Introduction to Texturing with Cycles in Blender

Hello and welcome to this introductory tutorial on texturing with Cycles in Blender!

In this Blender tutorial Jonathan Williamson gives you an introduction on setting up your material shaders with textures for Cycles in Blender.


What you’ll learn:

Through this tutorial you should gain a solid understanding texturing with Cycles in Blender, including how to take existing texture maps (diffuse, spec, bump) and use them in material shaders to create the various surfaces you require for your project. You will learn how to set up the textures through both the Material Properties and the Node Editor while being shown distinct advantages of each method.

Along with texture map setups, you will also learn how to set up and HDRI environment texture for the lighting and how to use node groups for easy reuse of existing node setups.

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152 Responses to “Introduction to Texturing with Cycles in Blender”
  1. Posts: 1
    renelaan says:

    Hi, Great tutorial. I learned a lot from it, specially how to combine inputs in the nodes. But I still have one thing that is not clear how to solve.
    I am working on a scene with an 19th century windmill. Its made of stone for which I use a texture. But this is much too clean. With the internal bender engine, I had two cloud textures, scaled up a lot, with a bit of green and brown and used an overlay. This gave a nice oldish impression to the clean texture.
    But I can find how to do this in cycles. I see no cloud texture. But even if I use the noise texture instead, I still don’t get a color over the texture. Not to speak that I can not find how to use blend options (like overlay, multiply ect.) anyhow.
    Any tips on how to get this would be great.
    Thanks in advance for the help.

  2. Posts: 2
    craigar says:


    Thank you in general! Nice and clear, but I can see I have a pretty bad case of “trying to run, before I can walk..”

    I see your simple “ground plane” at 4:39, it is “curved” so I “guess” it is either is a plane with added vertices, or maybe a cylinder cut in half? Then you named it “ground plane”?

    I watched your “infinite ground plane” tutorial, and it was good and clear, but not a “cuved” ground plane

    I did hear you mention that as a “Citizen” you can get all the source materials, and if I had some discretionary money and more time to take advantage of it I would at least do the monthly. Hope some day they will also have a way just to buy the source materials as needed, rather than only offering a time based (i.e. monthly,quarterly,etc.) billing option. Kind of like “piece work / contract”, rather than “time based wages”.



  3. Posts: 1
    mhel says:

    can anyone please submit me the manual/written o this tutorial? thanks!

  4. Posts: 29
    domo79 says:

    for the RGB to B, is that now the MIXED RGB in the color node, or do I use the converter node to use the RGB to BW? I have seen another tutorial where they used the mixed RGB, so figured to ask.

  5. Posts: 7
    Sergio says:

    Excellent tutorial Jonathan! I downloaded the source files and will be going through it again in greater detail to practice further. – Thanks again!

  6. Posts: 64
    killer wolf says:

    posted elsewhere but just to treiterate here in case anyone’s still monitoring – re the 7:35 bit ~ when i pan around i see nothing but a lit-up ground plane, i get no “immersion” effect whether i F5 or not :-( what’s that about?

  7. Posts: 64
    killer wolf says:

    as pointed out elsewhere, the above is a typo – pressing 5, not F5, i meant.

  8. Posts: 1
    growlybear says:

    Pardon me but I am very new here. Where can I download the source files???

    • Posts: 5
      amichelj says:

      You need to have a citizen membership to download any files I’m pretty sure. When you do, there’s a little cloud icon with a down arrow on it under the bottom right hand corner of the video player that says “download files” beneath it. There you have any files available for download (ie: source files, video).

  9. Posts: 5
    wildspidee says:

    Jonathan, I know this is an old tutorial and I hope you still monitor it. I have several objects that need the same material using Cycles. I have to scale the UV maps a lot to make the texture the correct size. These ‘objects’ meet up with each other and it’s important that the scaling is the same for all of them. Would it make sense to use the Mapping node with my unwrapped UVs, as you did with the brick, and then Group and reuse on all the objects? This would make the texture the same scale without having to resize the UV map each time? Then I can rotate the textures individually or rotate the UV map in the UV editor for the correct alignment? Is there a better way? Thank you for your help.

    • Posts: 4186

      Hey wildspidee,

      I think both methods would work well. I personally try not to scale UVs beyond the UV space, so if it were me I’d use a Group shader for the main material and then adjust the size with a mapping node per object.

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