Release date:2018
Duration:08 h 15 m
Author:Jonathan Lampel, Bartek Skorupa, Kent Trammell
Skill level:Advanced
Language:English
Exercise files:Yes
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. You will be wise, padawan, to sharpen you material creation skills.
Chapter 1: 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.
3D Print Resin 23 min
Chapter 2: Bodies of WaterThis chapter involves light refraction and absorption as characteristics of water collections.
Bod ies of Water: I ntroduction l min
Procedural Wave Displacement 15 min
Refractions & Reflections 27 min
Caustics & Pool Demo 16 min
Ocean & Lake Demo 12 min
Shader Forge – water 4xp
Chapter 3: Brushed MetalA 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.
Brushed Metal 31 min
Chapter 4: Carbon FiberCarbon 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.
Carbon Fiber 12 min
Chapter 5: Car PaintVehicle 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”.
Car Paint 18 min
Chapter 6: Clip ArtSure 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.
Clip Art 8 min
Chapter 7: DispersionThis is the optical phenomenon that occurs when light passes through transparent material causing the separation of the color spectrum.
Dispersion 7 min
Chapter 8: Gemstones & IceDazzling 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.
Gemstones & Ice: Introduction 1 min
Analyzing Reference 5 min
Implementing absorption 4 min
Using Bump for Refractions 13 min
Reflection & Color 10 min
Chapter 9: GoldThis 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.
Base Shader & Bump Texture 17 min
Tweaking Reflections 13 min
Node Grouping 16 min
Chapter 10: HologramThis effect is popular in the Sci-fi genre and it’s a fun material to build.
Hologram 8 min
Chapter 11: LavaThis molten material features highly-detailed geometric displacement, multi-layered procedural textures, and adaptive subdivision. It’s a hot chapter.
Lava: Introduction 1 min
Lava Reference Analysis 3 min
Lava Main Mask Layer 10 min
Lava Secondary Level 13 min
Lava Wrinkle Layer 8 min
Dialing in the Displacement 14 min
Chapter 12: LeatherLeather 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.
Bump Map 10 min
Color Variation 7 min
Leather Couch 12 min
Chapter 13: MarbleA natural stone that’s used often in architecture, countertops, tile, and statues/sculptures among other things.
Marble 31 min
Chapter 14: PBRCreate a shader group node based on a modern standard.
PBR: Introduction 3 min
Building a PBR Shader 8 min
Creating a PBR Group Node 8 min
Metalness& Specular Workflows 5 min
Using the Principled Shader 11 min
Chapter 15: SnowThis is the white stuff that falls from the sky during the winter time.
Snow 29 min
Chapter 16: Speed BoostA simple trick to speed up render times for materials using bump maps.
Speed Boost 9 min
Chapter 17: WoodExpert-level lesson about procedural wood grain. NOTE: This is from guest author Bartek Skorupa.
Wood 42 min01 3D Print Resin 02 Bodies-of-water_intro 02 Bodies-of-water_lesson01 02 Bodies-of-water_lesson02 02 Bodies-of-water_lesson03 02 Bodies-of-water_lesson04 03 Brushed Metal 04 Carbon-fiber 05 Car Paint 06 Clip-art 07 Dispersion 08 Gemstones & Ice lesson_00 08 Gemstones & Ice lesson_01 08 Gemstones & Ice lesson_02 08 Gemstones & Ice lesson_03 08 Gemstones & Ice lesson_04 09 Gold_01_baseShader&Bump 09 Gold_02_reflections 09 Gold_03_nodeGroup 10 Hologram 11 Lava_lesson0 11 Lava_lesson1 11 Lava_lesson2 11 Lava_lesson3 11 Lava_lesson4 11 Lava_lesson5 12 Leather_01 12 Leather_02 12 Leather_03 13 Marble 14 01_pbr_intro 14 02_pbr_shading 14 03_pbr_grouping 14 04_pbr_principled-shader 14 Specular and Metalness Workflows 15 Snow 16 Speed-boost 17 Wood blender_shader-forge-lava_source-files.zip blender_shader-forge_bodies-of-water_sourceFiles.zip blender_shader-forge_brushed-metal_sourceFiles.zip blender_shader-forge_carbon-fiber_resource-files.zip blender_shader-forge_clip-art_source-files.zip blender_shader-forge_dispersion_source_files.zip blender_shader-forge_gemstones-ice_source-files.zip blender_shader-forge_marble_source_files.zip blender_shader-forge_print-resin_source-files.zip blender_shaderforge_car-paint_sourceFiles.zip blender_shaderForge_leather_sourceFiles.zip blender_shaderForge_snow_sourceFiles.zip blender_shaderforge_wood_source-files.zip PBR_SourceFiles.zip SF_gold_sourceFiles.zip
Mediainfo:
AVC, 1280×720, 16:9, 30.000 fps, 149 Kbps – 848 Kbps
AAC, 44.1 KHz, 64.0 Kbps, 2 channels

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