Release date:2018

Duration:08 h 15 m

Author:Jonathan Lampel, Bartek Skorupa, Kent Trammell

Skill level:Advanced


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.

Table of Contents

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 Water

This 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 Metal

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.

Brushed Metal 31 min

Chapter 4: Carbon Fiber

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.

Carbon Fiber 12 min

Chapter 5: Car Paint

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”.

Car Paint 18 min

Chapter 6: Clip Art

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.

Clip Art 8 min

Chapter 7: Dispersion

This 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 & 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.

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: Gold

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.

Base Shader & Bump Texture 17 min

Tweaking Reflections 13 min

Node Grouping 16 min

Chapter 10: Hologram

This effect is popular in the Sci-fi genre and it’s a fun material to build.

Hologram 8 min

Chapter 11: Lava

This 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: Leather

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.

Bump Map 10 min

Color Variation 7 min

Leather Couch 12 min

Chapter 13: Marble

A natural stone that’s used often in architecture, countertops, tile, and statues/sculptures among other things.

Marble 31 min

Chapter 14: PBR

Create 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: Snow

This is the white stuff that falls from the sky during the winter time.

Snow 29 min

Chapter 16: Speed Boost

A simple trick to speed up render times for materials using bump maps.

Speed Boost 9 min

Chapter 17: Wood

Expert-level lesson about procedural wood grain. NOTE: This is from guest author Bartek Skorupa.

Wood 42 min

01 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


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