
		<comments>http://cgcookie.com/blender/2013/02/19/fire-simulation-rendering-blender/#comments</comments>
		<pubDate>Tue, 19 Feb 2013 14:00:38 +0000</pubDate>
		<dc:creator>Richard van der Oost</dc:creator>
				<category><![CDATA[Advanced]]></category>
		<category><![CDATA[Citizen Tutorial]]></category>
		<category><![CDATA[Physics/Dynamics]]></category>
		<category><![CDATA[Rendering]]></category>
		<category><![CDATA[VFX]]></category>
		<category><![CDATA[blender]]></category>
		<category><![CDATA[cgc-featured]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[fire]]></category>
		<category><![CDATA[fire simulation]]></category>
		<category><![CDATA[flame]]></category>
		<category><![CDATA[physics]]></category>
		<category><![CDATA[richard van der oost]]></category>
		<category><![CDATA[simulate]]></category>
		<category><![CDATA[simulation]]></category>
		<category><![CDATA[simulator]]></category>
		<category><![CDATA[smoke]]></category>
		<category><![CDATA[smoke simulation]]></category>
		<category><![CDATA[voxel]]></category>

		<guid isPermaLink="false">http://cgcookie.com/blender/?p=44910</guid>
		<description><![CDATA[<div><img width="649" height="245" src="http://cgcookie.com/blender/files/2013/02/blender_simulating-and-rendering-fire_feature1-649x245.png" class="attachment-post-thumbnail wp-post-image" alt="blender_simulating-and-rendering-fire_feature" /></div>Create fire in Blender with the ]]></description>
				<content:encoded><![CDATA[<div><img width="649" height="245" src="http://cgcookie.com/blender/files/2013/02/blender_simulating-and-rendering-fire_feature1-649x245.png" class="attachment-post-thumbnail wp-post-image" alt="blender_simulating-and-rendering-fire_feature" /></div><h3>Create fire in Blender with the Fire and Smoke Simulator</h3>
<p>Using the simulation tools in <a href="http://blender.org" target="_blank">Blender</a> you can create stunning smoke and fire effects. These can be used to create rocket trails, explosions, campfires, candle flames, or even roiling expanses of smoke and flame.</p>
</p>
<blockquote><p><a title="Citizen has extra cookies!" href="http://cgcookie.com/membership" target="_blank">Not a Citizen member? Get more cookies for just $10/month</a></p></blockquote>
<p>
<p>In this tutorial we&#8217;re going to learn how to create a simple <a href="http://cgcookie.com/blender/tag/fire" target="_blank">fire</a> <a href="http://cgcookie.com/blender/tag/simulation" target="_blank">simulation</a> that would be appropriate for a small bon fire. <a href="http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.65/Smoke_Simulation" target="_blank">Fire simulation </a>can be a bit daunting at first, in part due to the sheer number of parameters available for tweaking. <a href="http://cgcookie.com/blender/tag/physics" target="_blank">Physics</a>-based simulations always need quite a bit of experience to achieve the result you have in mind. During this tutorial we will share some tips and tricks for simulating and <a href="http://cgcookie.com/blender/tag/rendering" target="_blank">rendering</a> fire.</p>
<h3>Watch the final tutorial result:</h3>
<p><iframe width="666" height="500" src="http://www.youtube.com/embed/uNkUmA4VAwA" frameborder="0" allowfullscreen=""></iframe></p>
]]></content:encoded>
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		<slash:comments>111</slash:comments>
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		<item>
		<title>Creating a Grassy Outdoor Scene in Blender &#8211; Part 3</title>
		<link>http://cgcookie.com/blender/2013/02/14/creating-a-grassy-outdoor-scene-in-blender-part-3/</link>
		<comments>http://cgcookie.com/blender/2013/02/14/creating-a-grassy-outdoor-scene-in-blender-part-3/#comments</comments>
		<pubDate>Thu, 14 Feb 2013 14:00:35 +0000</pubDate>
		<dc:creator>Greg Zaal</dc:creator>
				<category><![CDATA[Materials and Shading]]></category>
		<category><![CDATA[Rendering]]></category>
		<category><![CDATA[blender]]></category>
		<category><![CDATA[cricket ball]]></category>
		<category><![CDATA[cycles]]></category>
		<category><![CDATA[environments]]></category>
		<category><![CDATA[grass]]></category>
		<category><![CDATA[grassy]]></category>
		<category><![CDATA[grassy scene]]></category>
		<category><![CDATA[greg zaal]]></category>
		<category><![CDATA[outdoor]]></category>
		<category><![CDATA[Scene]]></category>
		<category><![CDATA[shading]]></category>

		<guid isPermaLink="false">http://cgcookie.com/blender/?p=40511</guid>
		<description><![CDATA[<div><img width="649" height="245" src="http://cgcookie.com/blender/files/2013/01/render_956x400-649x245.png" class="attachment-post-thumbnail wp-post-image" alt="render_956x400" /></div>Learn how to create a outdoor ]]></description>
				<content:encoded><![CDATA[<div><img width="649" height="245" src="http://cgcookie.com/blender/files/2013/01/render_956x400-649x245.png" class="attachment-post-thumbnail wp-post-image" alt="render_956x400" /></div><h3>Learn how to create a outdoor grassy scene in Blender with <a title="See more Cycles tutorials" href="http://cgcookie.com/blender/tag/cycles" target="_blank">Cycles</a></h3>
<p>In this tutorial series, go through the complete process of creating a grassy field with a cricket ball. The tutorial aims to teach important shading and texturing concepts that will enable you to theoretically be able to realistically shade and texture almost any object.</p>
<p>Through this part we go through shading and texturing the cricket ball as well as putting it into the scene we created in Part 1. We will also tweak the original lighting from that scene and do some simple composting. Some parts of the video might be a little hard to follow since it&#8217;s rather difficult to explain the thinking involved in figuring out what needs to be done to make a material and how to achieve that with nodes. I&#8217;ve done all I can to break it down logically and explain it as best as possible while not taking too long. I&#8217;m sure you&#8217;ve seen some screenshots of crazy node setups around, and I think those screenshots accurately portray the state of my mind while I create a material the first time &#8211; a total mess.</p>
</p>
<blockquote><p>Join Citizen to get this tutorial and many more tutorials and training. <a href="http://cgcookie.com/membership" target="_blank">Signing up is about the cost of fast food, just $10/month.</a></p></blockquote>
<p>
<p><img class="aligncenter" alt="blender_creating_grassy-outdoor-scene_feature" src="http://cgcookie.com/blender/files/2013/01/blender_creating_grassy-outdoor-scene_feature.png" width="574" height="240" /></p>
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		<slash:comments>5</slash:comments>
	
		<series:name><![CDATA[Creating a Grassy Outdoor Scene]]></series:name>
	</item>
		<item>
		<title>Rendering Glass and Other Refractive Materials in Cycles</title>
		<link>http://cgcookie.com/blender/cgc-series/rendering-glass-in-cycles/</link>
		<comments>http://cgcookie.com/blender/cgc-series/rendering-glass-in-cycles/#comments</comments>
		<pubDate>Mon, 11 Feb 2013 16:35:29 +0000</pubDate>
		<dc:creator>Kent Trammell</dc:creator>
				<category><![CDATA[Advanced]]></category>
		<category><![CDATA[Citizen Tutorial]]></category>
		<category><![CDATA[Cycles]]></category>
		<category><![CDATA[Rendering]]></category>
		<category><![CDATA[blender]]></category>
		<category><![CDATA[caustics]]></category>
		<category><![CDATA[cgc-featured]]></category>
		<category><![CDATA[cycles]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[glass]]></category>
		<category><![CDATA[kent trammell]]></category>
		<category><![CDATA[material]]></category>
		<category><![CDATA[node]]></category>
		<category><![CDATA[nodes]]></category>
		<category><![CDATA[refraction]]></category>
		<category><![CDATA[refractive]]></category>
		<category><![CDATA[render]]></category>
		<category><![CDATA[shader]]></category>
		<category><![CDATA[wine]]></category>
		<category><![CDATA[wine glass]]></category>

		<guid isPermaLink="false">http://cgcookie.com/blender/?post_type=cgc_series&#038;p=44412</guid>
		<description><![CDATA[<div><img width="649" height="245" src="http://cgcookie.com/blender/files/2013/02/blender_render_cycles-glass_feature-649x245.jpg" class="attachment-post-thumbnail wp-post-image" alt="blender_render_cycles-glass_feature" /></div> Learn how to render realistic glass ]]></description>
				<content:encoded><![CDATA[<div><img width="649" height="245" src="http://cgcookie.com/blender/files/2013/02/blender_render_cycles-glass_feature-649x245.jpg" class="attachment-post-thumbnail wp-post-image" alt="blender_render_cycles-glass_feature" /></div><h3> Learn how to render realistic glass and other refractive materials in <a title="Get Blender Free from the Blender Foundation" href="http://blender.org" target="_blank">Blender</a> with Cycles</h3>
<p>Since the introduction of the <a href="http://cgcookie.com/blender/tag/cycles" target="_blank">Cycles</a> render engine Blender users have had built-in access to physically correct <a href="http://cgcookie.com/blender/tag/glass" target="_blank">glass</a> rendering. Though it&#8217;s significantly faster and more accurate than what we&#8217;re used to with Blender Internal, <a href="http://cgcookie.com/blender/tag/refraction" target="_blank">refraction</a> can still bog down render time and confuse us with it&#8217;s behavior. This tutorial is designed to be a relevant reference for anyone&#8217;s glass-rendering endeavors.<br />
</p>
<blockquote><p><a title="Join Citizen now!" href="http://cgcookie.com/membership" target="_blank">Join Citizen for this tutorial and many others for the cost of one fast food meal a month</a></p></blockquote>
<p></p>
<h3>WHAT YOU&#8217;LL LEARN:</h3>
<p>Kent Trammell will walk you through the <a href="http://cgcookie.com/blender/tag/shading" target="_blank">shading</a>, <a href="http://cgcookie.com/blender/tag/lighting" target="_blank">lighting</a> and <a href="http://cgcookie.com/blender/tag/rendering" target="_blank">rendering</a> of refractive materials. First you will see how easy it can be to set up a basic glass shader with the Glass BSDF. Then you&#8217;ll see how to gain more control by building a custom glass shader with the Refractive and Glossy BSDFs. All along the way you&#8217;ll become familiar with optimizing Cycle&#8217;s render settings for best performance verses best result.  As a bonus you&#8217;ll be walked through a brilliant technique for faking believable <a href="http://cgcookie.com/blender/tag/caustics" target="_blank">caustics</a> introduced by <a title="Bassam Kurdali is the director of the Tube project" href="http://urchn.org/crew" target="_blank">Bassam Kurdali</a> on the <a title="The blog for the Tube Open Movie Project" href="http://urchn.org" target="_blank">Tube Open Movie blog</a>.</p>
]]></content:encoded>
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		<slash:comments>63</slash:comments>
		</item>
		<item>
		<title>Introduction to OSL in Blender Cycles &#8211; part 03</title>
		<link>http://cgcookie.com/blender/2013/01/28/introduction-to-osl-in-blender-cycles-part-03/</link>
		<comments>http://cgcookie.com/blender/2013/01/28/introduction-to-osl-in-blender-cycles-part-03/#comments</comments>
		<pubDate>Mon, 28 Jan 2013 17:00:23 +0000</pubDate>
		<dc:creator>Gottfried Hofmann</dc:creator>
				<category><![CDATA[Beginner]]></category>
		<category><![CDATA[Cycles]]></category>
		<category><![CDATA[Rendering]]></category>
		<category><![CDATA[blender]]></category>
		<category><![CDATA[blender diplom]]></category>
		<category><![CDATA[code]]></category>
		<category><![CDATA[cycles]]></category>
		<category><![CDATA[gottfried hoffman]]></category>
		<category><![CDATA[open shading language]]></category>
		<category><![CDATA[osl]]></category>
		<category><![CDATA[render]]></category>
		<category><![CDATA[Scripting]]></category>
		<category><![CDATA[shader]]></category>
		<category><![CDATA[shader scripting]]></category>
		<category><![CDATA[shaders]]></category>

		<guid isPermaLink="false">http://cgcookie.com/blender/?p=43662</guid>
		<description><![CDATA[<div><img width="649" height="245" src="http://cgcookie.com/blender/files/2013/01/blender_cycles_osl-intro_03_feature-649x245.jpg" class="attachment-post-thumbnail wp-post-image" alt="blender_cycles_osl-intro_03_feature" /></div>Learn the basics of OSL scripting ]]></description>
				<content:encoded><![CDATA[<div><img width="649" height="245" src="http://cgcookie.com/blender/files/2013/01/blender_cycles_osl-intro_03_feature-649x245.jpg" class="attachment-post-thumbnail wp-post-image" alt="blender_cycles_osl-intro_03_feature" /></div><h3><strong>Learn the basics of OSL scripting in Blender to create your own Cycles shaders </strong></h3>
<p>One of the big new features of Blender 2.65 is the inclusion of the <a href="http://code.google.com/p/openshadinglanguage/" target="_blank">Open Shading Language</a> (OSL) for the Cycles render engine. OSL has been developed by <a href="http://www.imageworks.com/">Sony Pictures Imageworks</a> as a shading language for modern path-tracing render engines like Arnold or Cycles. The testbed for OSL, until now, has been a special version of the <a href="http://www.solidangle.com/" target="_blank">Arnold</a> render engine used on the films <em>The Amazing Spiderman</em>, <em>Men in Black 3</em>, and <em>Hotel Transylvania</em>.</p>
<p>With <a href="http://www.blender.org/development/release-logs/blender-265/" target="_blank">Blender 2.65</a>, Cycles has become the first publicly available render engine to <a href="http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/OSL" target="_blank">support OSL</a>.</p>
<p>&nbsp;</p>
<blockquote>
<h4>Like this tutorial and want more? Consider joining <a href="http://cgcookie.com/membership" target="_blank">Citizen</a> for just <a href="http://cgcookie.com/membership" target="_blank">$10 USD / month</a> to support the site and get a PDF version of this tutorial</h4>
</blockquote>
<h3></h3>
<h3><b>Introduction to OSL in Blender 2.65 &#8211; Part 3 &#8211; Integrating the Pie</b></h3>
<p>This third installment of the Blender Cookie OSL introduction explains the internals of the Pie texture and how to improve the integration into the Cycles node system.</p>
<p>Basically an OSL shader (just like GLSL shaders and Renderman shaders) evaluates a point on a surface. The point is defined by a ray hitting the surface. It then performs a mathematical calculation on a property, like in our case the color. Consider a simple plane with object coordinates:</p>
<p style="text-align: center;"><img class="aligncenter  wp-image-43663" alt="01_explanation" src="http://cgcookie.com/blender/files/2013/01/01_explanation.png" width="656" height="495" /></p>
<p>This is why you need texture coordinates to start a procedural texture. The shader needs to know relative to where to run the computation. The cool thing is that the shader is working like it&#8217;s doing the computations for all points simultaneously thus it works like some kind of 2D plotter. That essentially means you can use a large pool of mathematical functions to create patterns using OSL. A good tool to preview many of those functions is the Blender add-on <i>3D Function Surfaces</i>: <a href="http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Add_Mesh/Add_3d_Function_Surface">http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Add_Mesh/Add_3d_Function_Surface</a></p>
<p>But there is another implication. Remember how we left the turbulence-part out of the function for the final pattern? There was a good reason for this. We simply don&#8217;t need to calculate any kind of turbulence inside the shader when there is a vast variety of turbulence patterns right at our fingertips in Cycles. For example, the noise texture. If you use an external texture instead of a turbulence function from inside the shader for each point, the shader will look at the value of the external texture at that point and use it for the computation. So let&#8217;s remove one of the turbulence inputs, rename the other one to simply “Noise”. This way the user of the shader knows that they have to plug some kind of noise texture into that slot. Next, add the turb-part back to the output line:</p><pre class="crayon-plain-tag">#include "stdosl.h" 

shader node_Pie(

int Slices = 4,

float Hardness = 1,

float Angle = 0,

float Noise = 0,

point TextureVector = P,

output color Texture = 0

)

{

float angle_intern = 0;

    angle_intern = atan2(TextureVector[0],TextureVector[1]) + Angle*3.1415926/180.0;

    Texture = 0.5-0.5*sin(angle_intern * Slices - Noise - 0.5);

}</pre><p></p>
<p style="text-align: center;"><img class="aligncenter" alt="02_noise_normal" src="http://cgcookie.com/blender/files/2013/01/02_noise_normal.png" width="660" height="481" /></p>
<p>You can make the effect even stronger by adding a math node set to multiply:</p>
<p><img class="aligncenter" alt="03_noise_exaggerated" src="http://cgcookie.com/blender/files/2013/01/03_noise_exaggerated.png" width="660" height="490" /></p>
<p>Or change the appearance completely by using a different noise texture as input:</p>
<p><img class="aligncenter" alt="04_noise_voronoi" src="http://cgcookie.com/blender/files/2013/01/04_noise_voronoi.png" width="660" height="491" /></p>
<p>As you can see, OSL isn&#8217;t just making the writing of new shaders and textures easier, the fact that it is completely fit for data propagation through nodes is also making things a lot more versatile!</p>
<p>As a final brush-up, let&#8217;s remove the “Hardness” Input and the “– 0.5” at the end of the final line. The latter is simply rotating the pattern a little and not really needed:</p><pre class="crayon-plain-tag">#include "stdosl.h"

shader node_Pie(

int Slices = 4,

float Angle = 0,

float Noise = 0,

point TextureVector = P,

output color Texture = 0

)

{

float angle_intern = 0;

    angle_intern = atan2(TextureVector[0],TextureVector[1]) + Angle*3.1415926/180.0;

    Texture = 0.5-0.5*sin(angle_intern * Slices - Noise);

}</pre><p>&nbsp;</p>
<p>As a conclusion to this chapter for the Blender Cookie OSL Introduction here’s a comparison between the two textures in Blender Internal and OSL:</p>
<p><strong>Lines of code for Blender Internal</strong>: 98</p>
<p><strong>Lines of code for OSL</strong>: 15</p>
<p>&nbsp;</p>
<p>Because OSL makes writing shaders really easy, we can expect a wealth of new shaders ported to OSL in the near future. Great times ahead for the Blender community!</p>
<p>There are literally thousands of shaders out there written in different shading languages that are just waiting to be ported to OSL. If you have a GLSL shader at hand and want to port it to OSL I recommend this short video tutorial by Thomas Dinges: <a href="http://www.openshading.com/tutorial-2-glsl-to-osl/">http://www.openshading.com/tutorial-2-glsl-to-osl/</a></p>
<p>A nice resource of Renderman shaders that you can try to port to OSL can be found at <a href="http://www.renderman.org/RMR/RMRShaders.html">http://www.renderman.org/RMR/RMRShaders.html</a></p>
<h4></h4>
<h4>Additional OSL resources:</h4>
<ul>
<li>OSL Introduction: <a href="http://code.google.com/p/openshadinglanguage/wiki/OSL_Introduction">http://code.google.com/p/openshadinglanguage/wiki/OSL_Introduction</a></li>
<li>OSL Language Specification: <a href="https://github.com/imageworks/OpenShadingLanguage/blob/master/src/doc/osl-languagespec.pdf">https://github.com/imageworks/OpenShadingLanguage/blob/master/src/doc/osl-languagespec.pdf</a></li>
<li>Tutorials and Links to example Shaders: <a href="http://www.openshading.com/">http://www.openshading.com/</a></li>
<li>Siggraph 2012 OSL Workshop Slides: <a href="http://blog.selfshadow.com/publications/s2012-shading-course/">http://blog.selfshadow.com/publications/s2012-shading-course/</a></li>
</ul>
<p>&nbsp;</p>
]]></content:encoded>
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		<slash:comments>5</slash:comments>
	
		<series:name><![CDATA[Introduction to OSL in Cycles]]></series:name>
	</item>
		<item>
		<title>Shattering a Coffee Cup &#8211; Part 05 &#8211; Compositing in Blender</title>
		<link>http://cgcookie.com/blender/2013/01/17/shattering-coffee-cup-part-05-compositing-blender/</link>
		<comments>http://cgcookie.com/blender/2013/01/17/shattering-coffee-cup-part-05-compositing-blender/#comments</comments>
		<pubDate>Thu, 17 Jan 2013 17:21:28 +0000</pubDate>
		<dc:creator>Richard van der Oost</dc:creator>
				<category><![CDATA[Advanced]]></category>
		<category><![CDATA[Compositing]]></category>
		<category><![CDATA[Rendering]]></category>
		<category><![CDATA[add-on]]></category>
		<category><![CDATA[addon]]></category>
		<category><![CDATA[blender]]></category>
		<category><![CDATA[break]]></category>
		<category><![CDATA[bullet]]></category>
		<category><![CDATA[composite]]></category>
		<category><![CDATA[cycles]]></category>
		<category><![CDATA[destruction]]></category>
		<category><![CDATA[nodes]]></category>
		<category><![CDATA[richard van der oost]]></category>
		<category><![CDATA[shading]]></category>
		<category><![CDATA[VFX]]></category>

		<guid isPermaLink="false">http://cgcookie.com/blender/?p=42909</guid>
		<description><![CDATA[<div><img width="649" height="245" src="http://cgcookie.com/blender/files/2013/01/blender_tip_cell-fracture-addon_part05_feature-649x245.png" class="attachment-post-thumbnail wp-post-image" alt="blender_tip_cell-fracture-addon_part05_feature" /></div>Create the final composite of the ]]></description>
				<content:encoded><![CDATA[<div><img width="649" height="245" src="http://cgcookie.com/blender/files/2013/01/blender_tip_cell-fracture-addon_part05_feature-649x245.png" class="attachment-post-thumbnail wp-post-image" alt="blender_tip_cell-fracture-addon_part05_feature" /></div><h3>Create the final composite of the shattered coffee cup for a seamless final animation</h3>
<p>A very common task in <a href="http://cgcookie.com/blender/category/tutorials/fx/" target="_blank">visual effects</a> is to break apart, shatter, and otherwise destroy objects. No matter if you&#8217;re smashing a <a href="http://cgcookie.com/blender/tag/car/" target="_blank">car</a>, demolishing a <a href="http://cgcookie.com/blender/tag/building" target="_blank">building</a>, or creating some other destruction effect, it is no easy task and requires a lot of work and practice to get a convincing result.</p>
<p>In part 5 of this tutorial series learn how to <a href="http://cgcookie.com/blender/tag/compositing" target="_blank">composite</a> the final animation in Blender by combining the unbroken and broken shards. This will be done with a series of techniques, primarily using the Difference Key node to detect changes in the render as the cup breaks.</p>
]]></content:encoded>
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		<slash:comments>30</slash:comments>
	
		<series:name><![CDATA[Breaking Objects with the Cell Fracture add-on]]></series:name>
	</item>
		<item>
		<title>Reducing Caustic Noise in Blender with Cycles</title>
		<link>http://cgcookie.com/blender/2013/01/14/reducing-caustic-noise-blender-cycles/</link>
		<comments>http://cgcookie.com/blender/2013/01/14/reducing-caustic-noise-blender-cycles/#comments</comments>
		<pubDate>Mon, 14 Jan 2013 19:46:08 +0000</pubDate>
		<dc:creator>Sebastian Koenig</dc:creator>
				<category><![CDATA[Advanced]]></category>
		<category><![CDATA[Cycles]]></category>
		<category><![CDATA[Rendering]]></category>
		<category><![CDATA[blender]]></category>
		<category><![CDATA[caustics]]></category>
		<category><![CDATA[cycles]]></category>
		<category><![CDATA[light paths]]></category>
		<category><![CDATA[noise]]></category>
		<category><![CDATA[reduce]]></category>
		<category><![CDATA[reducing noise]]></category>
		<category><![CDATA[sebastian koenig]]></category>
		<category><![CDATA[tip]]></category>

		<guid isPermaLink="false">http://cgcookie.com/blender/?p=42739</guid>
		<description><![CDATA[<div><img width="649" height="245" src="http://cgcookie.com/blender/files/2013/01/blender_tip_cycles_caustic-noise_feature-649x245.png" class="attachment-post-thumbnail wp-post-image" alt="blender_tip_cycles_caustic-noise_feature" /></div>Learn how to reduce noise and ]]></description>
				<content:encoded><![CDATA[<div><img width="649" height="245" src="http://cgcookie.com/blender/files/2013/01/blender_tip_cycles_caustic-noise_feature-649x245.png" class="attachment-post-thumbnail wp-post-image" alt="blender_tip_cycles_caustic-noise_feature" /></div><h3>Learn how to reduce noise and fireflies with caustics in Cycles</h3>
<p>In this quick tip learn how to use the Light Paths node in Blender&#8217;s <a href="http://cgcookie.com/blender/tag/cycles" target="_blank">Cycles</a> render engine to drastically reduce noise and fireflies when rendering with caustics. Normally caustics cause a lot of noise, and thus require a high number of samples to get a clean image. Because of this we commonly disable caustics to speed up the render times and get cleaner images. However, caustics also contribute a lot to the realism of a render as they are responsible for color bleed from bounce lighting.</p>
<p>By using <a href="http://blender.org" target="_blank">Blender&#8217;s</a> <a href="http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Light_Paths" target="_blank">Light Path</a> node to mix a glossy and diffuse shader we can drastically reduce the noise, keep caustics enabled, and produce a nicer image.</p>
<p style="text-align: center;">
<p style="text-align: center;">
<p><div id="attachment_42745" class="wp-caption aligncenter" style="width: 310px"><a href="http://cgcookie.com/blender/files/2013/01/500samples_no-caustics_glossy-floor.png" rel="prettyPhoto['gallery']"><img class="size-medium wp-image-42745 " alt="500 Samples, no caustics, glossy floor" src="http://cgcookie.com/blender/files/2013/01/500samples_no-caustics_glossy-floor-300x168.png" width="300" height="168" /></a><p class="wp-caption-text">500 Samples, no caustics, glossy floor</p></div><div id="attachment_42743" class="wp-caption aligncenter" style="width: 310px"><a href="http://cgcookie.com/blender/files/2013/01/500samples_caustics_glossy-floor.png" rel="prettyPhoto['gallery']"><img class="size-medium wp-image-42743 " alt="500 samples, caustics, glossy floor" src="http://cgcookie.com/blender/files/2013/01/500samples_caustics_glossy-floor-300x168.png" width="300" height="168" /></a><p class="wp-caption-text">500 samples, caustics, glossy floor</p></div><div id="attachment_42744" class="wp-caption aligncenter" style="width: 310px"><a href="http://cgcookie.com/blender/files/2013/01/500samples_caustics_glossy-mixed-diffuse-Diffuse-Ray-floor.png" rel="prettyPhoto['gallery']"><img class="size-medium wp-image-42744 " alt="500 samples, caustics, glossy mixed with diffuse via Diffuse Ray on the floor" src="http://cgcookie.com/blender/files/2013/01/500samples_caustics_glossy-mixed-diffuse-Diffuse-Ray-floor-300x168.png" width="300" height="168" /></a><p class="wp-caption-text">500 samples, caustics, glossy mixed with diffuse via Diffuse Ray on the floor</p></div>&nbsp;</p>
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		<slash:comments>24</slash:comments>
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