This course is an on-going series about constructing materials (shaders) for the Cycles render engine. With enough time and effort, materiality can breathe such life into a CG scene. On the other hand, lackluster materials can suck the life out of an otherwise high-quality scene.
3D Print Resin
Always on the look-out for a new way to present 3D models, in this lesson I explore a specific kind of 3D print resin that seems tailor-made to accentuate form and shape.
Bodies of Water
This chapter involves light refraction and absorption as characteristics of water collections.
A specific finish for metallic objects, brushed metal's key characteristic is the 'stretching' of reflections across a model's surface. It's common with kitchen appliances, jewelry, household accessories, and more.
Carbon fiber is a great material that can be used anywhere from the trim on a fancy sports car to a scraped up sci-fi helmet. Since it can be molded into practically any shape and can be ten times stronger (and five times lighter!) than steel, carbon fiber goes well with anything high tech.
Vehicle rendering is one of the most popular uses of computer graphics. Car paint has a specific look and feel that leans heavily on the concept of "fresnel".
Sure it's not 1995 anymore, but turning your 3D model into clip art is totally cool! Plus this shader exposes you to some unconventional usage of nodes.
This is the optical phenomenon that occurs when light passes through transparent material causing the separation of the color spectrum.
Gemstones & Ice
Dazzling gems and crystals are relevant to jewelry, pirate treasure, a monarch's crown, and anything else that needs bedazzling. The emphasis in this chapter is on manipulating complex refractions despite an object's simple surface.
This precious metal focuses on reflection and bump texture as it's primary characteristics of surface quality. Additionally, the last lesson demonstrates the consolidation process of a node group.
Leather makes a good procedural candidate because it’s used often for things like car interiors, furniture, and clothing among others. So an artist’s material library benefits from having a flexible material that’s not restricted by image textures and UVs.
A natural stone that’s used often in architecture, countertops, tile, and statues/sculptures among other things.
This is the white stuff that falls from the sky during the winter time.
A simple trick to speed up render times for materials using bump maps.
Expert-level lesson about procedural wood grain. NOTE: This is from guest author Bartek Skorupa.
Master Material Creation
This course is an on-going series about constructing materials (shaders) for the Cycles render engine. With enough time and effort, quality shading can breathe such life into a CG scene. On the other hand, lackluster materials can suck the life out of an otherwise high-quality scene. So shaders are very important and can be a powersful tool in the digital artist’s utility belt.
Lesson Questions and Answers
Ask a question and get an answer!Submit your Question
There’s no intro video to see a summary of the course?
No there isn’t – I really need to make one. Thanks for the reminder!
I downloaded the source files to try and follow along with your water shader tutorial, but I don’t have some of the image textures you used, and many of the surfaces in your files are just displayed pink. Is there something I might be doing wrong?
Try this: With the file open, go to File > External Data > Find Missing Files and navigate to the tex folder that’s included with the Project Source Files download. When in that folder, click “Find Missing Files” and all your textures should be sourced correctly – no pink.
Question about the Clip Art shader. Is it possible to us different colors for the base or lines? Or does it only work with black and white?
You can absolutely use any colors you want to replace black and white. Just plug the white and black into a color Mix node and change the color swatches as desired.
Kent, What did you add to this that was not on here about 2 months ago? Maybe I am not seeing the addition or update? Thanks
“CLIP ART” is new 😉
This course is a true masterpiece! It has all the information one needs in order to use materials properly – not just blindly mimic someone’s clicks off of youtube. Not only does Kent show you how to do everything, he explains why you should do it. Brilliant. My question to you Kent is – are you planning on adding additional types of shader tutorials to the course or is it finished?
Thanks so much for the positive feedback, Kamil! This course is actually an on-going series that I contribute to periodically. In fact we have 2 lessons planned for release in the near future. Thanks for watching!
Download any course files here.
- Bodies of Water: Source Files( 31.9 )
- BoW - Procedural Wave Displacement: HD Video( 109.8 MB )
- BoW - Refractions & Reflections: HD Video( 165.6 MB )
- BoW - Caustics & Pool Demo: HD Video( 134.5 MB )
- BoW - Ocean & Lake Demo: HD Video( 75.8 MB )
- Gemstones & Ice: Project Source Files( 23.3 MB )
- Gemstones & Ice: Introduction - HD Video( 31.9 MB )
- Analyzing Reference: HD Video( 25.3 MB )
- Implementing Absorption: HD Video( 32.1 MB )
- Using Bump for Refractions: HD Video( 132.7 MB )
- Reflection & Color: HD Video( 121.3 MB )
- Gold: Source Files( 13.5 MB )
- Gold - Base Shader: HD Video( 199.4 MB )
- Gold - Tweaking Reflections: HD Video( 191.4 MB )
- Gold - Node Grouping: HD Video( 210.3 MB )
- Leather: Project Source Files( 29.6 MB )
- Bump Map: HD Video( 152.4 MB )
- Color Variation: HD Video( 135.3 MB )
- Leather Couch: HD Video( 159.7 MB )
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