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Blender Cycles: How to make an Infinite Plane Effect

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Hi all. Today I'm going to explain how to make an infinte plane effect, similar to Pocoyo's style . I'm going to make a simple scene with my blog name: Hola a todos. Hoy voy a explicar como hacer un efecto de plano infinito, similar al estilo de Pocoyo. Voy a  hacer una escena simple con el nombre de mi blog: This technique also can be used to include rendered objects in real pictures or hdri environments. I will explain it in a later article. Esta técnica se puede usar para incluir objetos renderizados en fotos reales o en ambientes hdri. Lo explicaré en un artículo posterior. Basically we need to create two render layers: - One render layer for the objects we want to show, in my example some letters. - One render layer with the floor, which will catch the shadows of your objects. Básicamente necesitamos crear dos capas de renderizado: - Una capa de renderizado para los objetos que queremos mostrar, en mi ejemplo algunas letras. - Una capa de renderizado ...

Blender Cycles: Making of a Cornell Box Scene

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Hi everybody. Today I'm going to show you the making of a Cornell Box scene. I will explain a couple of tricks and the compositing I have used to make it more photorealistic. Hola a todos. Hoy os voy a enseñar cómo hacer un escena de la Caja de Cornell . Explicaré un par de trucos y la posproducción que he utilizado para hacerla más fotorealista. This is the Cornell Box scene I have made (you can see high resolution version here ): Esta es la escena de la Caja de Cornell que he hecho (puedes ver una verión de alta resolución aquí ): The scene is quite simple. A box made of diffuse lambert material, one sphere made of mirror material and a glass sphere. The material of the mirror sphere and the box has not secrets: Box: Diffuse shader with roughness 0.0 (so it uses the Lambert's algorithm). The colors are blue (0.161,0.133,0.427), red (0.630,0.065,0.050) white ground/ceiling (0.725,0.710,0.680) and white wall (0.723,0.708,0.680). Light: Emission shader with str...

Stucco Material III

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Hi everybody. Today I'm going to show you my third (and final) stucco material for walls: I prefer this because it is more irregular and then more realistic. This is the coplete setup I will detail below: The material is similar to the other stucco materials. I have only changed the color: The important part is the stucco bump pattern. I have used four patterns and I have chained four Bump Nodes to create an irregular surface. I will show the patterns below, but maybe you have seen two of them in my previous version . I have included a Value node with several Math nodes to centralize the scale of all patterns. As I'm using Object coordinates you only need to change that value to modify the texture scale proportionally. These are the patterns I have used: * Misc30 Pattern , used in my Stucco Material II . * Misc32 Pattern , used in my Stucco Material I and II. * Felt13 Pattern . I found this pattern while investigating the felt materia...

Stucco Material II

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Hi everybody. Today I'm going to show you another version of a stucco material for walls: Basically, the node setup of this material is very similar. The wall material is the same but I have changed the color of the wall. I have including another pattern to make the wall bumping more irregular and realistic. This is the node group with the pattern called Misc32 . It is the same that the one explained in my previous version of the stucco material. This is the new pattern, called Misc30 . It is similar to the Misc32 pattern. I have mixed both patterns using the darken method of the MixRGB node. This method only mix the colors if the second color is darker than the first color. As I'm darkening with a 0.5 factor, it means that the dark areas of my second pattern will flatten the bumping of my first pattern. If you make the material more irregular you can get a more realistic look. Finally I have used Object Coordinates for texturing. So this materia...

Blender Cycles OSL: Copper Material

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Hi everybody. Today I'm going to show you a migration to OSL of my Copper Material : This is the Cycles version: As I did with my OSL Gold Material , I have migrated all the nodes information included in that material to the code, trying to minimize the overhead of the node system. This time the facing value is an input parameter in the script. So the OSL code is as follows: /* * Migrated from "http://elbrujodelatribu.blogspot.com/2013/07/cooper-material.html" * By: elbrujodelatribu */ shader node_metal_copper( color ForeColor = 0.8, color MiddleColor = 0.4, float Facing = 0.665, float ForeRoughness = 0.01, color BackColor = 0.1, float BackRoughness = 0.04, normal Normal = N, output closure color Metal = 0.0) { closure color ForeClosure = background(); closure color BackClosure = background(); // Facing colors - formula and code from Blender OSL code float aux = fabs(dot(I,(vector)Normal)); float...

Stucco Material

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Hi everybody. Today I'm going to show you a stucco or plaster material: I have applied a bump pattern to a simple material. A painted wall normally has light facing reflections, so I have tried to set something similar to that. I had been thought to use this pattern for mixing colors in a granite material, but when I used for bumping, I have seen it works fine for stucco. It is as follows: Bye

Crushed Velvet Materials

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Hi everybody. Today I'm going to show you a couple of crushed velvet materials. The first is my favourite one:  The fabric material has not any mysterious. It is a simple Velvet Shader . The displacement or bumping  is trickier. The base is a Noise Texture node, but I use a Wave Texture node to modify randomly its distortion. It is the same pattern that I used in my silk material . The second material is a more rough but I think it is interesting as well: Its node setup is similar to the material before. Apart from the bumping pattern I have included a Gamma node. Basically it produces a darker pattern, wich means that the bumping will be more flat. Remember that in displacement black color or cero value means the point is on the surface, and white color or one value means the point is above the surface. Now the displacement or bumping  is easier. It uses a distorted Wave Texture node. I hope you like them. Bye