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Blender 3D By Example

You're reading from   Blender 3D By Example Design a complete workflow with Blender to create stunning 3D scenes and films step-by-step!

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Product type Paperback
Published in Sep 2015
Publisher Packt
ISBN-13 9781785285073
Length 334 pages
Edition 1st Edition
Tools
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Authors (2):
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 Caudron Caudron
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Pierre-Armand Nicq Pierre-Armand Nicq
Author Profile Icon Pierre-Armand Nicq
Pierre-Armand Nicq
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Table of Contents (17) Chapters Close

Blender 3D By Example
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
1. Straight into Blender! FREE CHAPTER 2. Robot Toy – Modeling of an Object 3. Alien Character – Base Mesh Creation and Sculpting 4. Alien Character – Creating a Proper Topology and Transferring the Sculpt Details 5. Haunted House – Modeling of the Scene 6. Haunted House – Putting Colors on It 7. Haunted House – Adding Materials and Lights in Cycles 8. Rat Cowboy – Learning To Rig a Character for Animation 9. Rat Cowboy – Animate a Full Sequence 10. Rat Cowboy – Rendering, Compositing, and Editing Index

Creating advanced materials in Cycles


We already covered material creation with Cycles in the Haunted House project, but now we are going to go further by creating a skin material using subsurface scattering, a complete fur, and an eye material. Let's start!

Skin material with Subsurface Scattering

The skin has a very translucent aspect. We can truly see this effect when we pass our hand in front of a lamp or in the thin part of the ear (the helix). So, when creating a skin material, we get this phenomena with a Subsurface Scattering node (usually abbreviated SSS). It is called this because the light rays are scattered through the geometry when intersecting the mesh. This is not the case with a diffuse shader, for instance, as the light rays are simply blocked. SSS often gives a reddish tint to the thin parts where light rays scatter a lot. So let's create the skin material of the rat.

The way light rays react on SSS surfaces

  1. We will open the RatCharacter.blend file and split our interface so...

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