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Blender Materials: Input Objects

Introduction

In Blender, every material has at least one characteristic. One common characteristic is the color applied to an object. Some other characteristics use numbers or else. Many of the characteristics can be set directly in the Material section of the Properties window. Here is an example:

Properties Window - Materialight - Creating a Face Inset

In the same way, a characteristic can be set in the Node Editor. Here is an example:

Node Editor

To support better flexibility and/or more details in specifying a characteristic or value of a material, Blender provides the ability to add an input to a material.

Practical LearningPractical Learning: Starting the Project

  1. Start Blender
  2. In the Properties window, click the Object button Objct
  3. The default cube on the scene should be selected (if you have doubt, right-click it to select it).
    In the Outliner, click the Restrict Viewport Visibility button (the eye) of Cube to hide it

Practical LearningPractical Learning: Creating a Regular Hill

  1. In the Tools window, click Create
  2. In the Create tab of the Tools window, click Plane
  3. In the Object tab of the Properties window, click Plane to select the name
  4. Type Oversight and press Enter
  5. In the Transform section of the Properties window, change the following values:
    Location - X: -20
    			 Y: 32.5
    		     Z: -.03
    Scale    - X: 7
    	         Y: 7
  6. On the menu bar of the 3D View, click Object Mode and click Edit Mode
  7. Position the mouse in the work area and press W
  8. In the menu that appears, click Subdivide
  9. In the Subdivide section below the Tools window, set the Number of Cuts to 23
  10. On the menu bar of the 3D View, make sure the Vertex Select option is selected.
    Still on the menu bar of the 3D Viiew, click the Proportional Editing button Propertional
  11. On the Menu that appears, click Enable

    Proportional Editing

  12. On the plane, right-click the central vertex or one of the middle vertices
  13. Press G to set the size of the move
  14. Roll the mouse wheel from outside towards you 19 times or until the circle appears as follows:

    Modeling a Tall Hill

  15. Press Z to move the top vertically
  16. Type 10 and press Enter:

    Modeling a Tall Hill

  17. On the menu bar of the 3D View, click the Proportional Editing button and click Disable
  18. On the menu bar of the 3D View, click Edit Mode and click Object Mode
  19. Position the mouse in the work area, press Shift + D to copy the hill and press Enter
  20. In the Object tab of the Properties window, change the following values:
    Name:      Provincial
    Location - X: -32
    		     Y: 20
    		     Z: -.1
    Scale    - X: 20
    		     Z:.4
  21. In the Outliner, click Oversight to select it
  22. Position the mouse in the work area, press Shift + D and press Enter
  23. In the Object tab of the Properties window, change the following values:
    Name:        Cake Off
    Location   - X: -35
    		       Y: 10
    		       Z: -.1
    Rotation   - Z: 30
    Scale      - X: 15
    		       Y: 7.5
                 Z: .25
  24. In the Outliner, click Oversight to select it
  25. Position the mouse in the work area, press Shift + D and press Enter
  26. In the Object tab of the Properties window, change the following values:
    Name:      April Fish
    Location - X: -40
    		     Y: 2
    		     Z: -.3
    Scale    - X: 6
    		     Y: 6
               Z: .2
  27. In the Outliner, click Oversight to select it
  28. Position the mouse in the work area, press Shift + D and press Enter
  29. In the Object tab of the Properties window, change the following values:
    Name:      Facial Works
    Location - X: -10
    		     Y: 30
    		     Z: -.03
    Scale    - X: 5
    		     Y: 5
               Z: .5
  30. In the Outliner, click Oversight to select it
  31. Position the mouse in the work area, press Shift + D and press Enter
  32. In the Object tab of the Properties window, change the following values:
    Name:      Pitcher
    Location - X: -5
    		     Y: 38
    		     Z: -.03
    Scale    - X: 8
    		     Y: 8
               Z: .65
  33. In the Outliner, click Oversight to select it
  34. Position the mouse in the work area, press Shift + D and press Enter
  35. In the Object tab of the Properties window, change the following values:
    Name:      Half Tail
    Location - X: 8
    		     Y: 35
    		     Z: -.01
    Rotation - Z: -30
    Scale    - X: 10
    		     Y: 10
               Z: .5
  36. In the Outliner, click Oversight to select it
  37. Position the mouse in the work area, press Shift + D and press Enter
  38. In the Object tab of the Properties window, change the following values:
    Name:      Ascension
    Location - X: 16.5
    		     Y: 40
    		     Z: -.03
    Scale    - X: 5
    		     Y: 5
               Z: .25

    Modeling a Desert Landscape

  39. In the Outliner, click the Restricted Viewport Visibility button (the eye) on the right side of Ascension to hide it
  40. In the Outliner, click the Restricted Viewport Visibility button on the right side of Half Tail to hide it
  41. In the Outliner, click the Restricted Viewport Visibility button on the right side of Pitcher to hide it
  42. In the Outliner, click the Restricted Viewport Visibility button on the right side of Facial Works to hide it
  43. In the Outliner, click the Restricted Viewport Visibility button on the right side of April Fish to hide it
  44. In the Outliner, click the Restricted Viewport Visibility button on the right side of Cake Off to hide it
  45. In the Outliner, click the Restricted Viewport Visibility button on the right side of Provincial to hide it
  46. In the Outliner, click the Restricted Viewport Visibility button on the right side of Oversight to hide it

Practical LearningPractical Learning: Modeling a Tree

  1. On the Tools window, click Create
  2. In the Create tab of the Tools window, click Cone
  3. In the Add Cylinder section of the Tools window, change the following values:
    Vertices:   6
    Radius 1:  .2
    Radius 2:  .15
    Depth:     1
    Location - X: 0
    			 Y: -25
               Z: .45
    Rotation - X: 5
    		     Y: 5
               Z: 90
  4. In the Object tab of the Properties, click Cone to select the name
  5. Type Classic Tree and press Enter
  6. On the menu bar of the 3D View, click Object Mode and click Edit Mode
  7. Zoom in to see as much as possible of the cylinder and, on the menu bar of the 3D-View, click the Face Select button Face Select
  8. Move the view so you can see the top face and right-click that top face to select it:

    Modeling a Tree

  9. In the Numeric Pad, press 1 to access the front view
  10. Press R to rotate the selected face
  11. Press Y to rotate horizontally
  12. Type -15 and press Enter
  13. Press E to extrude
  14. Type .75 and press Enter
  15. Press S to resize the face
  16. Type .75 and press Enter:

    Modeling a Tree

  17. In the Numeric Pad, press 3 to access the right view
  18. Press G to move the face
  19. Press Y to move horizonotally
  20. Type -.15 and press Enter:

    Modeling a Tree

  21. Press R to rotate the selected face
  22. Press X to rotate horizontally
  23. Type 15 and press Enter:

    Modeling a Tree

  24. In the Numeric Pad, press 1 to display the front view:

    Modeling a Tree

  25. Press E to extrude
  26. Type .75 and press Enter
  27. Press G to move the face
  28. Press Y to move it horizontally
  29. Type .25 and press Enter
  30. Press G to move the face
  31. Press X to move it horizontally
  32. Type .25 and press Enter
  33. Press S to resize the face
  34. Type .75 and press Enter:

    Modeling a Tree

  35. In the Numeric Pad, press 3 to access the right view:

    Modeling a Tree

  36. Press R to rotate the face
  37. Press X to rotate horizontally
  38. Type -5 and press Enter
  39. In the Numeric Pad, press 1 to access the front view:

    Modeling a Soda Can

  40. Press E to extrude
  41. Type 1 and press Enter
  42. Press S to resize the face
  43. Type .25 and press Enter

    Modeling a Tree

  44. In the Numeric Pad, press 3 to display the right view:

    Modeling a Tree

  45. In the Numeric Pad, press 1 to access the front view
  46. Press Ctrl +R and get a cut as the third edge from bottom
  47. Click twice to confirm:

    Modeling a Tree

  48. On the Numeric Pad, press 3 to access the right side
  49. On the menu bar of the 3D-View, click the Face Select button Face Select
  50. Right-click the right side below the newly-created cut:

    Modeling a Tree

  51. Press E to extrude the face
  52. Type .5 and press Enter:

    Modeling a Tree

  53. Press G to move the face
  54. Press Z to move it vertically
  55. Type .5 and press Enter
  56. Press S to resize the face
  57. Type .5 and press Enter:

    Modeling a Tree

  58. Press E to extrude
  59. Type 1 and press Enter
  60. Press S to resize the face
  61. Type .35 and press Enter:

    Modeling a Tree

  62. Press Ctrl + R to create a cut in the current branch:

    Modeling a Tree

  63. On the menu bar of the 3D-View, click the Face Select button Face Select
  64. Move the view so see the top side and right-click the top face in the cut

    Modeling a Tree

  65. Press E to extrude
  66. Type .75 and press Enter:

    Modeling a Tree

  67. Press G to move the face
  68. Press Y to move it vertically
  69. Type .75 and press Enter
  70. Press G to move the face
  71. Press X to move it vertically
  72. Type .3 and press Enter
  73. Press S to resize
  74. Type .5 and press Enter:

    Modeling a Tree

  75. Use Ctrl + R to create a cut above the second from top:

    Modeling a Soda Can

  76. On the menu bar of the 3D-View, click the Face Select button Face Select
  77. Right-click the face on the left side below the newly-created cut:

    Modeling a Tree

  78. Press E to extrude the face
  79. Type 1.25 and press Enter:

    Modeling a Tree

  80. Press G to move the face
  81. Press Z to move the face vertically
  82. Type .5 and press enter
  83. Press S to resize
  84. Type .25 and press Enter:

    Modeling a Tree

  85. Press Press Ctrl + R and create a cut as follows:

    Modeling a Tree

  86. On the menu bar of the 3D-View, click the Face Select button Face Select
  87. In the Numeric Pad, press 3 to access te right view
  88. Right-click the face on the right side below the newly-created cut:

    Modeling a Tree

  89. Press E to extrude
  90. Type .75 and press Enter
  91. Press G to move the face
  92. Press Z to move it vertically
  93. Type .75 and press Enter
  94. Press S to resize the face
  95. Type .35 and press Enter:

    Modeling a Tree

  96. On the menu bar of the 3D-View, click Edit Mode and click Object Mode:

    Modeling a Tree

  97. In the Object tab of the Properties window, click Cone to select the name
  98. Type Oak Mali and press Enter
  99. In the Create tab of the Tools window, click Ico Sphere
  100. In the Object tab of hte Properties window, change the following values:
    Name:      Eau Claire
    Location - X: -.2
    		     Y: -26.85
               Z: 3
    Scale    - X: .75
    		     Y: 1.25
               Z: .75

    Modeling a Tree

  101. In the Create tab of the Tools window, click Ico Sphere
  102. In the Object tab of hte Properties window, change the following values:
    Name:      Summer Stretch
    Location - X: -.75
    		     Y: -24.65
               Z: 4.2
    Scale    - X: 1
    		     Y: 2
               Z: 1

    Modeling a Tree

  103. In the Create tab of the Tools window, click Ico Sphere
  104. In the Object tab of hte Properties window, change the following values:
    Name:      High Hope
    Location - X: .85
    		     Y: -24.35
               Z: 4
    Scale    - X: 1.25
    		     Y: .75
               Z: .75

    Modeling a Tree

  105. In the Create tab of the Tools window, click Ico Sphere
  106. In the Object tab of hte Properties window, changethe following values:
    Location - X: .3
    		     Y: -23.75
               Z: 2.75
    Scale    - X: .75
    		     Y: 1
               Z: .75

    Modeling a Tree

  107. In the Create tab of the Tools window, click Ico Sphere
  108. In the Object tab of hte Properties window, changethe following values:
    Location - X: 2
    		     Y: -23.65
               Z: 2.165
    Scale    - X: 1
    		     Y: 1
               Z: .75
  109. The above numbers are simple indications.Otherwise, adjust the branches isze, and the leaves locations and sizes until you are satisfied. Here is an example:

    Creating a Tree

Practical LearningPractical Learning: Creating the First Part of a Tree

  1. In the Outliner, click the Restrict Viewport Visibility button of Cube to display it
  2. In the Outliner, click Cube to select it
  3. In the Object tab of the Properties window, change the following values:
    Name:      Double-Tree
    Location - X: 7
    		     Y: 2
               Z: .1
    Scale    - X: .1
    		     Y: .1
               Z: .15
  4. On the menu bar of the 3D View, click Object Mode and click Edit Mode
  5. Press Ctrl + R and get a vertical line on the Z and Y axes
  6. Click twice to accept the cut:

    Modeling a Tree

  7. On the menu bar of the 3D-View, click the Edge Select button Edge Select
  8. Right-click the top edge to select it
  9. Press S to resize the line
  10. Press Y to resize along that axis
  11. Type .75 and press Enter:

    Modeling a Tree

  12. While the top edge is still selected, press G to move it
  13. Press Z to move it up
  14. Type .02 and press Enter:

    Modeling a Tree

  15. Press Ctrl + R and get a line perpendicular to the top one
  16. Click twice to confirm:

    Modeling a Tree

  17. While the line is still selected, press S to resize the shape
  18. Press X to resize along that axis
  19. Type 1.25 and press Enter:

    Modeling a Tree

  20. On the menu bar of the 3D-View, click the Face Select button Face Select
  21. Right-click one of the top-right faces
  22. Press and hold Shift
  23. Right-click the other top-right face:

    Modeling a Tree

  24. Press E to extrude
  25. Type .5 and press Enter
  26. On the menu bar of the 3D-View, click the Vertex Select button Edge Select
  27. Right-click the middle-back vertex:

    Modeling a Tree - Selecting a Vertex

  28. Press G to move it
  29. Press X to move in that axis
  30. Type .01 and press Enter
  31. Right-click the interior vertex betwnn the top two faces:

    Modeling a Tree - Selecting a Vertex

  32. Press G to move the vertex
  33. Press X to move horizontally
  34. Type -.02 and press Enter
  35. Right-click one of the vertices on the other side
  36. Press and hold Shilft
  37. Right-click the vertex on the other side
  38. Release Shift:

    Modeling a Tree - Selecting Vertices

  39. Press S to resize
  40. Type .75 and press Enter:

    Modeling a Tree - Selecting Vertices

  41. On the menu bar of the 3D-View, click the Face Select button Face Select
  42. Right-click one of the top faces
  43. Press and hold Shift
  44. Right-click the other top face:

    Modeling a Tree

  45. Press S to resize the face
  46. Type .75 and press Enter
  47. On the menu bar of the 3D-View, click the Edge Select button Edge Select
  48. Right-click the top-central edge to select it
  49. Press G to move the edge
  50. Press Z to move it vertically
  51. Type .01 and press Enter:

    Modeling a Tree

  52. On the menu bar of the 3D-View, click the Face Select button Face Select
  53. Right-click the top face behind the origin on the Y axis:

    Modeling a Tree Selecting a Face

  54. Press E to extrude
  55. Type .35 and press Enter
  56. On the menu bar of the 3D-View, click the Edge Select button Edge Select
  57. Right-click the inside edge:

    Modeling a Tree

  58. Press S to resise the edge
  59. Type .75 and press Enter
  60. On the menu bar of the 3D-View, click the Face Select button Face Select
  61. Right-click the top face:

    Modeling a Tree

  62. Press S to resize the face
  63. Type .95 and press Enter
  64. Press G to move the face
  65. Press X to move along that axis
  66. Typpe .2 and press Enter
  67. Press R to rotate the face
  68. Press Y to rotate around that axis
  69. Type 45 and press Enter:

    Modeling a Tree - Rotating a Face

  70. Press Ctrl + R and get a vertical cut
  71. Click twice to confirm:

    Modeling a Tree - Creating a Vertical Cut

  72. On the menu bar of the 3D-View, click the Vertex Select button Edge Select
  73. Right-click the bottom-outside vertex of the newly create cut:

    Modeling a Tree - Selecting a Vertex

  74. Press G to move the edge
  75. Press Y to move them along that axis
  76. Type -.04 and press Enter
  77. Right-click the vertex above the one you had previously used:

    Modeling a Tree

  78. Press G to move the edge
  79. Press Y to move them along that axis
  80. Type -.03 and press Enter
  81. Right-click the vertex above the one you had previously used:

    Modeling a Tree

  82. Press G to move the edge
  83. Press Y to move them along that axis
  84. Type -.02 and press Enter
  85. Right-click the vertex above the one you had previously used:

    Modeling a Tree

  86. Press G to move the edges
  87. Press Y to move them along that axis
  88. Type -.02 and press Enter
  89. On the menu bar of the 3D-View, click the Face Select button Face Select
  90. Right-click the bottom face of the top two faces:

    Modeling a Tree

  91. Press E to extrude
  92. Type .5 and press Enter
  93. Press G to move the face
  94. Press Z to move vertically
  95. Type -.2 and press Enter
  96. Press S to resize it
  97. Type .5 and press Enter:

    Modeling a Tree - Moving a Face

  98. Press G to move the face
  99. Press Y to move vertically
  100. Type -.15 and press Enter
  101. Move the object and right-click the face that was previously left

    Modeling a Tree - Selecting a Face

  102. Press E to extrude
  103. Type .75 and press Enter
  104. Press S to resize it
  105. Type .5 and press Enter:

    Modeling a Tree - Moving a Face

  106. Move the object around and select the two second faces that were left:

    Modeling a Tree - Selecting Faces

  107. Press E to extrude
  108. Type .5 and press Enter
  109. Press G to move the faces
  110. Press X to move horizontally
  111. Type .075 and press Enter
  112. Press S to resize it
  113. Type .75 and press Enter:

    Modeling a Tree - Moving a Face

  114. Move the object around and right-click the right face to select it:

    Modeling a Tree - Moving a Face

  115. Press E to extrude
  116. Type .55 and press Enter
  117. Press G to move the faces
  118. Press X to move horizontally
  119. Type .2 and press Enter
  120. Press S to resize it
  121. Type .5 and press Enter:

    Modeling a Tree - Moving a Face

  122. Move the object around and select the face that was left:

    Modeling a Tree - Moving a Face

  123. Press E to extrude
  124. Type .85 and press Enter
  125. Press G to move the faces
  126. Press X to move horizontally
  127. Type -.1 and press Enter
  128. Press S to resize it
  129. Type .5 and press Enter:

    Modeling a Tree - Moving a Face

  130. Press G to move the faces
  131. Press Y to move horizontally
  132. Type .5 and press Enter
  133. On the menu bar of the 3D-View, click the Vertex Select button Edge Select
  134. Right-click the vertex inside the branches:

     

  135. Press G to move the vertexModeling a Tree - Selecting a Vertex
  136. Press Z to move horizontally
  137. Type .075 and press Enter
  138. Right-click the inside vertex below the top two branches:

    Modeling a Tree - Selecting a Vertex

  139. Press G to move the vertex
  140. Press Y to move horizontally
  141. Type -1.01 and press Enter
  142. In the same way, move each intersecting vertex slightly away from its faces

Practical LearningPractical Learning: Creating the Second Part of a Tree

  1. Select the original faces that were left
  2. Right-click the other top-right face:

    Modeling a Tree

  3. Press E to extrude
  4. Type .35 and press Enter
  5. On the menu bar of the 3D-View, click the Vertex Select button Edge Select
  6. Right-click the middle-back vertex:

    Modeling a Tree - Selecting a Vertex

  7. Press G to move it
  8. Press X to move in that axis
  9. Type -.01 and press Enter
  10. Right-click the vertex inside the main branches:

    Modeling a Tree - Selecting a Vertex

  11. Press G to move the vertex
  12. Press Z to move horizontally
  13. Type .1 and press Enter
  14. Right-click the interior vertex between the top two faces:

    Modeling a Tree - Selecting a Vertex

  15. Press G to move the vertex
  16. Press X to move vertically
  17. Type .015 and press Enter
  18. Right-click one of the vertices on the other side
  19. Press and hold Shilft
  20. Right-click the vertex on the other side
  21. Release Shift:

    Modeling a Tree - Selecting Vertices

  22. Press S to resize
  23. Type .75 and press Enter
  24. On the menu bar of the 3D-View, click the Face Select button Face Select
  25. Right-click one of the top faces
  26. Press and hold Shift
  27. Right-click the other top face:

    Modeling a Tree

  28. Press E to extrude the faces
  29. Type .5 and press Enter
  30. Press S to resize
  31. Type .8 and press Enter
  32. Press G to move the faces
  33. Press X to move them horizontally
  34. Type -.05 and press Enter:

    Modeling a Tree

  35. While the faces are still selected, press G to move
  36. Press Y
  37. Type -.075 and press Enter
  38. On the menu bar of the 3D-View, click the Edge Select button Edge Select
  39. Move the object to see the top faces and right-click the top-central edge to select it:

    Modeling a Tree

  40. Press G to move the edge
  41. Press Z to move it vertically
  42. Type .02 and press Enter
  43. On the menu bar of the 3D-View, click the Face Select button Face Select
  44. Right-click the top face behind the origin on the Y axis:

    Modeling a Tree Selecting a Face

  45. Press E to extrude
  46. Type .5 and press Enter
  47. On the menu bar of the 3D-View, click the Edge Select button Edge Select
  48. Right-click the inside edge:

    Modeling a Tree

  49. Press S to resise the edge
  50. Type .75 and press Enter
  51. Press Ctrl + R and get a vertical cut
  52. Click twice to confirm:

    Modeling a Tree - Creating a Vertical Cut

  53. On the menu bar of the 3D-View, click the Face Select button Face Select
  54. Right-click the top-interior face:

    Modeling a Tree - Rotating a Face

  55. Press E to extrude
  56. Type .2 and press Enter
  57. Press S to resize the face
  58. Type .75 and press Enter
  59. Press G to move the face
  60. Press X to move horizontally
  61. Type .05 and press Enter:

    Modeling a Tree

  62. Move the object and right-click the face that was previously left

    Modeling a Tree - Selecting a Face

  63. Press E to extrude
  64. Type .75 and press Enter
  65. Press S to resize it
  66. Type .65 and press Enter
  67. Press G to move the faces
  68. Press X to move horizontally
  69. Type -.15 and press Enter:

    Modeling a Tree - Moving a Face

  70. Press G to move the faces
  71. Press Y to move horizontally
  72. Type -.25 and press Enter
  73. Move the object around and right-click the interior face that were left:

    Modeling a Tree - Selecting Faces

  74. Press E to extrude
  75. Type .25 and press Enter
  76. Press G to move the faces
  77. Press X to move horizontally
  78. Type .2 and press Enter
  79. Press S to resize it
  80. Type .5 and press Enter:

    Modeling a Tree - Moving a Face

  81. Move the object around and right-click the face that was left:

    Modeling a Tree - Moving a Face

  82. Press E to extrude
  83. Type .55 and press Enter
  84. Press G to move the faces
  85. Press X to move horizontally
  86. Type -.35 and press Enter
  87. Press S to resize it
  88. Type .5 and press Enter:

    Modeling a Tree - Moving a Face

  89. Press E to extrude
  90. Type .25 and press Enter
  91. Press S to resize it
  92. Type .5 and press Enter
  93. Press G to move the face
  94. Press X to move along that axis
  95. Typpe -.5 and press Enter:

    Modeling a Tree - Moving a Face

  96. On the menu bar of the 3D-View, click the Vertex Select button Edge Select
  97. Right-click the bottom-outside vertex of the newly create cut:

    Modeling a Tree - Selecting a Vertex

  98. Press G to move the face
  99. Press Y to move horizontally
  100. Type -.02 and press Enter
  101. Right-click the vertex above the one you had previously used:

    Modeling a Tree

  102. Press G to move the edge
  103. Press Y to move them along that axis
  104. Type -.02 and press Enter
  105. In the same way, move away the middle of three vertices that have the same alignment
  106. On the menu bar of the 3D-View, click Edit Mode and click Object Mode:

    Modeling a Tree

  107. In the Create tab of the Tools window, click Ico Sphere
  108. In the Object tab of hte Properties window, change the following values:
    Location - X: 5.15
    		     Y: 2.235
               Z: 1.95
    Scale    - X: 1
    		     Y: 1
               Z: .75

    Modeling a Tree

  109. In the Create tab of the Tools window, click Ico Sphere
  110. In the Object tab of hte Properties window, change the following values:
    Name:      Quarters
    Location - X: 6.35
    		     Y: .9
               Z: 2.7
    Scale    - X: .75
    		     Y: .75
               Z: .55

    Modeling a Tree

  111. In the Create tab of the Tools window, click Ico Sphere
  112. In the Object tab of hte Properties window, change the following values:
    Location - X: 6.625
    		     Y: 2.06
               Z: 2.05
    Scale    - X: .5
    		     Y: .5
               Z: .35

    Modeling a Tree

  113. In the Create tab of the Tools window, click Ico Sphere
  114. In the Object tab of hte Properties window, changethe following values:
    Location - X: 7
    		     Y: 2.04
               Z: 1.55
    Scale    - X: .3
    		     Y: .3
               Z: .3

    Modeling a Tree

  115. In the Create tab of the Tools window, click Ico Sphere
  116. In the Object tab of hte Properties window, changethe following values:
    Location - X: 7.25
    		     Y: 3
               Z: 3
    Scale    - X: 1.25
    		     Y: 1.25
               Z: 1

    Modeling a Tree

  117. In the Create tab of the Tools window, click Ico Sphere
  118. In the Object tab of hte Properties window, changethe following values:
    Location - X: 7.8
    		     Y: 2.2
               Z: 2
    Rotation - X: -10
    		     Y: 35
    Scale    - X: .25
    		     Y: .25
               Z: .5

    Modeling a Tree

  119. In the Create tab of the Tools window, click Ico Sphere
  120. In the Object tab of hte Properties window, changethe following values:
    Location - X: 8.4
    		     Y: 2
               Z: 1.65
    Rotation - Y: -30
    Scale    - X: .5
    		     Y: .5
               Z: .35

    Modeling a Tree

  121. In the Object tab of hte Properties window, changethe following values:
    Location - X: 8.2
    		     Y: 1.8
               Z: 1.05
    Scale    - X: .5
    		     Y: .5
               Z: .35
    The above numbers are simple indications.Otherwise, adjust the branches isze, and the leaves locations and sizes until you are satisfied. Here is an example:

    Creating a Tree

Practical LearningPractical Learning: Modeling a Stone

  1. In the Create tab of the Tools window, click Ico Sphere
  2. In the Object tab of the Properties window, change the following values:
    Name:      Stony Foyer
    Location - X: -5
    		     Y: 0
               Z: .35 
    Rotation - Z: -40
    Scale    - X: 2
    		     Y: 3
               Z: 1.5
  3. On the menu bar of the 3D View, click Object Mode and click Edit Mode
  4. On the Menu that appears, click Enable

    Proportional Editing

  5. On the menu bar of the 3D View, click the Proportional Editing Fallof button and click Sphere
  6. Move the shape around and right-click a vertex (any) on the bottom side of the sphere
  7. Press G
  8. Roll the mouse wheel a few time to get a circle that includes the vertex and other vertices around it. Here is an example (you don't have to right-click the same vertex):

    Modeling a Stone

  9. Move the mouse slightly up as if you are flattening the base
  10. On the menu bar of the 3D-View, click the Face Select button Face Select
  11. Move the sphere around and right-click a face in the top side (no need for precision):

    Modeling a Stone

  12. Press and hold Shif
  13. Right-click the other faces that make up a star
  14. Release Shift. Here is an example:

    Modeling a Stone

  15. Position the mouse on the selection and press G
  16. Move the mouse towards the sphere and click. Here is an example:

    Modeling a Stone

  17. On the menu bar of the 3D View, click the Proportional Editing button and click Disable
  18. On the menu bar of the 3D View, click Edit Mode and click Object Mode

Practical LearningPractical Learning: Creating a Rock

  1. In the Create tab of the Tools window, click Ico Sphere
  2. In the Object tab of the Properties window, change the following values:
    Name:      Season Wrap
    Location - X: 20
    		     Y: -20
               Z: .05 
    Rotation - X: -20
    		     Y: 20
    Scale    - X: 2
    		     Y: 3
               Z: 1.5

    Modeling a Stone

Practical LearningPractical Learning: Creating a Stone

  1. On the menu bar of the 3D View, click Add -> Mesh -> Ico Sphere
  2. On the Add Ico Sphere section below the Tools window, set the Subdivisions value to 3
  3. On the Object tab of the Properties window, change the following values:
    Name:      Rolling Side
    Location - X: 10.5
    		     Y: -30
               Z: .5
    Rotation - Z: 60
    Scale:   - X: 2
    		     Y: 1
               Z: 1
  4. Press Tab to enter into Edit Mode
  5. Position the mouse on the ico-sphere and press A to deselect everything
  6. On the menu bar of the 3D-View, click the Vertex Select button Vertex Select
  7. On the menu bar of the 3D View, click Select and click Random. Here is an example (of course, your selection will be different from the following):

    Modeling a Soda Can

  8. Press G to prepare to move the selected vertices
  9. Move the mouse slightly along the red arrow (the X axis). Here is an example (of course, your selection will be different from the following):

    Modeling a Soda Can

  10. Press A to deselect everything
  11. On the menu bar of the 3D View, click Select and click Random. Here is an example (of course, your selection will be different from the following):

    Modeling a Soda Can

  12. Press S to move the selected vertices
  13. Move the mouse slightly away from the object. Here is an example (of course, your object will appear different from the following):

    Modeling a Stone

  14. On the menu bar of the 3D View, click Edit Mode and click Object Mode

Practical LearningPractical Learning: Setting a Desert Landscape

  1. In the Outliner, click the Restricted Viewport Visibility button (the eye) on the right side of Ascension to display it
  2. In the Outliner, click the Restricted Viewport Visibility button on the right side of Half Tail to display it
  3. In the Outliner, click the Restricted Viewport Visibility button on the right side of Pitcher to display it
  4. In the Outliner, click the Restricted Viewport Visibility button on the right side of Facial Works to display it
  5. In the Outliner, click the Restricted Viewport Visibility button on the right side of April Fish to display it
  6. In the Outliner, click the Restricted Viewport Visibility button on the right side of Cake Off to display it
  7. In the Outliner, click the Restricted Viewport Visibility button on the right side of Provincial to display it
  8. In the Outliner, click the Restricted Viewport Visibility button on the right side of Oversight to display it
  9. In the Outliner, click the Restricted Viewport Visibility button on the right side of Oak Mali to display it
  10. In the Create tab of the Tools window, click Plane
  11. In the Object tab of the Tools window, change the following values:
    Name:      Desert Floor
    Location - X: -5
    			 Y: 5
               Z: .02
    Scale    - X: 32
    		  	 Y: 45
  12. In the Numeric Pad, press 0 to display the camera view
  13. Press N to display the Properties Region
  14. In the Properties Region, click Lock Camera to View to check it
  15. In the Outliner, click Camera to select it
  16. In the Object tab of the Properties window, change the following values:
    Location - X: 28
    			 Y: -50
    			 Z: 8.15
    Rotation - X: 78
    			 Y: 0
               Z: 30

    Modeling a Desert Landscape

  17. Press N to close the Properties Region

Practical LearningPractical Learning: Applying Primary Materials

  1. On the top menu bar, click Blender Render and select Cycles Render
  2. In the Properties window, in the Render section, click 50%, type 100 and press Enter
  3. Click the Sampling button to expand it
  4. Change the Render value to 500
  5. On the menu bar of the 3D View, click the Viewport Shading button and select Material:

    Menu Bar - Viewport Shading

    Modeling a Deserted Landscape

Introduction to Inputs

An input is a piece of information that complements a material. Cycles Render supports two categories of inputs: simple and composite. A simple input is one that includes one value and can be added with a one window.

Practical LearningPractical Learning: Creating a Node Editor

  1. In the top-right side of the 3D View, position the mouse inside the small triangle until a + button appears:

    Creating a New Window

  2. Click and drag down to create a window

    Creating a New Window

  3. Ten release the mouse
  4. Click the button in the bottom-left side of the new window and click Node Editor:

    Node Editor - Menu Selection

    Modeling a Desert Landscape

Simple Inputs: The RGB Input

As you may remember, many materials (such as Diffuse, Glass, Glossy, Emission, and Background, just to name a few) have a Color characteristic that is used to paint an object. Many of those materials also have a roughness characteristic that is a floating-point number. To specify the color of a material, you can click the Color button. This would open a small window that contains a color wheel, a vertical color bar, a horizontal color bar, and text boxes. After selecting or specifying a color, the small window would close. As an alternative, Cycles Render provides an input named RGB.

If you select the RGB input in the Properties window, a small window would display. If you add it using the Node Editor, connect its Color button to the Color button of the material. After selecting or adding the RGB input, it would be available in the Properties window, in the Node Editor, and in the Properties Region of the Node Editor. The difference and advantage are that, while the local Color window closes after use, the RGB color window remains open.

Practical LearningPractical Learning: Adding an RGB Input

  1. In the Properties window, click the Material button Material
  2. In the Properties window, click the World button Wo
  3. In the Properties window, click the Use Nodes button
  4. Click the dark-gray button More Properties on the right side of the black button of the Color button
  5. In the window that appears, click RGB

    Properties Window - Material Menu - RGB

  6. In the color wheel, select a light blue color
  7. Click the horizontal bar below the color wheel and set the color as follows:
    R: .65
    G: .75
    B: .855
  8. In the Render section, click the Render button:

    Modeling the Interior of a House

  9. After viewing the results, press Esc
  10. In the Outliner, click Desert Floor to select it
  11. In the Properties window, click the New button
  12. Zoom in the Node Editor as much as possible to be able to read the contents of the windows
  13. In the Properties window, click the dark-gray button More Properties on the right-side of the white horizontal bar on the right side of Color
  14. In the window that appears, click RGB
  15. Properties Window - Material Menu - RGB

  16. Still in the Properties window, click inside the color wheel to select a color close to mud
  17. Click the horizontal bar below the color wheel and click RGB, then set a color as follows:
    R: 0.800
    R: .45
    B: .2
  18. In the Outliner, click Oversight to select it
  19. On the menu bar of the Node Editor, click the New button
  20. Still on the menu bar of the Node Editor, click Material.002 to select the name
  21. Type Brown Starch and press Enter
  22. On the menu bar of the Node Editor, click Add -> Input -> RGB
  23. Position the new window on the left side of hte Diffuse BSDF and click
  24. Adding an RGB Input to a Diffuse Material

  25. Drag the yellow button from the RGB window and drop it on the yellow button of Diffuse BSDF
  26. Click the horizontal bar below the color wheel and set the color as follows:
    R: .115
    G: .025
    B: .005

    Adding an RGB Input to a Diffuse Material

  27. In the Outliner, click Provincial to select it
  28. In the Material section of the Properties window, click the New button
  29. On the menu bar of the Node Editor, click Material.003 to select the name
  30. Type Light Cocoa and press Enter
  31. In the Material section of the Properties window, click the dark-gray button on the right-side of the white bar of Color and click RGB
  32. In the Node Editor, in the RGB window, click the horizontal bar below the color wheel and set the RGB values as follows:
    R: .25
    G: .15
    B: .065
  33. In the Outliner, click Cake Off to select it
  34. On the menu bar of the Node Editor, click the New button
  35. Still on the menu bar of the Node Editor, click Material.003 to select the name
  36. Type Salmonica and press Enter
  37. In the Properties window, click the dark-gray button on the extreme right-side of Color and click RGB
  38. In the Node Editor, click the horizontal bar below the color wheel and set the color as follows:
    R: .105
    G: .025
    B: .005
  39. In the Outliner, click Pitcher to select it
  40. On the menu bar of the Node Editor, click the New button
  41. In the Material section of the Properties window, click Material.003 to select the name
  42. Type Burried Cane and press Enter
  43. In the Material section of the Properties window, click the dark-gray button on the right-side of the white bar of Color and click RGB
  44. In the Node Editor, in the RGB window, click the horizontal bar below the color wheel and set the RGB values as follows:
    R: .315
    G: .185
    B: .075
  45. In the Outliner, click Stony Foyer to select it
  46. In the Properties window, click the New button
  47. Still in the Properties window, click Material.003 to select the name
  48. Type Gray and press Enter
  49. Still in the Properties windows, click the dark-gray button on the extreme right-side of Color and click RGB
  50. In the Node Editor, click inside the vertical bar on the right-side of the color wheel and select a gray color (alternatively, click the horizontal bar below the color wheel and set the color as follows: R = .255, G = .255, B = .205)
  51. In the Outliner, click April Fish to select it
  52. In the Material section of the Properties window, click the button on the left side of New and select Burried Cane
  53. In the Outliner, click Facial Works to select it
  54. On the menu bar of the Node Editor, click the button on the left side of New and select Salmonica
  55. In the Outliner, click Half Tail to select it
  56. In the Properties window, click the button on the left side of New and select Brown Starch
  57. In the Outliner, click Ascension to select it
  58. On the menu bar of the Node Editor, click the button on the left side of New and select Light Cocoa
  59. In the Outliner, click Season Wrap to select it
  60. On the menu bar of the Node Editor, click the button on the left side of New and select Gray
  61. In the Outliner, click Rolling Side to selet it
  62. On the menu bar of the Node Editor, click the button on the left side of New and select Gray
  63. In the Outliner, click Classic Tree to select it
  64. In the Material section of the Properties, click the button on the left side of New and select Brown Starch
  65. In the Outliner, click Double-Tree to select it
  66. On the menu bar of the Node Editor, click the button on the left side of New and select Brown Starch
  67. In the Outliner, click Summer Stretch to select it
  68. On the menu bar of the Node Editor, click the New button
  69. In the Material section of the Properties window, click Material.002 to select it
  70. Type Regular Green and press Enter
  71. In the menu window that appears, click RGB
  72. In the Node Editor, click inside the color wheel and select a normal green color
  73. Still in the Node Editor, click the horizontal bar below the color wheel and set the RGB value as follows:
    R: 0
    G: .5
    B: 0

The Value Input

Many materials use numeric values. Probably the most common numeric value is the roughness. To set such a characteristics, you can use its button on the material window in the Properties window or the Node Editor. To provide an alternative, Cycles Render provides an input named Value.

Practical LearningPractical Learning: Introducing Cycles Render

  1. In the Properties window, click the dark gray button on the right side of 0.000 on the right-side of Roughness
  2. In the menu that appears, click Value
  3. In the Node Editor, click the Roughness value, type .25

    Node Editor - Adding a Value Input to a Glass Material

  4. Press Enter
  5. In the Outliner, click Eau Claire to select it
  6. On the menu bar of the Node Editor, click the New button
  7. On the menu bar of the Node Editor, click Material.003 to select the name
  8. Type Dark Green and press Enter
  9. In the Properties window, click the dark-gray button on the right-side of Color and click RGB
  10. In the Material section of the Properties window, click the horizontal bar below the color wheel and set the color as follows:
    R: 0
    G: .135
    B: .005
  11. On the menu bar of the Node Editor, click Add -> Input -> Value
  12. Position the window below the RGB window
  13. In the Value window, click the 0.500 value to select it
  14. Type .75 and press Enter
  15. Drag the gray button from the Value window and drop it on the Roughness gray button of the Diffuse BSDF window
  16. In the Outliner, click High Hope to select it
  17. On the menu bar of the Node Editor, click the New button
  18. In the Properties window, double-click Material.003 to select the name
  19. Type Light Green and press Enter
  20. In the Material section of the Properties window, click the dark-gray button of Color and click RGB
  21. Click the horizontal bar below the color wheel and click Hex
  22. Set the color value as 2AFF2C and press Enter
  23. In the Properties window, click the dark-gray button on the right side of Roughness and click Value
  24. In the Node Editor, click the value of Roughness to select it
  25. Type .885 and press Enter
  26. In the Outliner, click Quarters to select it
  27. On the menu bar of the Node Editor, click the New button
  28. Still on the menu bar of the Node Editor, click Material.004 to select the name
  29. Type Yellow Leaven and press Enter
  30. In the Material section of the Properties window, click the dark-gray button on the right side of Color and select RGB
  31. Click the horizontal bar below the color wheel, click Hex, set its value as adff2f and press Enter
  32. For each of the other leaves, right-click a leaf to select it, in either the Node Editor or the Material section of the Properties window, click the button on the left side of New and select one of Dark Green, Regular Green, Light Green, or Yellow Leaven
  33. In the top-right side of the 3D View, click inside the small triangle drag it up completely to close the Node Editor:

    Modeling a Desert Landscape

  34. In the Properties window, click the Render button Render
  35. In the Render section, click the Render button:

    Modeling a Desert Landscape

  36. After viewing the results, press Esc

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