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3D Design and Modeling
Materials and Texture
Motivation • This lecture will cover the basics of adding materials to models, applying textures, and understanding how these elements interact with lighting. Introduction Materials: • Materials are properties applied to the surface of a 3D object that define how it interacts with light. Materials determine whether an object looks shiny, matte, reflective, or transparent. • Materials control the color, roughness, reflectivity, and other visual properties. Textures • Textures are 2D images or patterns that are applied to materials to give an object more detail, such as the appearance of wood grain, metal surfaces, or skin. • Both materials and textures contribute to making models look realistic or stylized, depending on the goal. • Materials control the surface properties of an object. • Textures add visual detail to these materials. • Together, they define the final appearance of a 3D model Applying Materials • Before entering into material panel we need to switch the viewport settings and select viewport shading material to see effects Or simply press Z and select material preview Adding materials • Then go to material property panel after selecting an object. Make sure the mode is Object Mode • Talking about the Shader Editor, a powerful tool that allows us to create custom materials by connecting different nodes. The primary shader used is the Principled BSDF, which is Blender’s standard shader for creating realistic materials. • Bidirectional Scattering Distribution Function BSDF It is a mathematical model used in materials to describe how light interacts with a surface, specifically how light is reflected, refracted, absorbed, or transmitted. Types of BSDF Shaders in Blender • Diffuse BSDF: • Simulates matte surfaces like paper or non-reflective objects. • Scatters light uniformly in all directions. • Common for non-metallic surfaces that don't have a lot of shine. • Glossy BSDF: • Simulates shiny surfaces like polished metals or reflective surfaces. • Reflects light in a more concentrated direction (depending on roughness). • Can be adjusted for more or less glossy effects by modifying the roughness. • Principled BSDF: • A versatile, all-in-one shader that combines multiple BSDFs in one node. • Can simulate a wide variety of materials like metals, glass, plastics, etc., using physically accurate parameters. • This shader includes controls for color, metallic properties, roughness, specularity, and more, making it a standard for creating realistic materials. • Glass BSDF: • Simulates transparent or semi-transparent materials like glass or water. • Bends light as it passes through the object, which is known as refraction. • Hair BSDF: • Used for surfaces that have a directional pattern of reflection, like brushed metal or hair. • Light is reflected differently based on the direction of the surface, creating an elongated highlight. • Transparent BSDF: • Makes a material completely transparent, similar to glass but without refraction. • Often used in combination with other shaders to create transparency effects (e.g., for glass or clear plastics). Glimplse of P BSDF textures • This slide introduces texture mapping, which is the process of applying a 2D image or pattern to the surface of a 3D model. • Explain UV mapping, which is the method used to unwrap a 3D model into a flat 2D surface so that textures can be applied accurately. • Without UV mapping, textures might appear distorted on 3D objects. Navigating through texture UV walkthrough Texture Types different types of textures commonly used in Blender and their specific purposes: 1. Albedo (Color) Texture: Defines the base color or image of a material, without any shading or light effects. • Normal/Bump Map: Adds surface details like bumps or grooves by simulating small surface irregularities, without adding extra geometry. • Displacement Map: Physically moves the surface of a model based on a texture, changing the actual geometry.