CGCookie–Blender材质和着色基础
教程大小解压后:3.1G 共6大章 45小节课程 含课程素材文件 语言:英语+中文字幕(机译)1920X1080 mp4
阴影和材质对每个Blender艺术家来说都是必不可少的
在你创建了你的Blender模型并添加了一些光照后,下一步是应用材质和创建着色器。
阴影是计算机图形学的关键支柱之一。
知道如何做好它将提高你做的每一个渲染,无论是现实的还是风格化的。
40+课,6章,1个挑战练习
在这门关于材料和着色基础的40多课课程中,你将学到所有你需要知道的关于创建材料的知识。
您还将了解Cycles和Eevee中的所有不同着色器,添加纹理的基础,基于物理的渲染原理,这将使您的材质更加可信。
我将向您展示如何避免最常见的着色陷阱,渲染不同类型的材质效果的正确工作流,以及如何创建您自己的超级用户友好的自定义Blender着色器。
教程目录:
1 -着色器如何操纵光线
2 -在Blender中制作材质
3 -将材质槽指定给对象和面
4 -使用Blender的着色器编辑器
5 -光泽和漫射着色器
6 -混合和添加着色器
7 -各向异性着色器
8 -透明和保持着色器
9 -折射和玻璃着色器
10 -半透明着色器
11 -表面下散射着色器
12 -吸收和散射体积着色器
13 -发射、天鹅绒和卡通着色器
14 -观察阴影
15 -纹理介绍
16 -改变纹理坐标
17 -插座颜色的含义
18 -混合模式和基本颜色数学
19 -操纵法线
20 -使用普通地图
21 -位移和自适应细分
22 -基于物理的渲染介绍
23 -万物皆有菲涅尔
24 -粗糙度如何影响菲涅耳
25 -原则着色器
26 -有原则的头发着色器
27 -有原则的体积着色器
28 -给球着色
29 -草场网格着色
30 -草场头发的阴影
31 -光路反弹
32 -光路可见度
33 -渲染玻璃
34 -创造玻璃分散
35 -英寸电子玻璃和透明胶片
36 -维反射立方体图
37 -维反射平面和屏幕空间反射
38 -渲染体积
39 -着色器到RGB卡通效果
40 -自由式轮廓效果
41 -布局节点和着色器组织
42 -创建组节点
43 -出口材料
44 -为场景创建材质和着色器
45 -奖励-制作材质变换效果的动画
CGCookie – Fundamentals of Blender Materials and Shading
Shading and materials are essential for every Blender artist
After you’ve created your Blender models and added some lighting, the next step is to apply materials and create shaders.
Shading is one of the key pillars of computer graphics.
Knowing how to do it well will improve every render you make, whether it’s realistic or stylized.
40+ lessons, 6 chapters, 1 challenging exercise
In this 40+ lesson course about the fundamentals of materials and shading, you’ll learn everything you need to know about creating materials.
You’ll also learn about all of the different shaders in Cycles and Eevee, the basics of adding textures, the principles of physically based rendering which will make your materials more believable.
I’ll show you how to avoid the most common shading pitfalls, the right workflows for rendering different types of material effects, and how to create your own custom Blender shaders that are super user friendly.
1 – How Shaders Manipulate Light
2 – Creating Materials in Blender
3 – Assigning Material Slots to Objects and Faces
4 – Using Blender’s Shader Editor
5 – The Glossy and Diffuse Shaders
6 – The Mix and Add Shaders
7 – The Anisotropic Shader
8 – The Transparent and Holdout Shaders
9 – The Refraction and Glass Shaders
10 – The Translucent Shader
11 – The Subsurface Scattering Shader
12 – The Absorption and Scattering Volume Shaders
13 – The Emission, Velvet, and Toon Shaders
14 – Shading From Observation
15 – Intro to Textures
16 – Changing Texture Coordinates
17 – The Socket Color Meanings
18 – Blend Modes and Basic Color Math
19 – Manipulating Normals
20 – Using Normal Maps
21 – Displacement and Adaptive Subdivision
22 – Intro to Physically Based Rendering
23 – Everything Has Fresnel
24 – How Roughness Influences Fresnel
25 – The Principled Shader
26 – The Principled Hair Shader
27 – The Principled Volume Shader
28 – Shading the Orbot
29 – Shading the Grass Field Mesh
30 – Shading the Grass Field Hair
31 – Light Path Bounces
32 – Light Path Visibility
33 – Rendering Glass
34 – Creating Glass Dispersion
35 – Eevee Glass and Transparency
36 – Eevee Reflection Cubemaps
37 – Eevee Reflection Planes and Screen Space Reflection
38 – Rendering Volumes
39 – Shader to RGB Toon Effects
40 – Freestyle Outline Effects
41 – Layout Nodes and Shader Organization
42 – Creating Group Nodes
43 – Exporting Materials
44 – Create Materials and Shaders for a Scene
45 – Bonus- Animating the Material Transformation Effect
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