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Blender Materials: Mixing Some Materials

Introduction

Many of the materials used in Blender are complete by themselves. One way to enhance the effects of materials is to combine them. This operation includes the materials we have already seen: Diffusion BSDF, Glossy BSDF, and Glass BSDF. Blender provides many options to that effect.

Practical LearningPractical Learning: Starting the Project

  1. Start Blender
  2. In the Properties window, click the Object button Objct
  3. Position the mouse on the default cube and press X
  4. In the menu that appears, click Delete
  5. In the Outliner, click the Restrict Viewport Visibility button (the eye) on the right side of Lamp to hide it
  6. In the Outliner, click the Restrict Rendering button (the camera) on the right side of Lamp to hide it

Practical LearningPractical Learning: Creating a Classic Cup

  1. On the Tools window, click Create
  2. Click Cylinder
  3. In the Object tab of the Properties window, click Cylinder to select the name
  4. Type Classic Cup and press Enter
  5. In the Transform section, change the following values:
    Location - X: 1.275
    		     Y: -1.55
    		     Z: 3.75
    Scale    - X: .35
    		     Y: .35
               Z: .55
  6. On the menu bar of the 3D-View, click Object Mode and click Edit Mode
  7. On the menu bar of the 3D-View, click the Face Select button Face Select
  8. Right-click the top face of the cylinder to select it
  9. Press S to resize
  10. Type 1.25 and press Enter:

    Modeling a Classic Cup

  11. Position the mouse on the cylinder and press X to delete
  12. In the menu that appears, click Faces:

    Contextual Menu - Vertices

  13. On the menu bar of the 3D-View, click the Vertex Select button Vertex Select
  14. Press and hold Alt
  15. Right-click one of the top vertices to select all of them
  16. Release Alt:

    Modeling a Classic Cup

  17. Press E as if you want to extrude and press Enter
  18. Press S as if you want to resize
  19. Type .95 and press Enter:

    Modeling a Classic Cup

  20. Press Z to display in wireframe
  21. In the Numeric Pad, press 1 to display the front view
  22. Press 5 to work in an orthogonal view
  23. Press E and press Enter
  24. Press G
  25. Press Z
  26. Type -1.05 and press Enter:

    Modeling a Classic Cup

  27. Press S
  28. Type .75 and press Enter:

    Modeling a Classic Cup

  29. Press Z to display in Solid view
  30. Press Tab to display in Object Mode
  31. Move the view to display the cup in perspective:

    Modeling a Classic Cup

  32. In the Properties window, click the Modifiers button Modifiers
  33. Click Add Modifier and click Subdivision Surface:

    Modifiers - Solidify

  34. Set the View value to 2
  35. Position the mouse on the cylnder and press Tab to display in Edit Mode
  36. Press Ctrl + R and get a horizontal ellipse on the cylinder
  37. Click to create a cut
  38. Move the cut as close as possible to the top border:

    Modeling a Classic Cup

  39. Press Ctrl + R and get a horizontal ellipse on the cylinder
  40. Click to create a cut
  41. Move the cut as close as possible to the top border:

    Modeling a Classic Cup

  42. Position the mouse inside the top border. Press Ctrl + R to get a horizontal inside cut
  43. Click to create a cut
  44. Move the inside cut as close as possible to the top border:

    Modeling a Classic Cup

  45. Press Z to display in wireframe
  46. Psition the mouse inside the top border. Press Ctrl + R to get a horizontal inside cut
  47. Click once to create the cut
  48. Move the inside cut as close as possible to the inside bottom border:

    Modeling a Classic Cup

  49. Press Z to exit the wireframe
  50. Move the view so you can see the bottom side of the cylinder
  51. Press and hold Alt
  52. Right-click one of the bottom vertices to select them
  53. Release Alt:

    Modeling a Classic Cup

  54. Press E and press Enter
  55. Press S
  56. Type .95 and press Enter:

    Modeling a Classic Cup

  57. Press Tab to display in Object Mode
  58. In the Properties window, click Apply
  59. In the Tools window and in the Tools tab, click Smooth:

    Modeling a Classic Cup

  60. In the Outliner, click the Restricted Viewport Visibility button (the eye) on the right side of Classic Cup to hide it from the work area
  61. In the Outliner, click the Restricted Rendering button (the camera) on the right side of Classic Cup

Practical LearningPractical Learning: Creating a Bottle of Red Wine

  1. In the Tools window, click Create
  2. Click Cylinder
  3. In the Add Cylinder section below the Tools window, change the following value:
    Vertices: 48
  4. In the Properties window, click the Object button Objct
  5. In the Object tab of the Properties window, click Cylinder to select it
  6. Type Bottle of Red Wine and press Enter
  7. In the Object tab of the Properties window, change the following values:
    Location - X: 4.02
    		     Y: 1.55
               Z: 4.455
    Scale    - X: .4
    		     Y: .4
               Z: 1.25
  8. To prepare to edit the cylinder, on the menu bar of the 3D View, click Object Mode and click Edit Mode
  9. Move the view and zoom in so you can see the top side of the cylinder
  10. On the menu bar of the 3D-View, click the Face Select button Face Select
  11. On the cylinder, right-click the top face of the cylinder:

    Modeling a House

  12. Press X to delete
  13. On the menu that appears, click Faces
  14. Position the mouse on the cylinder, press Ctrl + R and make sure you see a horizontal ellipse or line
  15. Click twice to confirm the cut
  16. Press G to move the cut
  17. Press Z to move it vertically
  18. Type .775 and press Enter:

    Modeling a Bottle

  19. Position the mouse above the bottom border of the cylinder, press Ctrl + R and make sure you see a horizontal ellipse or line
  20. Click twice to confirm the cut:

    Modeling a Bottle

  21. Press G to move the cut
  22. Press Z to move vertically
  23. Type .55 and press Enter:

    Modeling a Bottle

  24. On the menu bar of the 3D-View, click the Vertex Select button Vertex Select
  25. Press and hold Alt
  26. Right-click one of the vertices on the top side of the cylinder to select all top vertices of the bottle
  27. Release Alt:

    Modeling a Bottle

  28. Press S to resize
  29. Type .25 and press Enter
  30. Press and hold Alt
  31. Right-click the second line from the top of the cylinder to select the horizoontal cut
  32. Release Alt:

    Modeling a Bottle

  33. Press S to resize
  34. Type .25 and press Enter:

    Modeling a Bottle

  35. The second and third horizontal lines are the neck of the bottle.
    Position the mouse on the neck of the bottle, press Ctrl + R and make sure you see a horizontal ellipse or line
  36. Click twice to confirm the cut:

    Modeling a Bottle

  37. Press S to resize
  38. Type 1.35 and press Enter:

    Modeling a Bottle

  39. Position the mouse between the third line from the top of the bottle and the fourth line, press Ctrl + R and make sure you see a horizontal ellipse or line
  40. Click twice to confirm the cut
  41. Press S to resize
  42. Type 1.075 and press Enter:

    Modeling a Bottle

  43. Position the mouse between the second line from the top of the bottle and the third line, press Ctrl + R and make sure you see a horizontal ellipse or line
  44. Click twice to confirm the cut
  45. Press S to resize
  46. Type .855 and press Enter:

    Modeling a Bottle

  47. Position the mouse between the second line from the top of the bottle and the third line, press Ctrl + R and make sure you see a horizontal ellipse or line
  48. Click twice to confirm the cut
  49. Press S to resize
  50. Type 1.05 and press Enter:

    Modeling a Bottle

  51. Position the mouse between the third line from top and the fourth line from top, press Ctrl + R and make sure you see a horizontal ellipse or line
  52. Click twice to confirm the cut
  53. Press S
  54. Type 855 and press Enter:

    Modeling a Bottle

  55. Move the view so you can see the bottom side of the cylinder
  56. On the menu bar of the 3D-View, click the Vertex Select button Vertex Select
  57. Press and hold Alt
  58. Right-click one of the vertices on the bottom side of the cylinder to select all bottom vertices of the bottle
  59. Release Alt:

    Modeling a Bottle

  60. Press E as if you want to extrude
  61. Press S to move the vertices
  62. Type .85 and press Enter:

    Modeling a Bottle

  63. Press E
  64. Press S
  65. Type 0 and press Enter:

    Modeling a Bottle

  66. On the cylinder, the central-bottom vertex should be selected (otherwise select it)
    In the Numeric Pad, press 1 to get the front orthogonal view
  67. Press Z to display the object as a wireframe
  68. Press G to prepare to move the vertex
  69. Press Z to move vertically
  70. Type .25 and press Enter:

    Modeling a Bottle

  71. Press Z to exit from wireframe
  72. Press Tab to display in Object Mode
  73. In the Object tab of the Properties window, click the Modifiers button
  74. Click Add Modifier and click Solidify:

    Modifiers - Solidify

  75. Click the Thickness value, type .02 and press Enter
  76. Click Apply
  77. Click Add Modifier and click Subdivision Surface
  78. Set the View value to 2
  79. Position the mouse on the bottle and press Tab to display in Edit Mode
  80. Position the mouse in the upper section of the bottle, press Ctrl + R to get a horizontal line
  81. Click once to accept the line
  82. Move the line up as close as possible to the top border:

    Modeling a Bottle

  83. Position the mouse inside the top opening of the bottle, press Ctrl + R to get a horizontal line
  84. Click once to confirm
  85. Move the cut up as close as possible to the top border:

    Modeling a Bottle

  86. Move the shape so you can see the lower part of the bottle
  87. Press Ctrl + R to get a horizontal cut and click once to cut
  88. Move the line down close to the bottom border:

    Modeling a Bottle

  89. On the menu bar of the 3D View, click Edit Mode and click Object Mode
  90. In the Properties window, click Apply
  91. In the Tools window, click the Tools tab and click Smooth:

    Modeling a Bottle

  92. In the Outliner, click the Restricted Viewport Visibility button (the eye) on the right side of Bottle of Red Wine to hide it from the scene
  93. In the Outliner, click the Restricted Rendering button (the camera) on the right side of Bottle of Red Wine

Practical LearningPractical Learning: Modeling Red Wine

  1. In the Create tab of the Tools window, click Cylinder
  2. In the Object tab of the Properties window, change the following values:
    Name:      Red Wine
    Location - X: 4.02
    		     Y: 1.55
               Z: 4.235
    Scale	   - X: .365
    		     Y: .365
  3. On the menu bar of the 3D View, click Object Mode and click Edit Mode
  4. Position the mouse on the cylinder, press Ctrl + R and make sure you see a horizontal ellipse or line
  5. Click twice to confirm the cut
  6. Press G to move the cut
  7. Press Z to move it vertically
  8. Type .5 and press Enter:

    Modeling a Bottle

  9. Position the mouse below the top border, press Ctrl + R and make sure you see a horizontal ellipse or line
  10. Click twice to confirm the cut
  11. Press G to move the cut
  12. Press Z to move vertically
  13. Type -.125 and press Enter
  14. Press S to resize
  15. Type .975 and press Enter:

    Modeling the Red Wine

  16. Position the mouse below the top border, press Ctrl + R and make sure you see a horizontal ellipse or line
  17. Click twice to confirm the cut
  18. Press G to move the cut
  19. Press Z to move vertically
  20. Type -.1 and press Enter
  21. Press S to resize
  22. Type .875 and press Enter:

    Modeling the Red Wine

  23. Position the mouse below the top border, press Ctrl + R and make sure you see a horizontal ellipse or line
  24. Click twice to confirm the cut
  25. Press G to move the cut
  26. Press Z to move vertically
  27. Type -.05 and press Enter
  28. Press S to resize
  29. Type .465 and press Enter:

    Modeling a Bottle

  30. Position the mouse below the top border, press Ctrl + R and make sure you see a horizontal ellipse or line
  31. Click twice to confirm the cut
  32. Press S to resize
  33. Type .4 and press Enter:

    Modeling a Bottle

  34. On the menu bar of the 3D-View, click the Vertex Select button Vertex Select
  35. Press and hold Alt
  36. Right-click one of the vertices on the top side of the cylinder to select all top vertices of the bottle
  37. Release Alt:

    Modeling the Red Wine

  38. Press S to resize
  39. Type .25 and press Enter

    Modeling a Bottle

  40. On the menu bar of the 3D View, click Edit Mode and click Object Mode
  41. In the Tools window, click the Tools tab and click the Smooth button
  42. In the Outliner, click the Restricted Viewport Visibility button on the right side of Red Wine to hide it
  43. In the Outliner, click the Restricted Rendering button (the camera) on the right side of Red Wine

Practical LearningPractical Learning: Creating an Empty Bottle

  1. In the Outliner, click the Restricted Viewport Visibility button (the eye) on the right side of Bottle of Red Wine to display it
  2. In the work area, right-click the bottle to select it
  3. Press Shift + D to make a copy of the bottle and press Enter
  4. In the Properties window, click Bottle of Red Window.001 to select it
  5. Type Chantilly and press Enter
  6. In the Object tab of the Properties window, change the following value:
    Location - X: 0
  7. In the Outliner, click the Restricted Viewport Visibility button on the right side of Chantilly to hide it
  8. In the Outliner, click the Restricted Rendering button (the camera) on the right side of Chantilly

Practical LearningPractical Learning: Modeling a Bottle Cap

  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 value:
    Vertices: 32
  3. In the Object tab of the Properties window, change the following values:
    Name:      Bottle Cap
    Location - X: 4.00945
    		     Y: 1.55
               Z: 5.575
    Scale    - X: .108
    		     Y: .108
               Z: .15
  4. Position the mouse in the work area and press Tab to display the cap (or cork) in Edit Mode
  5. Press Ctrl + R and create a horizontal cut on the shape, then move it up as follows:

    Modeling a Bottle

  6. Create another horizontal cut and position it as follows:

    Modeling a Bottle

  7. On the menu bar of the 3D-View, click the Face Select button Face Select
  8. Press and hold Shift, then right-click one of the middle faces, and release Shift:

    Modeling a Bottle

  9. Press E to extrude
  10. Press S to move the faces
  11. Type 1.1 and press Enter:

    Modeling a Bottle

  12. Press Tab to display the cap (or cork) in Object Mode
  13. In the Outliner, click the Restricted Viewport Visibility button (the eye) on the right side of Bottle Cap to hide it
  14. In the Outliner, click the Restricted Rendering button (the camera) on the right side of Bottle Cap

Practical LearningPractical Learning: Creating a Bottle of White Wine

  1. In the Tools window, click Create
  2. Click Cylinder
  3. In the Add Cylinder section below the Tools window, change the following value:
    Vertices: 48
  4. In the Object tab of the Properties window, change the following values:
    Name:      Bottle of White Wine
    Location - X: 2
    		     Y: 1.55
               Z: 4.455
    Scale    - X: .4
    		     Y: .4
               Z: 1.25
  5. Position the mouse in the work area and press Tab to display in Edit Mode
  6. Move the view so you can see the top side of the cylinder
  7. Press Ctrl + Tab and, on the menu that appears, click Face
  8. On the cylinder, right-click the top face of the cylinder
  9. Press X
  10. Click Faces
  11. Press Ctrl + R and make sure you get a horizontal cut on the object
  12. Roll the middle mouse button slightly up to get 2 cuts:

    Modeling a Bottle

  13. Then click once to accept the cuts
  14. Press G to move the cuts
  15. Press Z to move them vertically
  16. Type .45 and press Enter. Here is an example:

    Modeling a Bottle

  17. Press and hold Alt
  18. Right-click a vertext in the top border to select all of them
  19. Release Alt
  20. Press S to resize
  21. Type .25 and press Enter
  22. Press and hold Alt
  23. Right-click a vertex in the second cut to select those vertices
  24. Release Alt
  25. Press S to resize
  26. Type .25 and press Enter:

    Modeling a Bottle

  27. Position the mouse in the middle part of the bottle and press Ctrl + R to get a horizontal cut
  28. Roll the middle mouse button to get 3 cut, then click twice to confirm. Here is an example:

    Modeling a Bottle

  29. Press and hold Alt, then right-click a cut to select its vertices, then release Alt, then press S and move the mouse to resize the cut. Model the bottle as follows:


    Modeling a Bottle Modeling a Bottle
  30. Move the view so you can see the bottom side of the bottle
  31. Press Alt
  32. Right-click a bottom vertext to select the whole border
  33. Then release Alt:

    Modeling a Bottle

  34. Press E and press Enter
  35. Press S
  36. Type .9 and press Enter:

    Modeling a Bottle

  37. Press E and press Enter
  38. Press S
  39. Type .5 and press Enter:

    Modeling a Bottle

  40. Press G to prepare to move the vertex
  41. Press Z to move vertically
  42. Type .1 and press Enter:

    Modeling a Bottle

    Modeling a Bottle

  43. Press Tab to display the Object Mode
  44. In the Properties window, click the Modifiers button
  45. Click Add Modifier and click Solidify:

    Modifiers - Solidify

  46. Click the Thickness value, type.02 and press Enter
  47. Click Apply
  48. Click Add Modifier and click Subdivision Surface
  49. Set the View value to 2
  50. Position the mouse on the bottle and press Tab to display in Edit Mode
  51. Position the mouse in the upper section of the bottle, press Ctrl + R to get a horizontal line
  52. Click twice to confirm
  53. Move the blue line (Z axis) up as close as possible to the top border:

    Modeling a Bottle

  54. Move the view so you can see the bottom part of the bottle
  55. Press Ctrl + R to get a horizontal cut and press twice to confirm
  56. Move the line down close to the bottom border:

    Modeling a Bottle

  57. On the menu bar of the 3D View, click Edit Mode and click Object Mode
  58. In the Properties window, click Apply
  59. In the Tools window, click the Tools tab and click Smooth:

    Modeling a Bottle

  60. In the Outliner, click the Restricted Viewport Visibility button on the right side of Bottle of White Wine to hide it
  61. In the Outliner, click the Restricted Rendering button on the right side of Bottle of White Wine to hide it

Practical LearningPractical Learning: Creating the White Wine

  1. In the Properties window, click the Object button Objct
  2. On the menu bar of the 3D View, click Add -> Mesh -> Cylinder
  3. In the Add Cylinder section below the Tools window, change the following value:
    Cap Fill Type: Triangle Fan
  4. In the Object tab of the Propertles window, change the following values:
    Name:      White Wine
    Location - X: 2
    		     Y: 1.55
               Z: 3.75
    Scale    - X: .365
               Y: .365
               Z: .5
  5. On the menu bar of the 3D View, click Object Mode and click Edit Mode
  6. On the menu bar of the 3D-View, click the Vertex Select button Vertex Select
  7. Right-click the top-middle vertex to select it
  8. Press X to delete it
  9. In the menu that appears, click Vertices:

    Modeling the Red Wine

  10. Press and hold Alt
  11. Right-click one of the vertices on the top border of the cylinder to select all top vertices of the cylinder
  12. Release Alt:

    Modeling the Red Wine

  13. Press E to extrude and press Enter
  14. Press S to resize the new face
  15. Type .85 and press Enter:

    Modeling the Wine

  16. Press G to move the vertices
  17. Press Z to move them vertically
  18. Type -.02 and press Enter:

    Modeling the Wine

  19. Press E to extrude and press Enter
  20. Press S to resize
  21. Type 0 and press Enter to close the face:

    Modeling a Bottle

  22. Move the view so you can see the bottom side of the cylinder
  23. Press and hold Alt
  24. Right-click one of the vertices on the bottom side of the cylinder to select all bottom vertices of the cylinder
  25. Release Alt:

    Modeling the Red Wine

  26. Press E
  27. Press S
  28. Type .9 and press Enter:

    Modeling the Red Wine

  29. Right-click the middle vertex to select it:

    Modeling the Wine

  30. Press Z to display in wireframe
  31. On the cylinder, the central-bottom vertex should be selected (otherwise select it)
    Press G to prepare to move the vertex
  32. Press Z to move vertically
  33. Type .24 and press Enter:

    Modeling a Bottle

  34. On the menu bar of the 3D View, click Edit Mode and click Object Mode
  35. In the Tools window, click the Tools tab
  36. Click Smooth
  37. In the Outliner, click the Restricted Viewport Visibility button on the right side of Red Wine to hide it
  38. In the Outliner, click the Restricted Rendering button on the right side of Red Wine

Practical LearningPractical Learning: Creating an Empty Wine Glass

  1. In the Tools window, click Create and click Plane
  2. In the Object section of the Properties window, click Plane to select it
  3. Type Empty Glass and press Enter
  4. In the Transform section, change the following values:
    Name:      Empty Glass
    Location - X: 1
    	         Y: 1
        	     Z: 0
  5. Move the view and zoom in so you can see the top side of the plane
  6. Position the mouse on the cube and press Tab to switch to Edit Mode
  7. On the menu bar of the 3D View, click the Pivot Point button and click Active Element
  8. The Vertex Select option should be On (if you have doubt, on the menu bar of the 3D-View, click the Vertex Select button Vertex Select)
    On the plane, right-click the vertex in the top-left side
  9. Press and hold Shift
  10. Right-click the vertex in the top-right side and the vertex in the bottom-right side
  11. Release Shift:

    Modeling an Empty Glass - Selecting the Undesired Vertices

  12. Press X to delete
  13. In the menu that appears, click Vertices:

    Join Area

  14. In the Numeric Pad, press 1 (you should be in the orthogonal view; if you are not, press 5).
    Also zoom in to get a bigger view
  15. Right-click the vertex that was left (if you don't see it, simply press A to select everything)
  16. Press and hold Ctrl
  17. Position the mouse on the left side by approximately 4 units and click (don't try to be precise; you will make the changes later):

    Modeling an empty Glass

  18. Still holding down Ctrl, position the mouse anywhere above the new vertex and click (again, don't try to be precise):

    Modeling an empty Glass

  19. Continue using the Ctrl key and clicking to create a shape that looks approximately as follows. Don't follow exactly the following illustration. You will make any changes later:

    Modeling an empty Glass

  20. To select a vertex, you can right-click it. Here is an example:

    Modeling an empty Glass

  21. To select many vertices, first select one of them, press and hold Shift, then right-click the other desired vertices, and release Shift
  22. To move a vertex, first select it. Then, either use the axes arrows and move them, or press G, move the mouse to the desired area, and click. Here is an example:

    Modeling an empty Glass

  23. To move many vertices, first select them, then either use the G key or the arrows to move them
  24. To create a new vertex, first select one on one end. Then, either hold down the Ctrl key and click in the desired area, or press E, move the mouse to the desired area, and click. Here is an example:


    Back Color Back Color
  25. To segment a line with one cut (or to create a cut), press Ctrl + R, position the mouse on the edge to be segmented until you see a dertex on it. Here is an example:

    Modeling an empty Glass

  26. Then click. Here is an example:

    Modeling an empty Glass

  27. To create many cuts, press Ctrl + R until you see an orange line on the line, then roll the middle mouse button to specify the number of cuts, then click
  28. Based on these techniques, create a shape approximately as follows (yours doesn't have to be exactly like the following shape; we are trying to model a glass, so use your own imagination/inspiration and taste):

    Modeling an empty Glass

  29. Press Shift + S
  30. In the menu that appears, click Cursor to Center
  31. Press A to select all vertices:

    Modeling an empty Glass

  32. In the Numeric Pad, press 7 to display the top view
  33. In the Tools menu, click the Tools tab and, in the Add section, click Spin
  34. In the Spin section below the Tools window, change the collowing values:
    Steps: 72
    Angle: 360

    Modeling an empty Glass

  35. Move the view to see the glass in perspective:

    Modeling an empty Glass

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

    Modeling an empty Glass

  37. In the Properties window, click the Modifiers button
  38. Click Add Modifier and click Subdivision Surface
  39. Set the View value to 2
  40. In the Tools window, click the Tools tab and click Smooth

    Modeling an empty Glass

  41. In the Object tab of the Properties window, change the following values:
    Location - X: 4.025
    		     Y: -.8
               Z: 3.1825
    Scale    - X: .75
    		   Y: .75
               Z: .75
  42. In the Outliner, click the Restricted Viewport Visibility button on the right side of Empty Glass to hide it
  43. In the Outliner, click the Restricted Rendering button on the right side of Empty Glass

Practical LearningPractical Learning: Creating an Ice Bucket

  1. On the menu bar of the 3D View, click Add -> Mesh -> UV Sphere
  2. In the Numeric Pad, press 1 (the sphere should be in orthographic view; if that's not the case,. press 5)
  3. Zoom in to see a larger view of the sphere
  4. Press Tab to display the sphere in Edit Mode
  5. Press A to deselect everything
  6. Press Z to display the sphere in wireframe
  7. Press B to prepare to box-select
  8. Draw a rectangle that selects the top portion of the sphere, including the middle line:

    Modeling a Salad Vase - Box Selecting the Top of a Sphere

  9. Release the mouse:

    Modeling a Salad Vase - Box Selecting the Top of a Sphere

  10. Press X to delete
  11. In the menu that appears, click Faces:

    Modeling a Hexagon - Ceiling Light - Creating a Face Inset

  12. Move the view so you can see the bottom side of the object
  13. The Vertex Select should be On (if you have doubt, on the menu bar of the 3D-View, click the Vertex Select button Vertex Select)
    Right-click the central-bottom vertex of the shape:

    Modeling a Salad Vase - Selecting a Vertex

  14. Press G to move the vertex
  15. Press Z to move vertically
  16. Type .02 and press Enter
  17. In the Numeric Pad, press 1
  18. Press B to box-select
  19. Draw a rectangle that selects the group of bottom vertices:

    Modeling a Salad Vase - Selecting Bottom Vertices

  20. Press G
  21. Press Z
  22. Type .06 and press Enter
  23. Press B to box-seect
  24. Draw a rectangle that selects the group of bottom vertices:

    Modeling a Salad Vase - Selecting Bottom Vertices

  25. Press G
  26. Press Z
  27. Type .1 and press Enter:

    Modeling the Interior of a House

  28. Press Z to exit the wireframe
  29. Press Tab to display the shape in Object Mode:

    Modeling an Ice Bucket - Color

  30. In the Properties window, click the Object button Objct
  31. Click Sphere to select it
  32. Type Ice Bucket and press Enter
  33. In the Properties window, click the Modifiers button Modifiers
  34. Click Add Modifier and click Solidify:

    Modifiers - Solidify

  35. Click the Thickness value, type .05 and press Enter
  36. Click Apply
  37. Click Add Modifier and click Subdivision Surface
  38. Set the View to 2
  39. Click Apply
  40. In the Tools tab of the Tools window, in the Shading section, click Smooth:

    Modeling an Ice Bucket - Color

  41. In the Object tab of the Properties window, change the following values:
    Location - X: -1.18
    	   Y: -1.4
               Z: 4.03
  42. Position the mouse in the work area and press R to rotate
  43. Press Z to rotate it horizontally
  44. Type 35 and press Enter
  45. In the Outliner, click the Restricted Viewport Visibility button (the eye) on the right side of Ice Bucket to hide it
  46. In the Outliner, click the Restricted Rendering button on the right side of Ice Bucket

Practical LearningPractical Learning: Creating a Champaign Bucket

  1. Position the mouse in the work area, press Shift + A -> Mesh -> Cone
  2. In the Add Cone section below the Tools window, change the following value:
    Radius 1: .85
    Radius 2: 1
  3. In the Object tab of the Properties window, change the following values:
    Name:      Champaign Bucket
    Location - X: -3.5
    	   Y: 1.285
               Z: 4.22
    Scale    - Z: 1.05
  4. Position the mouse in the work area and press tab to display the cone in Edit Mode
  5. Press Ctrl + R to create a horizontal cut
  6. Click once to confirm
  7. Press Z to move it vertically
  8. Type .9 and press Enter to move down

    Modeling an Ice Bucket - Creating a Cut

  9. Position the mouse below the top border and press Ctrl + R to create a horizontal cut
  10. Click once to create the cut
  11. Press Z to move it vertically
  12. Type .75 and press Enter to move down:

    Modeling an Ice Bucket - Creating a Cut

  13. Position the mouse below the top border and press Ctrl + R to create a horizontal cut
  14. Click once to create the cut
  15. Press Z to move it vertically
  16. Type .85 and press Enter:

    Modeling an Ice Bucket - Creating a Cut

  17. Position the mouse below the top border and press Ctrl + R to create a horizontal cut
  18. Click once to create the cut
  19. Press Z to move it vertically
  20. Type .65 and press Enter:

    Modeling an Ice Bucket - Creating a Cut

  21. Press Ctrl + Tab
  22. In the menu that appears, click Face
  23. Press and hold Alt
  24. Right-click one of the middle faces
  25. Release Alt:

    Modeling an Ice Bucket - Color

  26. Press S to resize
  27. Type .75 and press Enter:

    Modeling an Ice Bucket - Selecting Faces

  28. Position the mouse below the selected faces and press Ctrl + R to create a horizontal cut
  29. Click twice to create the cut:

    Modeling an Ice Bucket - Creating a Cut

  30. Press S to resize
  31. Type .95 and press Enter
  32. Position the mouse above the faces that were selected and press Ctrl + R to create a horizontal cut
  33. Click twice to create the cut:

    Modeling an Ice Bucket - Creating a Cut

  34. Press S to resize
  35. Type .925 and press Enter:

    Modeling an Ice Bucket - Resizting a Cut

  36. Press Ctrl + Tab
  37. In the menu that appears, click Face
  38. Right-click the top face to select it
  39. Press E to extrude and press Enter
  40. Press G
  41. Press Z
  42. Type .1 and press Enter
  43. Press S to resize
  44. Type 1.05 and press Enter::

    Modeling an Ice Bucket - Selecting a Face

  45. Press E to extrude and press Enter
  46. Press G
  47. Press Z
  48. Type .1 and press Enter
  49. Press S to resize
  50. Type 1.1 and press Enter:

    Modeling an Ice Bucket - Resizing a Face

  51. Press X
  52. In the menu that appears, click Faces
  53. Press Tab to display the bucket in Object Mode
  54. In the Properties window, click the Modifiers button
  55. Click Add Modifier and click Solidify
  56. Set the Thickness value to .05
  57. Still in the Properties window, click Apply
  58. Position the mouse in the work area and press Tab to display the bucket in Edit Mode
  59. Position the mouse in the work area, press Shift + A -> Cone
  60. In the Add Cone section below the Tools window, change the following values:
    Radius 1:  1.02
    Radius 2:  1.04
    Depth:     .2
    Location - X: -3.5
    		     Y: 1.285
               Z: 5.5

    Modeling a Champaign Bucket

  61. Use the green or the red arrow to move the cone away from the bucket. Here is an example:

    Modeling the Red Wine

  62. Right-click the top face to select it
  63. Press E to extrude and press Enter
  64. Press S to resize
  65. Type .95 and press Enter:

    Modeling a Champaign Bucket

  66. Press X to delete
  67. In the menu that appears, click Faces
  68. Right-click the other inside face to select it
  69. Press E to extrude and press Enter
  70. Press S to resize
  71. Type .95 and press Enter
  72. Press X to delete
  73. In the menu that appears, click Faces:

    Modeling a Champaign Bucket

  74. In the Numeric Pad, press 7 to display the top view
  75. Press Z to display the wireframe
  76. Press B to prepare to box-select
  77. Draw a rectangle that covers some central parts of the object:

    Modeling a Champaign Bucket - Creating Handle Bases

    Modeling a Champaign Bucket - Creating Handle Bases

    Modeling a Champaign Bucket - Creating Handle Bases

  78. Press X to delete
  79. In the menu that appears, click Faces
  80. Move the view so you can see the objects in perspective
  81. Press Z to display the objects in Solid view:

    Modeling an Ice Bucket - Color

  82. On the menu bar of the 3D-View, click the Edge Select button Face Select
  83. Right-click a small edge on one side
  84. Press and hold Shift
  85. Right-click the small edge opposing it
  86. Release Shift:

    Modeling a Champaign Bucket - Color

  87. Press F to create a face
  88. In the same way, create a face of the edges on the other side:

    Modeling a Champaign Bucket - Color

  89. Also create faces on the other object:

    Modeling a Champaign Bucket - Color

  90. Press Z to display the wireframe
  91. Press B to box-select
  92. Draw a rectangle that covers both objects to select them:

    Modeling a Champaign Bucket - Creating Handles

  93. Press Z to display the object in Solid view
  94. Use the green or red arrow to move the objects to the bucket:

    Modeling an Ice Bucket - Creating Handles

    Modeling an Ice Bucket - Creating Handles

  95. Position the mouse in the work area, press Shift + A -> Torus
  96. In the Add Torus sectiom below the Tools window, change the following values:
    Major Radius:  .3
    Minor Radius:  .02
  97. If necessary, move the torus to an isolated area away from any other shape.
    In the Numeric Pad, press 7 to display the top view:

    Modeling a Champaign Bucket - Modeling Handles

  98. While (make sure) all faces of the handle are selected, press S to resize
  99. Press Y to resize horizontally
  100. Type 1.65 and press Enter
  101. Press S to resize
  102. Press Z to resize horizontally
  103. Type 2 and press Enter
  104. Press A to deselect everything
  105. Press Z to display in wireframe
  106. Press B to prepare to box-select
  107. Draw a rectangle that covers the edges from the left to the center, including the edges in the middle:

    Modeling a Champaign Bucket - Selecting a Handle

    Modeling a Champaign Bucket - Selecting a Handle

  108. Press X
  109. In the menu that appears, click Faces
  110. Press B again and select all edges of the object that was created
  111. Press Z to display the objects in Solid View
  112. Move the view to display the objects in perspective
  113. Move the torus to the root handle that was glued to the bucket (when placing the handle, look inside the bucket and make sure the handle doesn't come out inside). Here is an example:

    Modeling an Ice Bucket - Adding a Handle

  114. Make sure (all faces of) the right handle is (are) selected (if you have doubts, prress A to deselect everything, then position the mouse on the right handle, and press L).
    Press Shift + D to copy
  115. Press X to move the handle horizontally
  116. Move the mouse/handle away from the bucket and click
  117. Press R to rotate the handle
  118. Press Z to rotate it vertically
  119. Type 180 and press Enter
  120. Move the handle to the left side of the bucket:

    Modeling a Champaign Bucket

  121. Press Tab to display the bucket in Object Mode
  122. In the Modifiers section of the Properties window, click Add Modifier and click Subdivision Surface
  123. Set the View to 2
  124. Position the mouse in the work area and press Tab to work in Edit Mode
  125. Press Ctrl + R to create some cuts and position them as follows:

    Modeling a Champaign Bucket - Sub-Dividing Some Faces

    Modeling a Champaign Bucket - Sub-Dividing Some Faces

    Modeling a Champaign Bucket - Sub-Dividing Some Faces

    Modeling a Champaign Bucket - Sub-Dividing Some Faces

    Modeling a Champaign Bucket - Sub-Dividing Some Faces

    Modeling a Champaign Bucket - Sub-Dividing Some Faces

  126. Press Tab
  127. In the Propertties window, click Apply
  128. In the Tools tab of the Tools window, in the Shading section, click Smooth:

    Modeling an Ice Bucket

  129. Position the mouse in the work area and press R to rotate the bucket
  130. Press Z to rotate it horizontally
  131. Type 35 and press Enter
  132. In the Outliner, click the Restricted Viewport Visibility button on the right side of Champaign Bucket to hide it
  133. In the Outliner, click the Restricted Rendering button on the right side of Champaign Bucket

Practical LearningPractical Learning: Creating a Picnic Table

  1. Position the mouse in the work area, press Shift + A -> Mesh -> Cube
  2. In the Properties window, click the Object button Objct
  3. In the Transform section, change the following values:
    name:      Table Board
    Location - X: 0
    		     Y: 0
    		     Z:  3.1
    Scale    - X: 5
    		     Y: .75
    		     Z: .1
  4. Position the mouse in the work area, press Alt + D to duplicate, and press Enter
  5. In the Properties window, below Location, click the Y value, type -1.6 and press Enter
  6. Position the mouse in the work area, press Alt + D to copy, and press Enter
  7. In the Properties window, change the Y value of the Location to 1.6 and press Enter:

    Modeling a Picnic Table

  8. Position the mouse in the work area, press Alt + D, and press Enter
  9. In the Properties window, change the following values:
    Location - Y: -3.2
    	   Z: 1.6

    Modeling a Picnic Table

  10. Position the mouse in the work area, press Alt + D to copy, and press Enter
  11. In the Properties window, change the Y value of the Location to 3.2 and press Enter

    Modeling a Picnic Table

  12. Position the mouse in the work area.
    Press Alt + D and press Enter
  13. In the Object section of the Properties window, change the following values:
    Location - X: 3.25
               Y: 0
    		     Z:  2.85
    Scale    - X: .1
    		     Y: 2.35
    		     Z: .15

    Modeling a Picnic Table

  14. Position the mouse in the work area, press Alt + D, and press Enter
  15. In the Properties window, under Location, click the X value, type -3.25 and press Enter

    Modeling a Picnic Table

  16. Position the mouse in the work area, press Alt + D, and press Enter
  17. In the Properties window, change the following values:
    Location - Z: 1.35
    Scale    - Y: 4

    Modeling a Picnic Table

  18. Position the mouse in the work area, press Alt + D, and press Enter
  19. In the Properties window, under Location, click the X value, type 3.25 and press Enter:

    Modeling a Picnic Table

  20. In the Create section of the Tools tab, click Cylinder
  21. In the Object tab of the Properties window, change the following values:
    Name:      Table Leg
    Location - X: 3
    		     Y: -3.25
    		     Z: .75
    Scale    - X: .15
    		     Y: .15
    		     Z: .75

    Modeling a Picnic Table

  22. Position the mouse in the work area, press Alt + D, and press Enter
  23. In the Properties window, under Location, click the X value, type -3 and press Enter:

    Modeling a Picnic Table

  24. Position the mouse in the work area, press Alt + D, and press Enter
  25. In the Properties window, change the Y location to 3.25

    Modeling a Picnic Table

  26. Position the mouse in the work area, press Alt + D, and press Enter
  27. In the Properties window, change the X location to 3 and press Enter:

    Modeling a Picnic Table

  28. Position the mouse in the work area, press Alt + D, and press Enter
  29. In the Properties window, change the following values:
    Location - Y: -1.5
    		     Z: 1.5
    Scale    - Z: 1.5

    Modeling a Picnic Table

  30. Position the mouse in the work area, press Alt + D, and press Enter
  31. In the Properties window, change the Y location to 1.5 and press Enter
  32. Position the mouse in the work area, press Alt + D, and press Enter
  33. In the Properties window, change the X location to -3 and press Enter
  34. Position the mouse in the work area, press Alt + D, and press Enter
  35. In the Properties window, change the Y location to -1.5 and press Enter:

    Modeling a Picnic Table

Practical LearningPractical Learning: Creating Ice Cubes

  1. In the Outliner, click the Restricted Viewport Visibility button (the eye) on the right side of Ice Bucket to display it
  2. In the Create tab of the Tools window, click Cube
  3. In the Object tab of the Properties window, change the following values:
    Name:      Ice Cube
    Location - X: -1
    		     Y: -1.5
               Z: 7
    Scale    - X: .1
    		     Y: .1
               Z: .1

    Modeling Ice Cubes

  4. In the Tools window, click the Physics tab
  5. In the Add/Remove section, click Add Active
  6. In the Properties window, click the Modifiers button
  7. Click Add Modifier and click Bevel
  8. Click the Width value, type .25 and press Enter:

    Modeling an Ice Cube

  9. Click Apply
  10. In the Properties window, click the Object button Objct
  11. In the Numeric Pad, press 1 to access the front view
  12. Position the mouse in the work area. Press Alt + D and press Enter
  13. Use the blue arrow of the Z axis to move the new ice cube above the first one
  14. In the Numeric Pad, press 3
  15. Use the green arrow of the Y axis to move the ice cube slightly to the left or the right of the other. Here is an example:

    Modeling Ice Cubes

  16. Press Alt + D and press Enter about 40 times (it doesn't have to be exactly 40 times; we just need a few cubes but we can't create them through the Array modifier)
  17. Right-click a cube to select it, move it. Change to the side view, the front view, and the top view. Use the Rotate button on the menu bar of the 3D View to rotate the cube. Visually keep all ice cubes within the circumference of the top face of the ice bucket. Create the group of cubes approximately as follows (your design doesn't have to match the following one):


    Back Color Back Color
    Back Color Back Color


    Modeling a Picnic Table - Ice Cubes

  18. In the work area, right-click the ice bucket to select it
  19. In the Tools window, click the Physics tab
  20. In the Add/Remove section, click Add Passive
  21. In the Outliner, click the Restrict Viewport Visibility button (the eye) on the right side of Ice Bucket) to hide it

Practical LearningPractical Learning: Creating A Horizon

  1. In the Tools window, click the Create tab
  2. In the Create tab of the Tools window, click Plane
  3. In the Object tab of the Properties window, change the following values:
    Name:      Horizon
    Location - X: -15
    		     Y: 20
    		     Z: 0
    Scale    - Z: 35
    		     Y: 40

Practical LearningPractical Learning: Creating the Borders of the Eating Area

  1. In the Create tab of the Tools window, click Cube
  2. In the Object tab of the Properties window, change the following values:
    Name:      Eatery Border - Front
    Location - X: 0
    		     Y: -8.5
    		     Z: 0
    Scale    - X: 8.5
    		     Y: .2
               Z: .1
  3. Position the mouse in the work area, press Alt + D, and press Enter
  4. In the Properties window, change the Y location to 8.5
  5. In the Create tab of the Tools window, click Cube
  6. In the Object tab of the Properties window, change the following values:
    Name:      Eatery Border - Left
    Location - X: -8.3
    		     Y: 0
    		     Z: 0
    Scale    - X: .2
    		     Y: 8.3
               Z: .1
  7. Position the mouse in the work area, press Alt + D, and press Enter
  8. In the Properties window, change the X location to 8.3

Practical LearningPractical Learning: Adding an Eating Area

  1. In the Create tab of the Tools window, click Plane
  2. In the Object tab of the Properties window, change the following values:
    Name:      Eating Area
    Location - X: 0
    		     Y: 0
    		     Z: .075
    Scale    - X: 8.25
    		     Y: 8.5

Practical LearningPractical Learning: Introducing Materials

  1. On the top menu bar, click Blender Render and, in the menu that appears, click Cycles Render
  2. On the menu bar of the 3D View, click the Viewport Shading button and select Material:

    Menu Bar - Viewport Shading

  3. In the Properties window, click the Render button Properties Window - Render
  4. Below Resolution, click 50% to select it
  5. Type 100 and press Enter
  6. Click Sampling to expand it
  7. Change the value of Render to 2000 and press Enter
  8. In the Properties window, click the World button World
  9. Click Use Nodes
  10. Click the Color button and click RGB
  11. Set the RGB values as follows:
    R: .985
    G: .945
    B: .875
  12. Position the mouse in the small triangle in the top-right corner of the 3D View until the cursor becomes a +:

    Blender Window Creation

  13. Click and drag down roughly a third of the height of the screen
  14. Release the mouse to create the window
  15. Click the button in the bottom-left section of the new window and click Node Editor:

    Node Editor - Menu Selection

  16. In the Properties window, click the Material button Properties Window - Material

Material Mixing

Blender provides various ways to combine materials to get a special effect or a particular appearance. Probably the most fundamental technique consists of using a material or feature named Mix Shader. The window of this material is equipped with two entry source. You can use each of these entries to include a material of your choice. Obviously each input should be different.

Practical LearningPractical Learning: Materializing the Table Border

  1. In the Outliner, click Table Board to select it
  2. In the Material tab of the Properties window, click the New button
  3. In the Node Editor, click in the Diffuse window to give it focus
  4. Press X to delete it
  5. On the menu bar of the Node Editor, click Add -> Shader -> Mix Shader
  6. Position the mouse on the left side of the Material Output window and click
  7. From the Mix Shader window, drag the green button on the right border of the window and drop it on the green Surface button of the Material Output window
  8. Position the mouse in the Node Editor.
    Press Shift + A -> Shader -> Diffuse BSDF
  9. Position the mouse on the top-left side of the Mix Shader window and click
  10. Drag the green button from the Diffuse BSDF window and drop it on the top green Shader button on the left side of the Mix Shader window
  11. In the Diffuse BSDF window, click the Color button and click RGB
  12. Set the RGB values as follows:
    R: .562
    G: .372
    B: .191
  13. Position the mouse in the Node Editor.
    Press Shift + A -> Shader -> Glossy BSDF
  14. Position the mouse below the Diffuse BSDF window and click
  15. Drag the green button from the Glossy BSDF window and drop it on the bottom green Shader button on the left side of the Mix Shader window
  16. In the Glossy BSDF window, click the Color button
  17. Set the RGB values as follows:
    R: .800
    G: .7
    B: .34
  18. Still in the Glossy BSDF window, click the Roughness number to select it
  19. Type .125 and press Enter:

    Properties Window Menu - Mix Shader

  20. Position the mouse on the work area and, in the Numeric Pad, press 0 to display the camera view
  21. Press N to display the Properties Region
  22. In the Properties Region, click Lock Camera to View to put a check box on it
  23. Use the mouse and keyboard to display the view any way you want (for this example, I used the Restrict Viewport Visibility and the Restrict Rendering buttons of each ice cube to hide them). Here is an example:

    Modeling a Picnic Table

  24. In the Properties Region, click Lock Camera to View to remove the check box
  25. On the top menu, click Render and click Render Image:

    Modeling a Picnic Table

  26. On the menu bar of the UV/Image Editor, click View and click Save As Image
  27. Set the file name as Picnic Table1 and click Save As Image
  28. To return to the modeling scene, press Esc

Practical LearningPractical Learning: Materializing a Champaign Bucket

  1. In the Outliner, click the Restricted Rendering button (the camera) on the right side of Champaign Bucket to make it available for rendering
  2. In the Outliner, click the Restrict Viewport Visibility button on the right side of Champaign Bucket to display it
  3. In the Outliner, click Champaign Bucket to select it
  4. In the Properties window, click the New button
  5. In the Properties window, click Diffuse BSDF
  6. In the menu that appears, click Mix Shader
  7. On the menu bar of the Node Editor, click Add -> Shader -> Anisotropic BSDF
  8. Position the mouse on the top-left of the Mix Shader and click
  9. Drag the green button from Anisotropic BSDF and drop it on the top Shader button of the Mix Shader window
  10. On the menu bar of the Node Editor, click Add -> Shader -> Glossy BSDF
  11. Position the mouse below the Anisotropic BSDF window and click
  12. Drag the green button from Glossy BSDF and drop it on the bottom Shader button of the Mix Shader window
  13. In the Mix Shader window, click the value of Fac to select it
  14. Type .75 and press Enter
  15. Click the Roughness value in the Anisotropic BSDF window to select it
  16. Type .025 and press Enter
  17. In the same way, in the Glossy BSDF window, set the Roughness value to .1:

    Properties Window Menu - Mix Shader

  18. Position the mouse on the work area and, in the Numeric Pad, press 0 to display the camera view
  19. Press N to display the Properties Region
  20. In the Properties Region, click Lock Camera to View to put a check box on it
  21. Use the mouse and keyboard to display the view any way you want (for this example, I used the Restrict Viewport Visibility and the Restrict Rendering buttons of each ice cube to hide them). Here is an example:

    Modeling a Champaign Bucket

  22. In the Properties Region, click Lock Camera to View to remove the check box
  23. On the top menu, click Render and click Render Image:

    Modeling a Champaign Bucket

  24. On the menu bar of the UV/Image Editor, click View and click Save As Image
  25. Set the file name as Champaign Bucket and click Save As Image
  26. To return to the modeling scene, press Esc

Using an Input When Mixing Materials

You are probably familiar with techniques of adding values to materials in Blender. These techniques can involve such items as colors or roughness. Other techniques involve such items as textures. The techniques used to add a value that includes an input such as a value or a texture can also be used when mixing some materials.

Practical LearningPractical Learning: Materializing a Bottle of Red Wine

  1. In the Outliner, click the Restrict Viewport Visibility button on the right side of Bottle of Red Wine to display it
  2. In the Outliner, click the Restricted Rendering button on the right side of Bottle of Red Wine
  3. In the Outliner, click Bottle of Red Wine to select it
  4. On the toolbar of the Node Editor, click the New button
  5. In the Properties window, click Diffuse BSDF
  6. In the menu that appears, click Mix Shader

    Properties Window - Material Menu - Mix Shader

    Notice that, in the Node Editor, the Diffuse BSDF window has been replaced by the Mix Shader window
  7. In the Properties window, click the top None button (of the top Shader) and click Glass BSDF:

    Properties Window Menu - Glass BSDF

  8. In the Properties window, click the bottom None and select Diffuse BSDF
  9. On the menu bar of the Node Editor, click Add -> Input -> Value
  10. Click the left side of the Glass BSDF window to position the Value window
  11. Drag the gray Value button from the Value window and drop it on the gray Roughness value of the Glass BSDF window
  12. In the Value window, click the Value value to select it
  13. Type .005 and press Enter
  14. Position the mouse in the Node Editor and press Shift + A -> Input -> RGB
  15. Click the left side of the Diffuse BSDF to position the new window
  16. In the RGB window, click the horizontal bar below the color wheel and set the color as follows:
    R: .395
    G: .225
    B: .185
  17. Drag the yellow Color button from the RGB window to the yellow button from the Diffuse BSDF window:

    Properties Window - Mix Shader

  18. Position the mouse on the work area and, in the Numeric Pad, press 0 to display the camera view
  19. Press N to display the Properties Region
  20. In the Properties Region, click Lock Camera to View to put a check box on it
  21. Use the mouse and keyboard to display the view any way you want. Here is an example:

    Modeling a Picnic Table

  22. In the Properties Region, click Lock Camera to View to remove the check box
  23. In the Node Editor, in the Mix Shader window set the value of the Fac to .005
  24. On the top menu, click Render and click Render Image:

    Modeling a Picnic Table

  25. On the menu bar of the UV/Image Editor, click View and click Save As Image
  26. Set the file name as Empty Bottle1 and click Save As Image
  27. To return to the modeling scene, press Esc
  28. In the Node Editor, in the Mix Shader window set the value of the Fac to .225
  29. On the top menu, click Render and click Render Image:

    Modeling a Picnic Table

  30. On the menu bar of the UV/Image Editor, click View and click Save As Image
  31. Set the file name as Empty Bottle2 and click Save As Image
  32. To return to the modeling scene, press Esc

Practical LearningPractical Learning: Materializing an Empty Bottle

  1. In the Outliner, click the Restrict Viewport Visibility button on the right side of Chantilly to display it
  2. In the Outliner, click the Restricted Rendering button on the right side of Chantilly
  3. In the Outliner, click Chantilly bottle to select it
  4. In the Material tab of the Properties window, click the New button
  5. In the Node Editor, click Diffuse BSDF to select its window
  6. Press X to delete the window
  7. In the Material tab of the Properties window, on the right side of Surface, click None
  8. On the menu that appears, click Mix Shader.
    Notice that, in the Node Editor, a Mix Shader window has been added and attached to the Material Output window
  9. On the menu bar of the Node Editor, click Add -> Shader -> Glass BSDF
  10. Position the mouse on the top-left side of the Mix Shader window and click
  11. On the menu bar of the Node Editor, click Add -> Input -> RGB
  12. Position the mouse on the left side of the Glass BSDF window and click
  13. In the RGB window, click the horizontal bar below the color wheel and set the RGB value as follows:
    R: .675
    G: 1
    B: .515
  14. Drag the yellow button from the RGB window and drop it on the yellow button of the Glass BSDF window
  15. Drag the green button from the Glass BSDF window and drop it on the top green Shader button of the Mix Shader window
  16. In the Material section of the Properties window, click the bottom None button and, in the menu that appears, click Diffuse BSDF.
    In the Node Editor, notice that a Diffuse BSDF window has been added and it got attached to the second Shader button of the Mix Shader window
  17. On the menu bar of the Node Editor, click Add -> Input -> Value
  18. Position the mouse on the left side of the Diffuse BSDF window and click
  19. In the Value window, click the value to select it
  20. Type .25 and press Enter
  21. In the Node Editor, drag the gray button from the Value window and drop it on the gray button (Roughness) of the Diffuse BSDF window

    Node Editor - Materials - Mix Shader

  22. Position the mouse on the work area and, in the Numeric Pad, press 0 to display the camera view
  23. Press N to display the Properties Region
  24. In the Properties Region, click Lock Camera to View to put a check box on it
  25. Use the mouse and keyboard to display the view any way you want. Here is an example:

    Modeling a Picnic Table

  26. In the Properties Region, click Lock Camera to View to remove the check box
  27. On the top menu, click Render and click Render Image:

    Modeling a Picnic Table

  28. On the menu bar of the UV/Image Editor, click View and click Save As Image
  29. Set the file name as Empty Bottle1 and click Save As Image
  30. To return to the modeling scene, press Esc
  31. In the Node Editor, in the Mix Shader window set the value of the Fac to .015
  32. On the top menu, click Render and click Render Image:

    Modeling a Picnic Table

  33. On the menu bar of the UV/Image Editor, click View and click Save As Image
  34. Set the file name as Empty Bottle2 and click Save As Image
  35. To return to the modeling scene, press Esc

Practical LearningPractical Learning: Materializing a Bottle of White Wine

  1. In the Outliner, click the Restrict Rendering button on the right side of Bottle of White Wine to display it
  2. In the Outliner, click the Restrict Viewport Visibility button on the right side of Bottle of White Wine to display it
  3. In the Outliner, click Bottle of White Wine to select it
  4. In the Properties window, click the New button
  5. In the Node Editor, right-click any section in the Diffuse BSDF window to give it focus
  6. Press Delete to remove it
  7. Position the mouse in the Node Editor and press Shift + A -> Shader -> Mix Shader
  8. Click on the left side of the Material Output window to position the new window
  9. On the menu bar of the Node Editor, click Add -> Input -> Value
  10. Position the mouse on the top-left of the Mix Shader and click
  11. Drag the button from the Value window and drop it on the gray Fac button of the Mix Shader window
  12. On the menu bar of the Node Editor, click Add -> Shader -> Glass BSDF
  13. Position the mouse on the left of the Mix Shader and below the Value window, then click
  14. Drag the green button from Glass BSDF and drop it on the top Shader button of the Mix Shader window
  15. Position the mouse inside the Node Editor and press Shift + A -> Input -> Value
  16. Position the mouse on the left side of the Glass BSDF window and click
  17. Drag the button from the new Value window and drop it on the gray Roughness button of the Glass BSDF window
  18. On the menu bar of the Node Editor, click Add -> Shader -> Diffuse BSDF
  19. Position the mouse below the Glass BSDF window and click
  20. Drag the green button from the Diffuse BSDF window and drop it on the bottom Shader button of the Mix Shader window
  21. On the menu bar of the Node Editor, click Add -> Input -> RGB
  22. Position the mouse on the top-left side of the Diffuse BSDF window and click
  23. Drag the yellow button from the RGB window and drop it on the yellow button of the Diffuse BSDF window
  24. In the Node Editor, click one of the Value windows to select it
  25. Press Shift + D to copy
  26. Position the mouse below the RGB window and to the left side of the Diffuse BSDF window, then click
  27. Drag the button from the new Value window and drop it on the gray Roughness button of the Diffuse BSDF window
  28. Click the value on the left of the Glass BSDF window to select it
  29. Type .005 and press Enter
  30. On the left side of the Diffuse BSDF window, click the horizontal bar below the Color wheel and set the color as follows:
    R: .875
    G: .905
    B: .545
  31. On the left side of the Diffuse BSDF window, click the value in the Value window to select it
  32. Type .1 and press Enter
  33. From the Mix Shader window, drag the green Shader button and drop it on the green Surface button of the Material Output window

    Node Editor - Materials - Mix Shader

  34. Position the mouse on the work area and, in the Numeric Pad, press 0 to display the camera view
  35. Press N to display the Properties Region
  36. In the Properties Region, click Lock Camera to View to put a check box on it
  37. Use the mouse and keyboard to display the view any way you want. Here is an example:

    Modeling a Picnic Table

  38. In the Properties Region, click Lock Camera to View to remove the check box
  39. On the top menu, click Render and click Render Image:

    Modeling a Picnic Table

  40. On the menu bar of the UV/Image Editor, click View and click Save As Image
  41. Set the file name as Empty Bottles1 and click Save As Image
  42. To return to the modeling scene, press Esc
  43. On the left side of the Diffuse BSDF window, click the horizontal bar below the Color wheel and set the color as follows:
    R: 1
    G: 1
    B: 0
  44. In the Node Editor, click the value of the top Value window (connected to the Fac button of the Mix Shader) to select it
  45. Type .205 and pres Enter
  46. On the top menu, click Render and click Render Image:

    Modeling a Picnic Table

  47. On the menu bar of the UV/Image Editor, click View and click Save As Image
  48. Set the file name as Empty Bottles2 and click Save As Image
  49. To return to the modeling scene, press Esc

Mixing Combinations of Materials

To combine materials in Blender, you can use the Mix Shader feature. With this technique, you can combine two materials using the Mix Shader window that is equipped with two input buttons. In reality, any of the input buttons can receive its own Mix Shader. This feature provides tremendous options in creating materials.

Practical LearningPractical Learning: Materializing the Ice Bucket

  1. In the Outliner, click the Restrict Viewport Visibility button on the right side of Ice Bucket to display it
  2. In the Outliner, click the Restrict Rendering button on the right side of Ice Bucket to display it
  3. In the Outliner, click Ice Bucket to select it
  4. In the Properties window, click the New button
  5. In the Node Editor, right-click anywhere in the Diffuse widow to select it
  6. Press X to delete it
  7. On the menu bar of the Node Editor, click Add -> Shader -> Mix Shader
  8. Click on the left side of the Material Output window to position the window
  9. Drag the right green button from the Mix Shader window and drop it on the Surface button
  10. On the menu bar of the Node Editor, click Add -> Shader -> Glass BSDF
  11. Position the mouse on the top-left side of the Mix Shader window and click
  12. Drag the green button from the Glass BSDF window to the top green Shader button of the Mix Shader window
  13. Position the mouse in the Node Editor and press Shift + A -> Shader -> Mix Shader
  14. Position the mouse below the Glass BSDF window and click
  15. Drag the right green button from the left Mix Shader window and drop it on the bottom green Shader button of the right-side Mix Shader window
  16. On the menu bar of the Node Editor, click Add -> Shader -> Anisotropic BSDF
  17. Click on the top-left side of the left Mix Shader window to position the window
  18. Drag the green button from the Anisotropic BSDF window and drop it on the top green Shader button of the left Mix Shader window
  19. On the menu bar of the Node Editor, click Add -> Shader -> Diffuse BSDF
  20. Position the mouse below the Anisotropic BSDF window and click
  21. Drag the green button from the Diffuse BSDF window and drop it on the bottom green Shader button of the left Mix Shader window
  22. On the menu bar of the Node Editor, click Add -> Input -> Value
  23. Position the mouse above the Anisotropic BSDF window and click
  24. Drag the gray button from the Value window and drop it on the gray button of the left Mix Shader window
  25. In the Value window, click the value to select it
  26. Type .125 and press Enter
  27. On the menu bar of the Node Editor, click Add -> Input -> Value
  28. Position the mouse on the left side of the Anisotropic BSDF window and click
  29. In the new Value window, click the value to select it
  30. Type .075 and press Enter
  31. Drag the gray button from the left Value window and drop it on the gray Roughness button of Anisotropic BSDF

    Node Editor - Materials - Mix Shader

  32. Position the mouse on the work area and, in the Numeric Pad, press 0 to display the camera view
  33. Press N to display the Properties Region
  34. In the Properties Region, click Lock Camera to View to put a check box on it
  35. Use the mouse and keyboard to display the view any way you want. Here is an example:

    Modeling a Picnic Table

  36. In the Properties Region, click Lock Camera to View to remove the check box
  37. On the top menu, click Render and click Render Image:

    Modeling a Picnic Table

  38. On the menu bar of the UV/Image Editor, click View and click Save As Image
  39. Set the file name as Ice Vase1 and click Save As Image
  40. To return to the modeling scene, press Esc
  41. In the Node Editor, in the right Mix Shader window set the value of the Fac to .085
  42. On the top menu, click Render and click Render Image:

    Modeling a Picnic Table

  43. On the menu bar of the UV/Image Editor, click View and click Save As Image
  44. Set the file name as Ice Vase2 and click Save As Image
  45. To return to the modeling scene, press Esc
  46. Position the mouse in the small triangle in the top-right corner of the 3D View until the cursor becomes a +
  47. Click and drag up until a gray arrow appears in the Node Editor
  48. Release the mouse to close the Node Editor
  49. In the Properties window, click the Material button Properties Window - Material

Completing the Materials

If you don't see some dramatic effect, you don't have to combine materials. You can use the simple classic technique that consists of selecting an object and simply applying a material to it.

Practical LearningPractical Learning: Materializing the Horizon

  1. In the work area, right-click the large plane (alternatively, in the Outliner, click Horizon) to select it
  2. In the Properties window, click the New button
  3. Still in the Properties window, click the white button on the right side of Color
  4. Set the color values as follows:
    R: 0
    G: .205
    B: 0

Practical LearningPractical Learning: Materializing the Eatery Border

  1. In the Outliner, click Eatery Border - Front to select it
  2. In the Properties window, click the New button
  3. Double-click Material.007 to select the name
  4. Type Brown Wood and press Enter
  5. Click the white Color button and set the color as follows:
    R: .205
    G: .095
    B: .025
  6. In the Outliner, click Eatery Border - Left to select it
  7. Click the button on the left side of New and select Brown Wood

Practical LearningPractical Learning: Materializing the Eating Area

  1. Save the following picture to your hard drive:

    Resources - Mud Wall

  2. In the work area, right-click the plane inside the wood border to select it (if you are having difficulties selecting it, in the Outliner, click Eatery Area)
  3. In the top toolbar, click the button on the left side of Default and click Compositing
  4. In the Properties window, click the New button
  5. In the Properties window, click the dark-gray button on the right-click of Color and click Image Texture
  6. In the Properties window, click the Open button
  7. Select the pieces.png picture and click Open Image
  8. Position the mouse in the 3D View (in the bottom-right window titled Camera Persp) and press Tab to work in Edit Mode
  9. Position the mouse in the 3D View in the lower-right window and press U
  10. In the menu that appears, click Unwrap
  11. On the toolbar of the UV/Image Editor in the bottom-left side, click the Browse button and click pieces.png
  12. Position the mouse in the 3D View in the lower-right window and press Tab to exit Edit Mode
  13. In the top menu bar, click the button on the left of Compositing and click Default

    BottomLeft

Practical LearningPractical Learning: Materializing the Legs of the Table

  1. In the Outliner, click Table Leg to select it
  2. In the Properties window, click the New button
  3. Click the Color button and set the color values as follows:
    R: .105
    G: .015
    B: .005

    BottomLeft

Practical LearningPractical Learning: Materializing the Ice Cubes

  1. Right-click one of the ice cubes in the work area

  2. In the Material section of the Properties window, click New
  3. In the Material section of the Properties window, click Diffuse BSDF and click Glass BSDF
  4. In the Properties window, click the Roughness value to select it
  5. Type .115 and press Enter
  6. Position the mouse on the work area and, in the Numeric Pad, press 0 to display the camera view
  7. Press N to display the Properties Region
  8. In the Properties Region, click Lock Camera to View to put a check box on it
  9. Use the mouse and keyboard to put the ice cubes and the ice vase in the center. Here is an example:

    Modeling a Picnic Table - Ice Cubes

  10. In the Properties Region, click Lock Camera to View to remove the check box
  11. On the top menu, click Render and click Render Image:

    Modeling a Picnic Table - Ice Cubes

  12. On the menu bar of the UV/Image Editor, click View and click Save As Image
  13. Set the file name as Ice Cubes1 and click Save As Image
  14. To return to the modeling scene, press Esc
  15. On the menu bar of the Timeline, click the right Play Animation button
  16. After viewing the animation, press Esc
  17. In the Properties window, click the Render button Render
  18. In the Output section, click the Open button
  19. Click on the right side of the directory (you may have to click twice)
  20. Type Ice Cubes and press Enter
  21. On the message box that displays, click Create New Directory
  22. Click the Accept button
  23. In the Sampling section, in the Samples section, set the Render value to 500
  24. In the Render section, click the Animation button

Practical LearningPractical Learning: Materializing the Red Wine

  1. In the Outliner, click the Restrict Viewport Visibility button on the right side of Red Wine
  2. In the Outliner, click Bottle of Red Wine to select it
  3. In the Material tab of the Properties window, click Mix Shader
  4. In the menu that appears, click Glass BSDF
  5. In the Outliner, click the Restrict Viewport Visibility button on the right side of Red Wine to display it
  6. In the Outliner, click the Restrict Rendering button on the right side of Red Wine to display it
  7. In the Outliner, click Red Wine to select it
  8. In the Properties window, click the New button
  9. Still in the Properties window, click Diffuse BSDF
  10. Click the Color button and click RGB
  11. Set the color value as follows:
    R: .075
    G: 005
    B: 005
  12. Click the Roughness value, type .85 and press Enter
  13. In the Outliner, click Ice Bucket to select it

Practical LearningPractical Learning: Materializing a Bottle Cap

  1. In the Outliner, click the Restrict Rendering button of Bottle Cap
  2. In the Outliner, click the Restrict Viewport Visibility button on the right side of Bottle Cap to display it
  3. Click Bottle Cap to select it
  4. In the Properties window, click the New button
  5. In the Properties window, click the Color button
  6. Set color as follows:
    R: .065
    G: .065
    B: .065
  7. Position the mouse on the work area and, 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 put a check box on it
  10. Use the mouse and keyboard to put the ice cubes and the ice vase in the center. Here is an example:

    Modeling a Picnic Table - Bottles of Wine

  11. In the Properties Region, click Lock Camera to View to remove the check box
  12. On the top menu, click Render and click Render Image:

    Modeling a Picnic Table - Bottles of Wine

  13. On the menu bar of the UV/Image Editor, click View and click Save As Image
  14. Set the file name as Bottle of Red Wine and click Save As Image
  15. To return to the modeling scene, press Esc

Practical LearningPractical Learning: Materializing the White Wine

  1. In the Outliner, click the Restrict Viewport Visibility button on the right side of White Wine to display it
  2. In the Outliner, click the Restrict Rendering button on the right side of White Wine
  3. In the Outliner, click Bottle of White Wine to select it
  4. In the Properties window, click Mix Shader
  5. In the menu that appears, click Glass BSDF
  6. Still in the Properties window, click the white Color button and click RGB
  7. Set the color as follows:
    R: 1
    G: .985
    B: .795
  8. In the Outliner, click White Wine to select it
  9. In the Properties window, click the New button
  10. Still in the Properties window, click Diffuse BSDF
  11. In the menu that appears, click Glass BSDF
  12. Click the Color button and click RGB
  13. Set the color value as follows:
    R: 1
    G: .855
    B: .095
  14. Click the Roughness value, type .425 and press Enter
  15. On the top menu, click Render and click Render Image:

    Modeling a Picnic Table - Bottles of Wine

  16. On the menu bar of the UV/Image Editor, click View and click Save As Image
  17. Set the file name as Bottle of White Wine and click Save As Image
  18. To return to the modeling scene, press Esc

Practical LearningPractical Learning: Materializing an Empty Glass

  1. In the Outliner, click the Restrict Rendering button on the right side of Empty Glass
  2. In the Outliner, click the Restrict Viewport Visibility button on the right side of Empty Glass to display it
  3. In the Outliner, click Empty Glass to select it
  4. In the Material section of the Properties window, click the New button
  5. Click the Preview button to expand it
  6. Click Diffuse BSDF
  7. In the menu that appears, click Glass BSDF:

    Menu Bar - Glassy BSDF

Practical LearningPractical Learning: Materializing the Classic Cup

  1. In the Outliner, click the Restrict Rendering button on the right side of Classic Cup
  2. In the Outliner, click the Restrict Viewport Visibility button on the right side of Classic Cupto display it
  3. In the Outliner, click Classic Cup to select it
  4. In the Material section of the Properties window, click the New button
  5. Click the Preview button to expand it
  6. Click Diffuse BSDF
  7. In the menu that appears, click Glass BSDF
  8. In the Numeric Pad, press 0 to display the camera view
  9. Press N to display the Properties Region
  10. In the Properties Region, click the Lock Camera to View check box
  11. Use the mouse to center the picnic table and the other objects. Here is an example:

    Modeling a Picnic Scene

  12. In the Properties window, click the Render button Render
  13. In the Render section, click the Render button:

    Modeling a Picnic Table - Bottles of Wine

  14. On the menu bar of the UV/Image Editor, click View and click Save As Image
  15. Set the file name as Picnic Scene and click Save As Image
  16. To return to the modeling scene, press Esc
  17. In the Timeline, set the End to 350
  18. Use the mouse to zoom on, and center one, the ice vase and its ice cubes to have the objects somewhere in the front. Here is an example:

    Modeling a Picnic Scene

  19. In the Outliner, click Camera to select it
  20. Position the mouse in the work area, press I
  21. In the menu that appears, click LocRot
  22. In the Timeline, click the 50th frame
  23. Zoom in the ice vase. Here is an example:

    Modeling a Picnic Scene

  24. Position the mouse in the work area, press I, and click LocRot
  25. In the Timeline, click the 70th frame
  26. Zoom slightly away from the ice vase and turn slightly to the left. Here is an example:

    Modeling a Picnic Scene

  27. Press I and click LocRot
  28. In the Timeline, click the 100th frame
  29. Again, zoom slightly away from the ice vase and turn slightly to the left. Here is an example:

    Modeling a Picnic Scene

  30. Press I and click LocRot
  31. In the Timeline, click the 150th frame
  32. Zoom away to the left to have a left-side view of the ice vase, the champaign bucket, the bottles, and the classes. Here is an example:

    Modeling a Picnic Scene

  33. Press I and click LocRot
  34. In the Timeline, click the 180th frame
  35. Move to the left to the right to get on the back-right view. Here is an example:

    Modeling a Picnic Scene

  36. Press I and click LocRot
  37. In the Timeline, click the 220th frame
  38. Move to the back of the bottles. Here is an example:

    Modeling a Picnic Scene

  39. Press I and click LocRot
  40. In the Timeline, click the 250th frame
  41. Move to the back-left of the bottles. Here is an example:

    Modeling a Picnic Scene

  42. Press I and click LocRot
  43. In the Timeline, click the 280th frame
  44. Move to the front-right side of the cups. Here is an example:

    Modeling a Picnic Scene

  45. Press I and click LocRot
  46. In the Timeline, click the 350th frame
  47. Zoom away as much as possible. Here is an example:

    Modeling a Picnic Scene

  48. Press I and click LocRot
  49. In the Timeline, click the first frame
  50. In the Properties Region, click the Lock Camera to View check box
  51. Press N to close the Properties region
  52. In the Properties window, click the Render button Render
  53. In the Output section, click the Open button
  54. In the top text box, replace Ice Cubes with Picnic Scene and press Enter
  55. On the message box that displays, click Create New Directory
  56. Click the Accept button
  57. In the Sampling section, in the Samples section, set the Render value to 500
  58. In the Render section, click the Animation button
  59. Type Picnic Scene and press Enter
  60. On the message box that displays, click Create New Directory
  61. Click the Accept button
  62. In the Sampling section, in the Samples section, set the Render value to 500
  63. In the Render section, click the Animation button
  64. In the Outliner, click White Wine Bottle to select it

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