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Blender Materials: A Glossy Object

Introduction

An object is referred to as glossy if it shines. To support this, Blender provides a material named Glossy BSDF.

The Glossy material is in fact two materials in one. That is, it can be used to create an object that shines or it can be used to create some type of a mirror.

Practical LearningPractical Learning: Introducing the Project

  1. Start Blender
  2. In the Properties window, click the Object button Objct

Practical LearningPractical Learning: Creating a Mirror

  1. The default cube on the scene should be selected (if you have doubt, right-click it to select it).
    In the Object section of the Properties window, click Cube to select it
  2. Type Mirror Frame and press Enter
  3. In the Transform section, change the following values:
    Location - X: -8
               Z: 5
    Scale    - X: .25
               Y: 7
               Z: 4
  4. In the Tools window, click the Create tab
  5. To add a new plane, in the Create tab of the Tools window, click Plane
  6. While the plane is still selected, in the Properties window, change the following values
    Name:      Mirror
    Location - X: -7.7
               Y:  0.05
               Z:  5
    Rotation   Y: 90
    Scale    - X: 3.75
               Y: 6.75

Practical LearningPractical Learning: Modeling a Ceiling Fan

  1. Position the mouse in the work area and press Shift + A -> Mesh -> Cylinder
  2. In the Add Cylinider section below the Tools window, change the following values
    Vertices:  6
    Radius:   .065
    Depth:     6
    Location - Z: 8.5
  3. On the menu bar of the 3D View, click Add -> Mesh -> UV Sphere
  4. In the Add UV Sphere section below the Tools window, change the following values:
    Size:     .5
    Location - Z: 5.5
  5. Zoom in to see as much as possible of the sphere
  6. In the Numeric Pad of the keyboard, press 1
  7. Press 5 to display the sphere in orthographic view
  8. Press Tab to display in Edit Mode
  9. Press Z to display in Wireframe mode
  10. Press A to deselect everything
  11. Press B to prepare to box-select
  12. Draw a rectangle that selects the top lines excluding the middle line and the line just above it:

    Modeling a Window

  13. Press X
  14. In the menu that appears, click Faces:

    Modeling a Window

  15. Zoom out to see less of the sphere
  16. Press Tab to display the Object Mode
  17. In the Numeric Pad, press 5 to return to the perspective view
  18. Press Z to return to the Solid view
  19. In the Properties window, change the name to Ceiling Light and press Enter
  20. In the Tools window, click the Tools tab and click Smooth
  21. In the Tools window, click the Create tab
  22. In the Tools window, click Cylinder
  23. In the Add Cylinder section below the Tools window, change the following values
    Vertices:     5
    Radius:       .65
    Depth:        .25
    Location - Z: 5.65
  24. In the Object section of the Properties window, click Cylinder.001 to select the name
  25. Type Ceiling Fan and press Enter
  26. Zoom in to see as much as possible of the hexagon:

    Modeling a Hexagon - Ceiling Light

  27. Press Tab to display in Edit Mode
  28. On the menu bar of the 3D-View, click the Face Select button Face Select
  29. Right-click one of the vertical faces to select it
  30. Press I to create an inset on the selected face
  31. Type .05 and press Enter:

    Modeling a Hexagon - Ceiling Light - Creating a Face Inset

  32. Using the same technique, create an inset on each vertical face
  33. By pressing and holding Shift while right-clicking, select each of the inside faces you had created to select all of them:

    Modeling a Hexagon - Ceiling Light - Creating a Face Inset

    Modeling a Hexagon - Ceiling Light - Creating a Face Inset

  34. On the menu bar of the 3D View, click the Pivot button and select Individual Origins:

    Modeling a Hexagon - Ceiling Light - Creating a Face Inset

  35. Zoom out to display the hexagon far from you
  36. Press E to extrude
  37. Type 1.5 and press Enter
  38. While the faces are still selected, press S to change their sizes
  39. Type .5 and press Enter
  40. Press R to rotate
  41. Type -30 and press Enter:

    Modeling a Hexagon - Ceiling Light - Creating a Face Inset

  42. Press Tab to return to the Object Mode
  43. In the Outliner, click Lamp
  44. In the Properties window, in the Transform section, below Location, click the Z value, type 12 and press Enter

Practical LearningPractical Learning: Creating the Lights

  1. In the Tools window, click the Create tab and click Plane
  2. In the Properties window, change the following values
    Name:      Local Light
    Location - X: -4
               Y: -4
               Z:  14
    Rotation - X: 30
               Y: -35
    Scale    - X: 2
               Y: 1.5
  3. In the Tools window, click the Create tab if necessary and click Plane
  4. In the Properties window, change the following values
    Name:      Projected Light
    Location - X:  6
               Y: -6
               Z:  15
    Rotation - X:  60
               Y:  45
    Scale    - X:  2.5
               Y:  3.5

    Modeling the Interior of a House

Practical LearningPractical Learning: Creating a Christmas Tree

  1. On the menu bar of the 3D View, click Add -> Mesh -> Cylinder
  2. In the Add Cylinder section below the Tools window, change the following values:
    Vertices:  10
    Radius:    1
    Depth:     2
    Location - X: 3
               Y: 5.5
               Z: 1.5
  3. In the Object section of the Properties windiow, click Cylinder.001 to select it, type Leaf and press Enter
  4. Position the mouse in the work area and press Tab to switch to Edit Mode
  5. On the menu bar of the 3D-View, the Face Select button Face Select should be selected. If not, click it
    Rotate the view so you can see the bottom part of the cylinder
  6. Right-click the bottom face of the cylinder to select it
  7. Press E to extrude and press Enter
  8. Press S as if you want to resize
  9. Type 0 and press Enter
  10. On the menu bar of the 3D-View, click the Vertex Select button Vertex Select
  11. The central-bottom vertex should be selected (if it is not, right-click the center of the bottom face to select it.
    Press G and press Z to move it vertically
  12. Type 1.25 and press Enter:

    Modeling a Christmas Tree

  13. Right-click one of the bottom-side vertices to select it
  14. Press and hold Shift
  15. Right-click every other vertex around the bottom side of the cylinder
  16. Release Shift:

    Modeling a Christmas Tree

  17. Press G to move the selection
  18. Press Z to move it vertically
  19. Type .75 and press Enter:

    Modeling a Christmas Tree

  20. Select each of the bottom vertices to select them:

    Modeling a Christmas Tree

  21. On the menu bar of the 3D View, click the Pivot button and select Bounding Box Center
  22. Press S to move them
  23. Type 2 and press Enter:

    Modeling a Christmas Tree

  24. Select each of the inside bottom vertices of the prism:

    Modeling a Christmas Tree

  25. Press S to resize the inside circle
  26. Type 1.15 and press Enter
  27. Rotate the view so you can see the top part of the cylinder
  28. On the menu bar of the 3D-View, click the Face Select button Face Select
  29. Right-click the top face of the shape to select it
  30. Press S to resize it
  31. Type .75 and press Enter:

    Modeling a Christmas Tree

  32. Press Tab to display in Object Mode
  33. Press Shift + D to duplicate
  34. Press Z to move vertically
  35. Type 1 and press Enter:

    Modeling a Christmas Tree

  36. Press R to rotate
  37. Press Z to rotate horizontally
  38. Type 22.5 and press Enter
  39. While the new prism is still selected, press Tab to switch to Edit Mode
  40. The top face should be selected (if not, right-click the top face to select it)
    Press G to move
  41. Press Z to move vertically
  42. Type .5 and press Enter:

    Modeling a Christmas Tree

  43. Press Tab to display in Object Mode
  44. Press S to resize
  45. Type .75 and press Enter:

    Modeling a Christmas Tree

  46. Press Shift + D to duplicate
  47. Press Z to move vertically
  48. Type 1 and press Enter
  49. Press R to rotate
  50. Press Z to rotate horizontally
  51. Type 22.5 and press Enter
  52. While the new prism is still selected, press S to resize it
  53. Type .85 and press Enter to resize it:

    Modeling a Christmas Tree

  54. Press Tab to switch to Edit Mode
  55. The top face should be selected. If it is not, right-click the top face to select it
    Press G to move
  56. Press Z to move it vertically
  57. Type .5 and press Enter:

    Modeling a Christmas Tree

  58. Press Tab to display in Object Mode
  59. Press Shift + D to duplicate
  60. Press Z to move vertically
  61. Type 1.25 and press Enter
  62. Press R to rotate
  63. Press Z to rotate horizontally
  64. Type 22.5 and press Enter:

    Modeling a Christmas Tree

  65. While the new prism is still selected, press S to resize it
  66. Type .85 and press Enter
  67. Press Tab to switch to Edit Mode
  68. The top face should be selected (if it is not, then select it)
    Press G to move
  69. Press Z to move up
  70. Type .5 and press Enter:

    Modeling a Christmas Tree

  71. Press S to resize the face
  72. Type 0 and press Enter to close the face
  73. Press Tab to switch to Object Mode:

    Modeling a Christmas Tree

Practical LearningPractical Learning: Creating Tree Decorations

  1. Press Shift + A -> Mesh -> UV Sphere
  2. In the Tools window, click the Tools tab, and click the Smooth button
  3. In the Object section of the Properties window, change the following characteristics:
    Name:      Fuchsia
    Location - X: 5
      	     Y: 5
               Z: .625
  4. Position the mouse on the sphere, press Shift + D to duplicate, and press Enter
  5. In the Object section of the Properties window, change the following characteristics:
    Name:      Deep Sky
    Location - X: 3
    		     Y: 3.25
    		     Z: .6
  6. Position the mouse in the work area, press Shift + D to duplicate, and press Enter
  7. In the Object section of the Properties window, change the following characteristics:
    Name:      Chococrote
    Location - X: .75
    		     Y: 48.5
    		     Z: .6
  8. Position the mouse in the work area, press Shift + D, and press Enter
  9. In the Properties window, change the following characteristics:
    Name:      Lemon
    Location - X: 3.65
    		     Y: 3.85
    		     Z: 1.75
  10. Position the mouse in the work area, press Shift + D, and press Enter
  11. In the Properties window, change the following characteristics:
    Name:      Horizon
    Location - X: 2.1
               Y: 4.5
               Z: 2.5
  12. Position the mouse in the work area, press Shift + D, and press Enter
  13. In the Properties window, change the following characteristics:
    Name:      Whitener
    Location - X: 4.25
    		     Y: 5.15
        	     Z: 4
  14. Position the mouse in the work area, press Shift + D, and press Enter
  15. In the Properties window, change the following characteristics:
    Name:      Salmon
    Location - X: 2.85
    		     Y: 4.25
               Z: 3.85
  16. Position the mouse in the work area, press Shift + D, and press Enter
  17. In the Properties window, change the following characteristics:
    Name:      Toppler
    Location - X: 3
    		     Y: 5.5
    		     Z: 7
    Scale:     X: 1.5
               Y: 1.5
    		     Z: 1.5
  18. Adjust the positions of the leaves and the positions of the balls 0so they are close to the tips of the leaves. Here are examples:

    Modeling a Christmas Tree

    If you want, add extra decorations to the tree
  19. On the menu bar of the 3D View, click Add -> Mesh -> Cylinder
  20. On the Add Cylinder section below the Tools window, change the following values:
    Vertices:  5
    Radius:   .2
    Depth:     4
    Location - X: 3
               Y: 5.5
               Z: 1.5
  21. In the Object section of the Properties windiow, click Cylinder.001 to select it, type Tree and press Enter

Practical LearningPractical Learning: Creating a Scene

  1. In the Create tab of the Tools window, click Plane
  2. While the plane is still selected, in the Properties window, change the following values
    Name:      Floor
    Location - X: 0
    		     Y: 0
    		     Z: .1
    Scale    - X: 11.5
               Y: 11.5
  3. To add a new plane, on the menu below the work area, click Add -> Mesh -> Plane
  4. In the Object section of the Properties window, in the Transform section, change the following values:
    Name:	     Back Wall
    Location - X:  0
    		     Y:  8
               Z:  5.5
    Rotation - X: 90
    Scale    - X: 9.5
               Y: 6
  5. To add a new plane, position the mouse in the work area, press Shift + A -> Mesh -> Plane
  6. While the plane is still selected, in the Properties window, change the following values:
    Name       Left Wall
    Location - X: -8
    			 Y: -1
               Z:  5.5
    Rotation - Y: 90
    Scale    - X: 6.5
               Y: 10

    Modeling a Christmas Tree

  7. In the Numeric Pad, press 0 to display the camera view
  8. Press N to display the Properties Region
  9. In the Properties Region, click Lock Camera to View to check it
  10. Use the mouse and keyboard to set the scene as you want. For example, position the camera approximately as follows:

    Modeling a Christmas Tree

  11. To preview the result, on the top menu, click Render -> Render Image:

    Modeling a Christmas Tree

  12. After viewing the result, press Esc to return to the 3D View
  13. Using the mouse and keyboard, change the position of the camera approximately as follows:

    Modeling a Christmas Tree

  14. In the Properties Region, click Lock Camera to View to uncheck it
  15. Press N to close the Properties Region
  16. On the top menu bar, click Blender Render and select Cycles Render
  17. In the Properties window, in the Render section, click 50%, type 100 and press Enter
  18. Click the Sampling button to expand it
  19. Change the Render value to 500
  20. On the menu bar of the 3D View, click the Viewport Shading button and select Material:

    Menu Bar - Viewport Shading

  21. In the Properties window, click the Material button Material
  22. In the Outliner, click Local Light to select it
  23. In the Material section of the Properties window, click New
  24. In the Surface text box, click Diffuse BSDF and, in the menu that appears, click Emission
  25. Click the Color button and set a light-yellow color as:
    R: 0.800
    G: 0.800
    B: 0.45
  26. Change the Strength value to 10 and press Enter
  27. In the Outliner, click Ceiling Light
  28. In the Properties window, click New
  29. Click Diffuse BSDF and, in the menu that appears, click Emission
  30. Change the Strength to 6 and press Enter
  31. In the Outliner, click Projected Light
  32. In the Properties window, click the New Button
  33. Click Diffuse BSDF and click Emission
  34. Change the Strength to 12
  35. In the Properties window, click the Render button Render
  36. To preview the result, in the Render section, click the Render button:

    Modeling the Interior of a House

  37. After viewing the result, press Esc to close the render view

A Glossy Object

Like the Diffuse material, the Glossy one is based on a color and a roughness.

Practical LearningPractical Learning: Introducing Glossiness

  1. On the scene (in fact on the Christmas tree), right-click the top sphere (the top ball on the Christmas tree) (alternatively, in the Outliner, click Toopler) to select it
  2. In the Properties window, click the Material button Material
  3. In the Properties window, click the New button
  4. Click Material.001 to select it
  5. Type Early Red and press Enter
  6. Click the Preview button to expand it
  7. Click the Surface button
  8. On the list that appears, click Glossy BSDF:

    Surface Menu - Glossy BSDF

  9. Click Color and click RGB
  10. Set the color values as follows:
    R: 0.800
    R: .018
    B: .011

The Roughness of a Glossy Object

Like the Diffuse material, the Glossy BSDF material is equipped with a characteristic named Roughness. Unlike the roughness of the Diffuse material that specifies the amount of light or darkness that should be applied to an object, the roughness of the Glossy material specifies the amount of shininess that should be applied to the object.

The roughness of the Glossy BSDF material is a decimal value between 0.000 and 1.000. When the value is set to 1.000, no roughness is applied. In this case, the Glossy material behaves like the Diffuse one. If the roughness of the Glossy material is set to 0.000, the object behaves like a mirror. That is, the object reflects an inverse image of any object it can "see", which includes any unobstructed object in front of it. As a result, any value between 0.000 and 1.000 varies from a perfect mirror to a fading mirror.

Practical LearningPractical Learning: Setting the Roughness of Glossy Objects

  1. On the Christmas tree, right-click a ball (alternatively, in the Outliner, click Chococrote)
  2. In the Material section of the Properties window, click the New button
  3. Click Diffuse BSDF and, in the menu that appears, click Glossy BSDF
  4. Click Color and set the RGB value as follows:
    R: 0.800
    G: .311
    B: .032
  5. Click the Roughness value, type .05 and press Enter
  6. Position the mouse on the triangle in the top-right corner of the work area:

    Blender Window Creation

  7. Click and drag down then release the mouse. If necessary, resize the windows
  8. In the bottom-left side of the new window, click the 3D Viewport button and select Node Editor:

    Blender Menu - Node Editor

  9. Zoom in the Node Editor to get a larger view of its content
  10. On the Christmas tree, right-click another ball (alternatively, in the Outliner, click Deep Sky)
  11. In the Material section of the Properties window, click the New button
  12. In the Properties window, click Diffuse BSDF and, in the menu that appears, click Glossy BSDF
  13. In the Properties window, click Color and set the RGB value as follows:
    R: 0
    G: .521
    B: 1
  14. Click the Roughness value, type .025 and press Enter
  15. On the Christmas tree, right-click another ball (alternatively, in the Outliner, click Fuchsia)
  16. In the Properties window, click the New button
  17. In the Node Editor, click inside the Diffuse window to select it
  18. Press Delete to remove it
  19. In the Properties window, on the right side of Surface, click None
  20. In the menu that appears, click Glossy BSDF
  21. In the Node Editor, click Color and change the RGB values as follows:
    R: .800
    G: .132
    B: .59
  22. Click the Roughness value, type .15 and press Enter
  23. In the Outliner, click Mirror
  24. On the menu bar of the Node Editor, click the New button
  25. In the Node Editor, click the Diffuse window to select it
  26. Press X to delete that window
  27. On the menu bar of the Node Editor, click Add -> Shader -> Glossy BSDF, and position it on the left side of the Output window:

    Node Editor

  28. Drag the green button from the Glossy BSDF window and drop it on the Surface button of the Output window
  29. In the Glossy BSDF winddow of the Node Editor, click the Roughness value, type 0 and press Enter:

    Windows - World the Interior of a House

  30. On the scene, right-click one of the white areas of the Christmas tree to select it (alternatively, in the Outliner, click Leaf)
  31. On the menu bar of the Node Editor, click the New button
  32. On the menu bar of the Node Editor, click Material.0XX to select it, type Leaves and press Enter
  33. In the Node Editor, click the body of Diffuse to select it
  34. Press Delete
  35. On the menu bar of the Node Editor, click Add, position the mouse on Shader, and click Glossy BSDF
  36. Position the Glossy window to the left of the Output window
  37. Drag the green button from the Emission window and drop it the green button of Surface in the Material Output window
  38. In the Glossy window, click Color and set the RGB:
    R: .001
    G: .305
    B: 0
  39. In the Glossy window, click the Roughness value, type .75 and press Enter:

    Node Editor

  40. In the Outliner, click another Leaf.00X to select it
  41. On the menu bar of the Node Editor, click the button on the left side of New, and select Leaves
  42. Apply the same material to the other two white parts of the Christmas tree
  43. On the Christmas tree, right-click a ball that doesn't yet have a material (alternatively, in the Outliner, click Lemon)
  44. On the menu bar of the Node Editor, click the New button
  45. In the Properties window, click Diffuse and click Glossy BSDF
  46. Click Color and cick Hex
  47. Set the Hex value to 00FF00 and press Enter
  48. Click the Roughness value, type .025 and press Enter
  49. On the Christmas tree, right-click a ball that doesn't yet have a material (alternatively, inthe Outliner, click Horizon)
  50. On the menu bar of the Node Editor, click the New button
  51. In the Properties window, click Diffuse and click Glossy BSDF
  52. Click Color and set the Hex value to AEDFFF and press Enter

  53. Click the Roughness value, type .415 and press Enter
  54. On the Christmas tree, right-click a ball that doesn't yet have a material (alternatively, inthe Outliner, click Salmon)
  55. On the menu bar of the Node Editor, click the New button
  56. In the Properties window, click Diffuse and click Glossy BSDF
  57. Click Color and set the Hex value to FA8072 and press Enter

  58. Click the Roughness value, type .572 and press Enter
  59. On the Christmas tree, right-click the last ball that doesn't have a material (alternatively, inthe Outliner, click Whitener)
  60. On the menu bar of the Node Editor, click the New button
  61. In the Properties window, click Diffuse and click Glossy BSDF
  62. Click the Roughness value, type .08 and press Enter
  63. In the work area, click the right wall (alternatively, in the Outliner, click Back Wall)
  64. In the Material section of the Properties window, click the New button
  65. In the Properties, click Diffuse BSDF and click Glossy BSDF
  66. Click Color and set the RGB value to:
    R: .800
    G: .677
    B: .443
  67. Click the Roughness value, type 1 and press Enter
  68. In the work area, right-click the wall on the left side (alternatively, in the Outliner, click Left Wall) to select it
  69. In the Material section of the Properties window, click the New button
  70. Click the Surface button and click Glossy
  71. Click the Color button and set the RGB values as:
    R: .800
    G: .677
    B: .443
  72. Click the Roughness value, type 1 and press Enter
  73. In the Outliner, click Mirror Frame
  74. In the Properties window, click Use Nodes
  75. In the Properties window, click Diffuse BSDF and click Glossy
  76. Click Color and et its RGB values as follows:
    R: .25
    G: .25
    B: .25
  77. Click the Roughness value, type .85 and press Enter
  78. In the work area, right-click the bottom plane (or in the Outliner, click Floor) to select it
  79. In the Material section of the Properties window, click the New button
  80. In the Properties window, click Diffuse BSDF and select Glossy BSDF
  81. Click the Color button and set the RGB value as:
    R: .95
    G: 1
    B: .95
  82. Click the Roughness value, type 1 and press Enter
  83. In the work area, right-click the tiny cylinder above the lamp to select it
  84. In the Properties window, click New
  85. Change from Diffuse to Glossy BSDF
  86. Click Color and click Hex
  87. Set the value as 8B5F21 and press Enter
  88. Set the Roughness value to .8
  89. In the Outliner, click Ceiling Fan
  90. In the Node Editor, click the New Button
  91. In the Properties window, click Diffuse BSDF and select Glossy BSDF
  92. In the Node Editor, click the Color button
  93. Click its HSV button and set the color as:
    H: .05
    S: .95
    V: .75
  94. Click the Roughness value, type .625 and press Enter
  95. In the Outliner, click Tree
  96. In the Properties window, click New
  97. In the Properties window, click Diffuse BSDF and, in the menu that appears, click Glossy BSDF
  98. In the Node Editor, in the Glossy box, click Color and change its Hex value to 8B5F21 and press Enter
  99. Set the Roughness to 1 and press Enter
    If you have additional decorations, create glossy materials and apply to them
  100. In the 3D View, position the mouse on the triangle in the top-right corner, click and drag up until an up-pointing arrow appears in the Node Editor, then release the mouse

    Modeling a Christmas Tree

    Modeling a Christmas Tree

  101. In the Properties window, click the Render button Render
  102. To preview the result, in the Render section, click the Render button

    Modeling a Christmas Tree

  103. After viewing the result, press Esc to close the render view

The Glossy Mathematical Distribution

To specify how the render engine should apply the shinyness of an object, the Glossy material adds some mathematical algorithms in a combo box. The available options are Sharp, GGX, Multiscatter GGX, Beckmann, and Ashikhmin-Shirley.


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