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	<title>materials &bull; Archives Creative Shrimp</title>
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		<title>Animating Lights in Blender</title>
		<link>https://www.creativeshrimp.com/animating-lights.html</link>
		
		<dc:creator><![CDATA[Aidy Burrows]]></dc:creator>
		<pubDate>Sun, 03 Jan 2021 17:08:42 +0000</pubDate>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[2.8]]></category>
		<category><![CDATA[2.9]]></category>
		<category><![CDATA[2.91]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[aidy burrows]]></category>
		<category><![CDATA[animating]]></category>
		<category><![CDATA[autokeyframing]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[creative shrimp]]></category>
		<category><![CDATA[custom properties]]></category>
		<category><![CDATA[drivers]]></category>
		<category><![CDATA[eevee]]></category>
		<category><![CDATA[flicker]]></category>
		<category><![CDATA[gleb alexandrov]]></category>
		<category><![CDATA[graphics]]></category>
		<category><![CDATA[lamps]]></category>
		<category><![CDATA[lights]]></category>
		<category><![CDATA[materials]]></category>
		<category><![CDATA[mesh lights]]></category>
		<category><![CDATA[nodes]]></category>
		<category><![CDATA[outliner]]></category>
		<category><![CDATA[subway]]></category>
		<category><![CDATA[tutorial]]></category>
		<guid isPermaLink="false">https://www.creativeshrimp.com/?p=15871</guid>

					<description><![CDATA[<p>In this free Blender tutorial from our upcoming new lighting course let&#8217;s take a look at animating the lights themselves. There are a lot more ways to animate lighting that first meets the eye, using a simple subway scene lets shine a light on the subject! </p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/animating-lights.html">Animating Lights in Blender</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>In this free <a aria-label="undefined (opens in a new tab)" href="https://www.blender.org/" target="_blank" rel="noreferrer noopener">Blender</a> tutorial from our upcoming new lighting course let&#8217;s take a look at animating the lights themselves. There are a lot more ways to animate lighting that first meets the eye, using a simple subway scene lets shine a light on the subject! [sorry bad pun I know.]</p>



<span id="more-15871"></span>


<div class="youtube-responsive-container"><iframe src="https://www.youtube.com/embed/CuIkmojySpc" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" width="560" height="315" frameborder="0"></iframe></div>



<ul>
<li>2 different ways for animating switching a light on and off</li>



<li>Having some fun with autokeyframing</li>



<li>Animating light flicker</li>



<li>Animating with Drivers</li>



<li>Creating custom properties</li>



<li>Synchronizing the lamp objects with the emissive materials</li>
</ul>




<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/animating-lights.html">Animating Lights in Blender</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>Making-of the Brushes</title>
		<link>https://www.creativeshrimp.com/making-of-in-blender-brushes.html</link>
					<comments>https://www.creativeshrimp.com/making-of-in-blender-brushes.html#comments</comments>
		
		<dc:creator><![CDATA[Gleb Alexandrov]]></dc:creator>
		<pubDate>Sun, 08 Dec 2013 17:46:00 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[brushes]]></category>
		<category><![CDATA[Cycles]]></category>
		<category><![CDATA[interior]]></category>
		<category><![CDATA[making of]]></category>
		<category><![CDATA[materials]]></category>
		<category><![CDATA[texturing]]></category>
		<category><![CDATA[tutorial]]></category>
		<guid isPermaLink="false">http://www.creativeshrimp.com/?p=138</guid>

					<description><![CDATA[<p>Render that pretends&#160;to be a photo Gleb Alexandrov here and it&#8217;s time for another Making-of. Today we&#8217;re going to talk about “The Brushes” &#8211; still life render which pretends to be a photo. &#160;Featured in official Cycles Demoreel 2014  Excellence award on 3dTotal  Render of the Week on Blendernews [icon</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/making-of-in-blender-brushes.html">Making-of the Brushes</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<div dir="ltr">
<h1 style="text-align: justify;">Render that pretends&nbsp;to be a photo</h1>
<p style="text-align: justify;">Gleb Alexandrov here and it&#8217;s time for another <strong>Making-of</strong>. Today we&#8217;re going to talk about “The Brushes” &#8211; still life render which pretends to be a photo.</p>
<figure><a href="/wp-content/uploads/2013/11/brushes_final_02_1023.jpg"><img decoding="async" fetchpriority="high" class="alignnone wp-image-7535" src="/wp-content/uploads/2013/11/brushes_final_02_1023.jpg" alt="Brushes" width="1023" height="2046"/></a></figure>
<p><a href="https://www.youtube.com/watch?v=EJed22ShxLc">[icon icon=&#8221;star&#8221;]&nbsp;Featured in official Cycles Demoreel 2014</a></p>
<p><a href="3dtotal.com">[icon icon=&#8221;star&#8221;] Excellence award on 3dTotal</a></p>
<p><a href="http://blendernews.org/xe/Feature_Articles/5888">[icon icon=&#8221;star&#8221;] Render of the Week on Blendernews</a></p>
<p><a href="http://blenderartists.org/forum/showthread.php?318351-The-Brushes">[icon icon=&#8221;star&#8221;] Featured at Blenderartists Forum Gallery</a></p>
<wp-block data-block="core/more"></wp-block>
<p style="text-align: justify;">This time,&nbsp;the idea wasn&#8217;t preceded by a concept painting. It came purely from aesthetic experience.</p>
<blockquote><p style="text-align: justify;">There is a jar with brushes on my table. It&#8217;s so routine and usual that it&#8217;s almost invisible. But once I noticed something unusual about it. At this time of the year, about 11 o&#8217;clock in the morning sun peaks through my window. One day brushes were lit so brightly and looked so joyful that in&nbsp;that instant rather dirty jar became something worth rendering.</p><p style="text-align: justify;"></p></blockquote></div>


<div class="youtube-responsive-container"><iframe src="//www.youtube.com/embed/bCbnKoe1Yxo" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>


<p>[toggle title=&#8221;Show wireframe&#8221;]<a href="/wp-content/uploads/2013/12/brushes_wire_01.jpg"><img decoding="async" loading="lazy" class="alignnone wp-image-197" src="/wp-content/uploads/2013/12/brushes_wire_01.jpg" alt="brushes_wire_01" width="512" height="1024" /></a>[/toggle]</p>



<div>
<h1 style="text-align: justify;"><span style="color: #ff0000; font-size: 36pt; font-family: 'arial black', 'avant garde';">1</span>&nbsp;Blocking out the scene</h1>
<p lang="zxx" style="text-align: justify;"><span lang="ru-RU">In terms of modeling </span><span lang="en-US">the </span><span lang="ru-RU">scene </span><span lang="en-US">is quite </span><span lang="ru-RU">simple, nothing to brag about</span><span lang="ru-RU">. I&#8217;ve started with blocking out the basic shapes &#8211; this is very important stage of the production. Better get it right now, while the scene is light and easy to manage.</span></p>
</div>



<figure class="wp-block-image alignnone"><a href="/wp-content/uploads/2013/12/brushes_model_01.jpg"><img decoding="async" loading="lazy" width="1024" height="576" src="/wp-content/uploads/2013/12/brushes_model_01.jpg" alt="brushes_model_01" class="wp-image-176"/></a><figcaption class="wp-element-caption">Wooden handles of the brushes are basically the same. Though,&nbsp;made ​​a few&nbsp;unique ferrules.</figcaption></figure>



<figure class="wp-block-image alignnone"><a href="/wp-content/uploads/2013/12/brushes_banka_01.jpg"><img decoding="async" loading="lazy" width="1024" height="576" src="/wp-content/uploads/2013/12/brushes_banka_01.jpg" alt="brushes_banka_01" class="wp-image-177"/></a><figcaption class="wp-element-caption">The jar is a curve with a screw modifier and also solidify modifier.</figcaption></figure>



<p>Screw&nbsp;modifier makes wonders, really worth learning.</p>



<h2 class="wp-block-heading"><span style="color: #ff0000; font-size: 36pt; font-family: 'arial black', 'avant garde';">2</span>&nbsp;Basic materials</h2>



<p>During the&nbsp;the block-out phase&nbsp;simple materials were used. Typically, they consisted of just 1 seamless texture and were quite primitive in terms of shader complexity:&nbsp;just the mix between diffuse and glossy.</p>



<p>So, 1 mix&nbsp;shader&nbsp;and 1 texture is enough to represent the main qualities of wood (steel, glass)</p>



<figure class="wp-block-image"><a href="/wp-content/uploads/2013/12/material_swatches_01_1.png"><img decoding="async" loading="lazy" width="1920" height="779" src="/wp-content/uploads/2013/12/material_swatches_01_1.png" alt="material_swatches_01_1" class="wp-image-7684"/></a></figure>







<div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-12 col-md-12 col-sm-12" style="min-height:0;  margin-top:10px; margin-bottom:10px; "></div></div>



<h1 class="wp-block-heading"><span style="color: #ff0000; font-size: 36pt; font-family: 'arial black', 'avant garde';">3</span> Procedural UV coordinates</h1>



<p>Along with uv- coordinates for texture mapping we can use&nbsp;<strong>Generated </strong>or<strong> Object</strong> coordinates. Thus, we can leave UV-mapping untouched and still&nbsp;be able to control&nbsp;the texture using&nbsp;<strong>Mapping </strong><span lang="en-US"><strong>node</strong>.&nbsp;</span></p>



<figure class="wp-block-image"><a href="/wp-content/uploads/2013/12/brush_hdri_mapping_01.jpg"><img decoding="async" loading="lazy" width="1024" height="332" src="/wp-content/uploads/2013/12/brush_hdri_mapping_01.jpg" alt="brush_hdri_mapping_01" class="wp-image-187"/></a></figure>







<p><span lang="ru-RU">To project texture evenly and </span><span lang="en-US">from&nbsp;</span><span lang="ru-RU">several </span><span lang="en-US">directions&nbsp;</span><span lang="ru-RU">at once, use so-called <strong>Box mapping</strong></span><span lang="ru-RU">. With </span><span lang="en-US">the help of the </span><span lang="ru-RU">Blend parameter </span><span lang="en-US">textures seams can&nbsp;be hidden.</span></p>



<figure class="wp-block-image alignnone"><a href="/wp-content/uploads/2013/12/material_swatches_01_2.jpg"><img decoding="async" loading="lazy" width="1920" height="779" src="/wp-content/uploads/2013/12/material_swatches_01_2.jpg" alt="material_swatches_01_2" class="wp-image-7686"/></a><figcaption class="wp-element-caption">Seamless textures + Generated coordinates = Fast texturing</figcaption></figure>



<h1 class="wp-block-heading"><span style="color: #ff0000; font-size: 36pt; font-family: 'arial black', 'avant garde';">4</span> Material layers</h1>



<p>Go ahead and add the layers to the basic materials.&nbsp;To achieve the compelling look, I&#8217;d suggest to add<span lang="en-US">&nbsp;at least <strong>3</strong> supplementary</span>&nbsp;shaders <span lang="en-US">in </span>every material: dirt, paint, scratches.</p>



<p>Use black and white mask as a mix factor.</p>



<figure class="wp-block-image"><a href="/wp-content/uploads/2013/12/brushes_shader_01.jpg"><img decoding="async" loading="lazy" width="1024" height="570" src="/wp-content/uploads/2013/12/brushes_shader_01.jpg" alt="brushes_shader_01" class="wp-image-181"/></a></figure>










<p>[box title=&#8221;Decals&#8221; bg_color=&#8221;#8fb4c4&#8243; icon=&#8221;info&#8221; icon_style=&#8221;border&#8221; icon_shape=&#8221;circle&#8221; align=&#8221;center&#8221; text_color=&#8221;#ffffff&#8221;]</p>
<div>For the decals (marks, signs) let&#8217;s use <span lang="en-US">additional</span> uv-map. With the help of <span lang="en-US">the <strong>Attributes</strong> </span>node pick appropriate uv-map, using vector output.</div>
<div>[space size=&#8221;20&#8243;]</div>
<div>
<p lang="ru-RU"><a href="/wp-content/uploads/2013/12/brushes_uv_channel_02.jpg"><img decoding="async" loading="lazy" class="alignnone size-full wp-image-182" src="/wp-content/uploads/2013/12/brushes_uv_channel_02.jpg" alt="brushes_uv_channel_02" width="1024" height="327" /></a></p>
</div>
<p>[/box]</p>



<div>
<h1 style="text-align: justify;"><span style="color: #ff0000; font-size: 36pt; font-family: 'arial black', 'avant garde';">5</span>&nbsp;Painted glass material</h1>
<p lang="ru-RU" style="text-align: justify;">It&#8217;s pretty complex material, so let&#8217;s decompose it.</p>
<p lang="ru-RU" style="text-align: justify;"><strong>1</strong> Two basic materials &#8211; glass and paint</p>
<figure><a href="/wp-content/uploads/2013/12/banka_02.jpg"><img decoding="async" loading="lazy" class="alignnone size-full wp-image-7691" src="/wp-content/uploads/2013/12/banka_02.jpg" alt="banka_02" width="1920" height="779"/></a></figure><p lang="ru-RU" style="text-align: justify;"></p>
<p lang="ru-RU" style="text-align: justify;"><strong>2</strong> &nbsp;Both of these materials have several composite materials</p>
<p lang="ru-RU" style="text-align: justify;"><strong>3</strong> &nbsp;The <span lang="en-US">glass&nbsp;</span>material consists of a glass <span lang="en-US">and</span> dust, dirt, fingerprints</p>
<p lang="ru-RU" style="text-align: justify;"><strong>4</strong>&nbsp;The <span lang="en-US">paint </span>material consists of a translucent, diffuse, reflective, <span lang="en-US">emissive</span> shaders. Consequently, <span lang="en-US">it&nbsp;</span><span lang="en-US">uses</span> diffuse, bump, trans<span lang="en-US">lucency texture</span>, etc.</p>
<figure><a href="/wp-content/uploads/2013/12/banka_textures_01_1.jpg"><img decoding="async" loading="lazy" class="alignnone size-full wp-image-184" src="/wp-content/uploads/2013/12/banka_textures_01_1.jpg" alt="banka_textures_01_1" width="1024" height="482"/></a></figure><p lang="ru-RU" style="text-align: justify;"></p>
<p lang="ru-RU" style="text-align: justify;"><strong>5</strong>&nbsp;<span lang="en-US">T</span>ransparency <span lang="en-US">texture </span>in the <span lang="en-US">paint </span>material determines what areas <span lang="en-US">are </span>translucent (<span lang="en-US">covered with a thin layer of the paint</span>), and what <span lang="en-US">areas are opaque.</span></p>
<figure><a href="/wp-content/uploads/2013/12/banka_03.jpg"><img decoding="async" loading="lazy" class="alignnone size-full wp-image-7694" src="/wp-content/uploads/2013/12/banka_03.jpg" alt="banka_03" width="1920" height="779"/></a></figure><p lang="ru-RU" style="text-align: justify;"></p>
<p lang="ru-RU" style="text-align: justify;"><strong>6</strong> Displacement map is also used as the normal map</p>
<p lang="ru-RU" style="text-align: justify;"><div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-12 col-md-12 col-sm-12" style="min-height:0;  margin-top:10px; margin-bottom:10px; "></div></div></p>
<figure><a href="/wp-content/uploads/2013/12/banka_material_01_1.jpg"><img decoding="async" loading="lazy" class="alignnone size-full wp-image-183" src="/wp-content/uploads/2013/12/banka_material_01_1.jpg" alt="banka_material_01_1" width="1024" height="285"/></a></figure><p lang="ru-RU" style="text-align: justify;"></p>
<p style="text-align: justify;"></p></div>


<p>[box title=&#8221;Glass shader&#8221; border_width=&#8221;2&#8243; border_color=&#8221;#9e9e9e&#8221; border_style=&#8221;solid&#8221; icon=&#8221;download&#8221; icon_style=&#8221;border&#8221; icon_shape=&#8221;circle&#8221; align=&#8221;center&#8221;]</p>
<p style="text-align: justify;">Recommend trying out Cycles Dispersion Glass shader by Harri Collis.</p>
<p style="text-align: center;"><a href="http://www.blendswap.com/blends/view/53008" class="btn bluth red btn- " target="_self">Download from Blendswap</a></p>
<p style="text-align: justify;">[/box]</p>



<h1 class="wp-block-heading"><span style="color: #ff0000; font-size: 36pt; font-family: 'arial black', 'avant garde';">6</span> Lighting</h1>



<p><span lang="ru-RU">The key light source is nothing more than a sun lamp with a soft shadows (sample size 12 cm).</span></p>



<p><span lang="en-US">To achieve&nbsp;a rim light effect, I created</span><span lang="ru-RU">&nbsp;a plane and</span><span lang="en-US">&nbsp;placed it at the window</span><span lang="ru-RU">. Brush tops </span><span lang="en-US">were lit </span><span lang="ru-RU">separately </span><span lang="en-US">with a</span><span lang="ru-RU"> spot light.</span></p>



<figure class="wp-block-image"><a href="/wp-content/uploads/2013/12/brush_lighting_01.jpg"><img decoding="async" loading="lazy" width="1024" height="410" src="/wp-content/uploads/2013/12/brush_lighting_01.jpg" alt="brush_lighting_01" class="wp-image-185"/></a></figure>







<p><span lang="ru-RU">Spherical HDRi image softly illuminates the scene from all a</span>ngles&nbsp;<span lang="ru-RU">and creates virtually no shadows &#8211; it&#8217;s good for us in this case. What is very important </span>about HDRi, that <span lang="ru-RU">the r</span>eflective<span lang="ru-RU"> parts of the b</span>rushes&nbsp;<span lang="ru-RU">and </span>also the jar <span lang="ru-RU">begin reflecting</span><span lang="ru-RU">&nbsp;the</span><span lang="ru-RU">&nbsp;bright areas </span>of the HDRi<span lang="ru-RU">. These reflections a</span>ccentuate&nbsp;<span lang="ru-RU">objects</span>&#8216;<span lang="ru-RU"> volume and make a metal </span>act like a <span lang="ru-RU">&#8220;metal&#8221;, if you know what I mean.</span></p>



<figure class="wp-block-image"><a href="/wp-content/uploads/2013/12/brush_hdri_01_denoised.jpg"><img decoding="async" loading="lazy" width="1024" height="512" src="/wp-content/uploads/2013/12/brush_hdri_01_denoised.jpg" alt="brush_hdri_01_denoised" class="wp-image-188"/></a></figure>







<p><span lang="ru-RU">Rotate</span>d&nbsp;<span lang="ru-RU">H</span>DRi<span lang="ru-RU"> u</span>sing&nbsp;<span lang="ru-RU">mapping node, searching for the most e</span>ffective&nbsp;<span lang="ru-RU">a</span>ngle<span lang="ru-RU">.</span></p>



<figure class="wp-block-image"><a href="/wp-content/uploads/2013/12/brush_hdri_mapping_01.jpg"><img decoding="async" loading="lazy" width="1024" height="332" src="/wp-content/uploads/2013/12/brush_hdri_mapping_01.jpg" alt="brush_hdri_mapping_01" class="wp-image-187"/></a></figure>










<p>[box title=&#8221;Decals&#8221; bg_color=&#8221;#8fb4c4&#8243; icon=&#8221;info&#8221; icon_style=&#8221;border&#8221; icon_shape=&#8221;circle&#8221; align=&#8221;center&#8221; text_color=&#8221;#ffffff&#8221;]</p>
<p style="text-align: justify;"><span lang="ru-RU">While Cycles is already a fantastic renderer, it still </span><span lang="en-US">doesn&#8217;t have </span><span lang="ru-RU">something similar </span><span lang="en-US">to Directional Light yet (sun and spot lamps are similar in function but also not quite the same). </span><span lang="en-US">So for now we had </span><span lang="ru-RU">to </span><span lang="en-US">add</span><span lang="ru-RU"> spot lights or invent obstacles </span><span lang="en-US">between the object and the</span><span lang="ru-RU"> sun to restrict its area of ​​influence.</span></p>
<p style="text-align: justify;">[/box]</p>



<h1 class="wp-block-heading"><span style="color: #ff0000; font-size: 36pt; font-family: 'arial black', 'avant garde';">7</span> Hair simulation</h1>



<p><span lang="en-US">Let&#8217;s b</span>riefly <span lang="en-US">explore</span> the process of creating the hair.</p>






<p>[custom_list icon=&#8221;circle&#8221;]</p>
<ul>
<li>1. Create a plane. <span lang="en-US"> It will serve as an emitter for the hair.[space size=&#8221;20&#8243;]</span></li>
<li>2. Create a particle system.[space size=&#8221;20&#8243;]</li>
<li>3. Hair length and density. The optimal value is almost impossible to guess, we should prepare ourselves for the inevitable return to this stage.[space size=&#8221;20&#8243;]</li>
<li>4. Adaptive rendering &#8211; hair geometry adapts to the resolution <span lang="en-US">and depends </span>on the minim<span lang="en-US">al</span> bending <span lang="en-US">of the </span>original geometry. These values ​​influence the <span lang="en-US"><strong>polygon count</strong> during</span> the rendering. It<span lang="en-US">&#8216;s </span>important to remember this to squeeze the scene in memory limit for <span lang="en-US">a </span>fast GPU-rendering.[space size=&#8221;20&#8243;]</li>
<li>5. <span lang="en-US">Cycles Hair Rendering. Ribbons[space size=&#8221;20&#8243;]</span></li>
<li>6. Set Children to Interpolated. Display – 2-5, Render – 2-5. Final values depend on desired hair density and computer characteristics. While children are activated, every <strong>parent hair</strong> is spawning several <strong>child hairs</strong>.[space size=&#8221;20&#8243;]</li>
<li>7. Set Kink to Curl mode.[space size=&#8221;20&#8243;]</li>
</ul>
<p lang="ru-RU" style="text-align: justify;">[/custom_list]</p>






<p>[toggle title=&#8221;Show screenshot&#8221;]<img decoding="async" loading="lazy" class="alignnone size-full wp-image-189" src="/wp-content/uploads/2013/12/brushes_hair_settings_01.jpg" alt="brushes_hair_settings_01" width="1024" height="747" />[/toggle]</p>



<h1 class="wp-block-heading"><span style="color: #ff0000;">7</span>&nbsp;Hair&nbsp;styling</h1>



<p><span lang="en-US">Now we&#8217;re switching viewport </span><span lang="en-US">to&nbsp;</span><span lang="en-US">Particle Edit mode and trying </span><span lang="en-US">ourselves as a stylists, cutting and combing hair.</span></p>



<figure class="wp-block-image"><a href="/wp-content/uploads/2013/12/brushes_banner_with_ao_01.png"><img decoding="async" loading="lazy" width="1024" height="614" src="/wp-content/uploads/2013/12/brushes_banner_with_ao_01.png" alt="brushes_banner_with_ao_01" class="wp-image-174"/></a></figure>







<h1 class="wp-block-heading"><span style="color: #ff0000; font-size: 36pt; font-family: 'arial black', 'avant garde';">8</span> Hair material</h1>



<p><span lang="en-US">There is now a </span>special shader for hair — <span lang="en-US">in Blender 2.69</span>. My impression is that it&#8217;s somewhat slow to render &#8211; but anyway, it looks great. Who cares.</p>



<figure class="wp-block-image"><a href="/wp-content/uploads/2013/12/hair_layer_01.jpg"><img decoding="async" loading="lazy" width="763" height="1024" src="/wp-content/uploads/2013/12/hair_layer_01.jpg" alt="hair_layer_01" class="wp-image-191"/></a></figure>







<p>The node called <strong>Hair Info</strong> in material editor is essential when texturing hair.</p>



<p>Using <strong>Intercept <span lang="en-US">attribute </span></strong>and <strong>Color Ramp</strong> (gradient), <span lang="en-US">we</span> can control the gradient <span lang="en-US">of the </span>hair color &#8211; from the roots to the tips. Note that the gradient may <span lang="en-US">have</span>several &#8220;st<span lang="en-US">o</span>ps&#8221;.</p>



<figure class="wp-block-image"><a href="/wp-content/uploads/2013/12/brushes_hair_intercept_01.jpg"><img decoding="async" loading="lazy" width="1024" height="308" src="/wp-content/uploads/2013/12/brushes_hair_intercept_01.jpg" alt="brushes_hair_intercept_01" class="wp-image-192"/></a></figure>







<p>Combining this information with the capabilities of <span lang="en-US">uv-coordinates</span>, we can confidently dye our hair &#8211; using length (Intercept) and location relative to the <span lang="en-US">particle emitter</span> (UV).</p>



<figure class="wp-block-image"><a href="/wp-content/uploads/2013/12/brush_hair_material_01.jpg"><img decoding="async" loading="lazy" width="1024" height="424" src="/wp-content/uploads/2013/12/brush_hair_material_01.jpg" alt="brush_hair_material_01" class="wp-image-193"/></a></figure>







<h1 class="wp-block-heading"><span style="color: #ff0000; font-size: 36pt; font-family: 'arial black', 'avant garde';">9</span>&nbsp;Render!</h1>



<p>We want photo-real render, don&#8217;t we?&nbsp;Leave the caustic enabled and the maximum number of bounces untouched.</p>






<p>[box title=&#8221;Path tracing&#8221; bg_color=&#8221;#8fb4c4&#8243; icon=&#8221;info&#8221; icon_style=&#8221;border&#8221; icon_shape=&#8221;circle&#8221; align=&#8221;center&#8221; text_color=&#8221;#ffffff&#8221;]</p>
<p lang="ru-RU" style="text-align: justify;">When trying to render this scene out, used <strong><span lang="en-US">classical </span>path tracing</strong>, and not the branched version, as <span lang="en-US">it was more conventional for me</span>.</p>
<p lang="ru-RU" style="text-align: justify;">Perhaps now would have done otherwise, since branched<span lang="en-US"> path tracing </span><span lang="en-US">coupled</span> with manual <span lang="en-US">tweaking of the </span>light source <span lang="en-US">samples </span>solves the problem of noise <span lang="en-US">in shadows.</span> <span lang="en-US">S</span>pot lamps and <span lang="en-US">perhaps </span>any lamps <span lang="en-US">generate much noise</span> if <span lang="en-US">there is a lot of obstacles </span>between them and the camera.</p>
<p lang="ru-RU" style="text-align: justify;">[/box]</p>






<p>[toggle title=&#8221;Show screenshot&#8221;]<img decoding="async" loading="lazy" class="alignnone size-full wp-image-194" src="/wp-content/uploads/2013/12/brushes_render_settings_01.jpg" alt="brushes_render_settings_01" width="818" height="737" />[/toggle]</p>



<h1 class="wp-block-heading"><span style="color: #ff0000; font-size: 36pt; font-family: 'arial black', 'avant garde';">10</span>&nbsp;What could&nbsp;be done better?</h1>



<p>Render was infernally slow: on my computer (i7 3690, 16gb ram, nvidia 650m) <span lang="en-US">it was r</span>ender<span lang="en-US">ing</span> about two days in the resolution of 1100-2200 (12,000 samples).</p>



<h4 class="wp-block-heading"><span lang="en-US">R</span>easons:</h4>






<p>[custom_list icon=&#8221;circle&#8221;]</p>
<ul>
<li>too complex and sometimes b<span lang="en-US">ad-planned</span> materials[space size=&#8221;20&#8243;]</li>
<li><span lang="en-US">the </span>bounces <span lang="en-US">number was too high (<strong>2</strong> for diffuse and glossy should be enough in many cases)[space size=&#8221;20&#8243;]</span></li>
<li> high hair <span lang="en-US">density and high number of curve segments in hair render[space size=&#8221;20&#8243;]</span></li>
<li>classic path tracing in interior scene with lots of light and reflections <span lang="en-US">and </span>with lots of objects between the sun and <span lang="en-US">the </span>camera[space size=&#8221;20&#8243;]</li>
</ul>
<p>[/custom_list]</p>



<div>Also, I challenged myself to minimize the amount of post-production this time.[wc_spacing size=&#8221;20px&#8221;]</div>



<div>&nbsp;</div>



<div>
<p lang="ru-RU" style="text-align: justify;"><span lang="en-US">Though, there was a lucky coincidence</span>&nbsp;— <span lang="en-US">guys from Renegatt (GPUBOX software) helped me out to </span>do a few test render<span lang="en-US">s&nbsp;</span>and <span lang="en-US">a final render</span>. Thank<span lang="en-US">s a lot!</span></p>
<p lang="ru-RU" style="text-align: justify;"><div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-12 col-md-12 col-sm-12" style="min-height:0;  margin-top:10px; margin-bottom:10px; "></div></div></p>
<h1><span style="color: #ff0000; font-size: 36pt; font-family: 'arial black', 'avant garde';">11</span>&nbsp;Composing and post-processing</h1>
<p lang="ru-RU" style="text-align: justify;">Blender compos<span lang="en-US">itor is actually fine</span>.&nbsp;While it has some flaws (rendering speed?), it does its job.</p>
<p lang="ru-RU" style="text-align: justify;"><span lang="en-US">At the beginning of the article, we&nbsp;could see how</span> the processing sequence can be<span lang="en-US">&nbsp;done</span>.</p>
<p style="text-align: justify;"><div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-12 col-md-12 col-sm-12" style="min-height:0;  margin-top:10px; margin-bottom:10px; "></div></div></p>
<p lang="ru-RU" style="text-align: justify;"></p></div>


<p>[toggle title=&#8221;Show screenshot&#8221;]</p>
<p lang="ru-RU" style="text-align: justify;"><img decoding="async" loading="lazy" class="alignnone size-full wp-image-195" src="https://www.creativeshrimp.com/wp-content/uploads/2013/12/brushes_compose_01_1.jpg" alt="brushes_compose_01_1" width="1024" height="574" /></p>
<p style="text-align: justify;">[/toggle]</p>



<figure class="wp-block-image"><a href="/wp-content/uploads/2013/12/brushes_raw_and_processed_01.jpg"><img decoding="async" loading="lazy" width="1024" height="1024" src="/wp-content/uploads/2013/12/brushes_raw_and_processed_01.jpg" alt="brushes_raw_and_processed_01" class="wp-image-196" srcset="https://www.creativeshrimp.com/wp-content/uploads/2013/12/brushes_raw_and_processed_01.jpg 1024w, https://www.creativeshrimp.com/wp-content/uploads/2013/12/brushes_raw_and_processed_01-80x80.jpg 80w, https://www.creativeshrimp.com/wp-content/uploads/2013/12/brushes_raw_and_processed_01-160x160.jpg 160w" sizes="(max-width: 1024px) 100vw, 1024px" /></a></figure>







<p>Last stage is&nbsp;cosmetic treatment. <span lang="en-US">Brightness tweaks</span>, lightening / darkening &#8211; basically, what we want here is to enhance the colors and get that extra &#8216;oomph&#8217;.</p>



<p>Thanks for reading! Feel free to ask questions, comment, share and subscribe.</p>



<div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-12 col-md-12 col-sm-12" style="min-height:0;  margin-top:10px; margin-bottom:10px; "></div></div>



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