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1. |
Record Nr. |
UNISALENTO991003143489707536 |
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Autore |
Lundquist, Lita |
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Titolo |
LSP identity and interface research, knowledge and society : proceedings of the 11th European symposium on Language for special purposes : Copenhagen, August 1997 / edited by Lita Lundquist, Heribert Picht, Jacques Qvistgaard |
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Pubbl/distr/stampa |
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Copenhagen : Copenhagen business school, Faculty of modern languages, Centre for terminology, LSP centre, c1998 |
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ISBN |
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Descrizione fisica |
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Altri autori (Persone) |
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Picht, Heribert |
Qvistgaard, Jacques |
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Altri autori (Convegni) |
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European symposium on language for special purposes <1997 ; Copenhagen> |
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Soggetti |
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Terminologia - Congressi - Copenhagen |
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Lingua di pubblicazione |
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Formato |
Materiale a stampa |
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Livello bibliografico |
Monografia |
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2. |
Record Nr. |
UNINA9910817019903321 |
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Autore |
Valenza Enrico |
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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 |
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Pubbl/distr/stampa |
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Birmingham, England ; ; Mumbai, [India] : , : Packt Publishing, , 2015 |
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©2015 |
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ISBN |
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Edizione |
[Third edition.] |
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Descrizione fisica |
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1 online resource (400 p.) |
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Collana |
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Community Experience Distilled |
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Disciplina |
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Soggetti |
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Lingua di pubblicazione |
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Formato |
Materiale a stampa |
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Livello bibliografico |
Monografia |
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Note generali |
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Nota di contenuto |
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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 |
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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 |
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Sommario/riassunto |
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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. |
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