start blender and there's a few windows, one on the right is the outliner (of the scene, this basic one)
a family tree on the top right shows:
scene collection
collection
camera
cube
light
choose the cube either:
in the viewport (left click the cube)
in the collection of the outliner window (left click the icon with the word cube)
in the properties window below the outliner, look at the vertical icons and shoose the wrench icon MODIFIERS
click on the ADD MODIFIER area at the top, then start typing SUB and subdivision will show up, left click that
change the LEVELS VIEWPORT and RENDER from 1 to 5.
the cube refines into a sphere as more subdivisions are added. try 1,2,3,4,5 and watch it change.
The reason it is smoothing out is the CATMULL-CLARK choice in the subdivision modifier.
Try SIMPLE and notice it is a cube again.
Go back to CATMULL CLARK for this rock demo
in the top of blender, choose the SHADING section by LEFT CLICKING IT
you will see a split screen now with a new window which is the SHADER EDITOR
it will have [Slot 1] [Material]
this is the first slot of materials
your initial material is named... Material
you can change that name by left clicking in that area and naming it
the Principled BSDF is at a bright white with
Base Color
Metallic
Roughness
IOR
Alpha
Noraml
Diffuse
Subsurface
Specular
Transmission
Coat
Sheen
Emission
Thin Film
Principled BSSF has it's final BSDF mixture from all of those settings and it wires in the node graph to
Material Output
Surface
All (this drop down chooses the render engine to use it with, ALL, EVEEE, CYCLES)
Volume
Displacement
Thickness
at the top of this SHADER EDITOR choose ADD on it's menu
start typing image and IMAGE TEXTURE will appear
left click image texture
choose the FOLDER icon in the new image texture node
find the image of the rock texture we will base this rock on:
[Rock020_4K]
Rock020_4K_Color.jpg
drag the yellow [Color] node dot on the image texture node to the PRINCIPLED BSDF [Base Color] yellow COLOR node
once connected with a yellow line, node output to node input you can then change the 3D VIEWPORT viewport shading to see the texture
look on the top right side of the 3D VIEWPORT and choose the third ball, it will show you a colored and textured sphere now
add another IMAGE TEXTURE from the ADD in the SHADER EDITOR MENU
choose the FOLDER icon
find the ambient occlusion of the rock texture:
[Rock020_4K]
Rock020_4K_AmbientOcclusion.jpg
*at times the icons for the FILE VIEW window in blender cuts off long names, so you can choose on the top right side of the File View:
Display Mode (3 icons top right side of FILE VIEW)
Horizontal List
Vertical List
Thumbnails
back to the 3D Viewport options
change the VIEWPORT SHADING to the fouth ball by left clicking on it
now your next step of displaying ROUGHNESS with a image will display correctly
if you don't change it, roughness isn't calculated and the sphere will look the same
add another IMAGE TEXTURE from the ADD in the SHADER EDITOR MENU
find the roughness of the rock texture:
[Rock020_4K]
Rock020_4K_Roughness.jpg
look at the COLOR SPACE area of the image texture you just made
change from sRGB to Non-Color
your phere will now show rough spots where the roughness map gets darker
if you kept it srgb it doesn't work and the model looks shiny
Creating a parametic rock with voroni and pre made textures in blender
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