1.

Record Nr.

UNINA990008136460403321

Autore

Maradei, Francesco < -1720c.>

Titolo

Singularia rerum praticabilium ac judicatarum super regiis pragmaticis Philippi Maradaei ac causarum patroni, ordine alphabetico collectum, cui accesserunt annotationes et observationes ad singulas regias pragmaticas tam antiquas quam novissimas usque ad presentem diem editas, authore Francisco Maradei ..

Pubbl/distr/stampa

Neapoli : sumptibus Nicolai et Vincentii Rispoli, 1722

Descrizione fisica

[8], 388 p. ; fol.

Locazione

FGBC

Collocazione

V Oa 115

Lingua di pubblicazione

Latino

Formato

Materiale a stampa

Livello bibliografico

Monografia

2.

Record Nr.

UNINA9910464173803321

Autore

Valenza Enrico

Titolo

Blender cycles : materials and textures cookbook : over 40 practical recipes to create stunning materials and textures using the cycles rendering engine with blender / / Enrico Valenza ; cover image by Enrico Valenza

Pubbl/distr/stampa

Birmingham, England ; ; Mumbai, [India] : , : Packt Publishing, , 2015

©2015

ISBN

1-78439-992-2

Edizione

[Third edition.]

Descrizione fisica

1 online resource (400 p.)

Collana

Community Experience Distilled

Disciplina

006.693

Soggetti

Computer animation

Electronic books.

Lingua di pubblicazione

Inglese

Formato

Materiale a stampa

Livello bibliografico

Monografia

Note generali

Includes index.



Nota di contenuto

Cover; Copyright; Credits; About the Author; Acknowledgments; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Overview of Materials in Cycles; Introduction; Material nodes in Cycles; Procedural textures in Cycles; Setting the World material; Creating a mesh-light material; Using volume materials; Using displacement; Chapter 2: Managing Cycles Materials; Introduction; Preparing an ideal Cycles interface for material creation; Naming materials and textures; Creating node groups; Grouping nodes under frames for easier reading; Linking materials and node groups

Chapter 3: Creating Natural Materials in CyclesIntroduction; Creating a rock material using image maps; Creating a rock material using procedural textures; Creating a sand material using procedural textures; Creating a simple ground material using procedural textures; Creating a snow material using procedural textures; Creating an ice material using procedural textures; Chapter 4: Creating Man-made Materials in Cycles; Introduction; Creating a generic plastic material; Creating a Bakelite material; Creating an expanded polystyrene material; Creating a clear (glassy) polystyrene material

Creating a rubber materialCreating an antique bronze material with procedurals; Creating a multipurpose metal node group; Creating a rusty metal material with procedurals; Creating a wood material with procedurals; Chapter 5: Creating Complex Natural Materials in Cycles; Introduction; Creating an ocean material using procedural textures; Creating underwater environment materials; Creating a snowy mountain landscape with procedurals; Creating a realistic Earth as seen from space; Chapter 6: Creating More Complex Man-made Materials; Introduction; Creating cloth materials with procedurals

Creating a leather material with proceduralsCreating a synthetic sponge material with procedurals; Creating a spaceship hull shader; Chapter 7: Subsurface Scattering in Cycles; Introduction; Using the Subsurface Scattering shader node; Simulating Subsurface Scattering in Cycles using the Translucent shader; Simulating Subsurface Scattering in Cycles using the Vertex Color tool; Simulating Subsurface Scattering in Cycles using the Ray Length output in the Light Path node; Creating a fake Subsurface Scattering node group; Chapter 8: Creating Organic Materials; Introduction

Creating an organic-looking shader with proceduralsCreating a wasp-like chitin material with procedural textures; Creating a beetle-like chitin material with procedural textures; Creating tree shaders - the bark; Creating tree shaders - the leaves; Creating a layered human skin material in Cycles; Creating fur and hair; Creating a gray alien skin material with procedurals; Chapter 9: Special Materials; Introduction; Using Cycles volume materials; Creating a cloud volumetric material; Creating a fire and smoke shader; Creating a shadeless material in Cycles

Creating a fake immersion effect material

Sommario/riassunto

This book is aimed at those familiar with the basics of Blender, looking to delve into the depths of the Cycles rendering engine to create an array of breath-taking materials and textures.