Showing posts with label material. Show all posts
Showing posts with label material. Show all posts

Thursday, October 6, 2016

Read How to add a texture in Blender Now

rendered result

In this tutorial you will learn how to add a texture in Blender using Cycles render.

Step 1

Using whatever you have made or imported change the default screen layout to compositing for a detailed result.

changing layout to compositing 

Step 2 

Change blender render to cycles render at the top of the screen.
Blender Render

Cycles Render

Step 3

Right click in the plane, click on the material button on the top right corner of the screen, click new.

adding a material

Step 4

If a material is already in place use the subtract button then press new.

subtracting the existing material 

Step 5

Click on the dot right of the white colour.


Step 6


Select image texture, press open and navigate to the image you want to use, once selected open the image/texture.
opening a image texture

Step 7

To map the image on the plane go to edit mode by pressing Tab or changing it from the bar menu.

changing to edit mode

Step 8

Press A to deselect then A again to select everything. go to mesh, UV unwrap, unwrap.

unwrapping the cube

Step 9

On the left side the plane will be unwrapped. Next load the image.

applying the image onto the cube

Step 10 

Switch back to object mode, switch back to the default layout, go to render to see the result.

changing to rendered view


Rendered result 


Wednesday, January 20, 2016

Applying Multiple Materials to Single Objects in Blender

In this tutorial, we will be learning how to apply multiple materials and textures to single objects. In this example, we will be creating a building, using two materials, for the building walls, and the building’s rooftop.



Apply Multiple Materials to Single Objects in Blender
Multiple Materials applied in a Final Render

Step 1: Creating the shapes

Open a new Blender project.


New Project
Rather than the deleting the default cube that appears in new projects, we will be using it. Use scale on Z axis (‘S’, then ‘Z’) to make the cube slightly taller, then grab and move on z axis upwards, so as to sit on the grid.


Scaled cube
Add a plane (shift + A, in the ‘Mesh’ option) and scale wider than the cube, using the ‘S’ key.


Added plane

Step 2: Edit Mode

Enter edit mode (tab) and ensure the ‘Face Select’ option is selected. This button is located along the bar at the bottom of the screen.


Circled selection, click 'Face Selection'
Select each side of the building apart from the top (hold shift and right-click each side). The selected sides will appear orange.


When 'Face Selection' is on, faces should appear as above

Step 3: Adding Materials and Textures

Go to the Materials tab on the right-hand side of the screen and add a new material, then proceed to the textures tab, and add a new texture – ensure that the type is ‘Image or Movie’.


Materials Tab
Textures Tab
Once you have added the texture, click ‘Open’ underneath the ‘Image’ dropdown, and open your texture. You can choose whichever texture you require. Since we’re making a building in this tutorial, I’ll be using a residential building texture. In order to gain a more realistic textured object, you should use seamless textures.


Added Texture
Image dropdown

Step 4: Mapping and Assigning the Walls

Once you have added your texture, you may want to map it in order for it to appear more realistic and neat. In order to do this, remain in the Textures tab, and scroll down until you find the ‘Mapping’ dropdown. Underneath this, change the ‘Coordinates’ to ‘Global’, and the ‘Projection’ to ‘Cube’. If you want to increase or decrease the size of the texture, you can change the ‘X’, ‘Y’, or ‘Z’ sizes.


Image Mapping for Building
Go back into the Materials tab, and select the ‘Assign’ button. This will assign your selected material and texture to the faces you have selected – as long as they are still selected.


Assign button

Step 5: Adding the Second Material

Once you have assigned the material to the walls of your building, select the roof of it by itself, and proceed to add another material. 


Roof Face Selection
Second Material added

With this material selected, go back to the Textures tab and add a texture to it. For this, I’ll be using a concrete texture. Repeat the process of opening the texture underneath the ‘Image’ dropdown.


Add texture to second material

Step 6: Mapping and Assigning the Walls

Once you have opened your texture in the Image dropdown, you may want to map the roof as well. In order to do this, simply scroll down to mapping, just as described beforehand, however, set the ‘Projection’ to ‘Flat’ this time. Keep the ‘Coordinates’ at ‘Global’.


Image Mapping for Roof
Ensure that this texture is assigned to the rooftop. To do this, go back to your Material’s tab and ensure that the roof’s material is selected. Then make sure that your rooftop is still selected on the object onscreen. If both of these are selected, click the ‘Assign’ button again.


Assign button

Step 7: Rendering your Scene

As on now, your building should have two materials assigned to it, each with a different texture. You can view this by changing the object display from ‘Solid’ to ‘Rendered’, or else to get a full rendered view, simply press F12 on your keyboard. This will give you a rendered view through the camera on your screen.


Rendered project
Rendered through camera view

You can use the same technique of applying a material and texture to your roof, as the plane. 


Final Render

Sample Renders:

You could experiment by adding more materials to each surface or the building, or try another shape with more than two materials.
Sample Render - Cylinder

Sample Render - Monkey




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