Blender tutorial: materials

In this new post of the series Blender tutorial I will talk about materials.

  • Wire, render the edges of faces as wires
  • Volume, render object as a volume
  • Halo, render object as halo particles
  • specular, that define the highlights
  • shading, that defines the type light emission of the material, the ambient component that empirically models the result of indirect lighting and other options (that we will see in details later)
  • transparency
  • mirror
  • subsurface scattering, to model material in which light will enter on a point of the surface and will exit from another one. This component is useful to model translucency effects.
  • strand, to model hair particles
  • shadows
  • other options
  • select (in edit mode) the part of the object to which we want to apply the material and click the assign button
  • Toon shading, a shader with hard light cutting off
  • Minnaert, a shader with rim-light effects (useful when you need this effects but you don’t wont to place a light behind the object)
  • Fresnel, a shader that also inverts specularity of the objects.
  • phong
  • blinn-phong
  • toon
  • wardiso
  • fresnel, that let us customize the amount of reflection at grazing incidence
  • depth, the maximum number of reflection bounce
  • max dist, the maximum distance of object to be reflected
  • gloss, to setup a glossy reflection effect
  • mask, a simple masks for the Background. It uses the alpha channel to mix the color of each pixel on the active object plane with the color of the corresponding background pixel, according to the alpha channel of the pixel
  • raytrace, a realistic transparency configurable with Index Of Refraction (IOR) and other parameters.
  • scale, to determine how deep the light goes
  • rgb radius, that is a color used to blur
  • scattering weights, to tweak if the effects it is more on front then on the back
  • blend

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