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CG Cookie Fundamentals of Blender Materials and Shading


Chapter 1 - Intro to Materials and Shading:
1 - How Shaders Manipulate Light
2 - Creating Materials in Blender
3 - Assigning Material Slots to Objects and Faces
4 - Using Blender's Shader Editor

Chapter 2 - The Basic Blender Shader Nodes:
5 - The Glossy and Diffuse Shaders
6 - The Mix and Add Shaders
7 - The Anisotropic Shader
8 - The Transparent and Holdout Shaders
9 - The Refraction and Glass Shaders
10 - The Translucent Shader
11 - The Subsurface Scattering Shader
12 - The Absorption and Scattering Volume Shaders
13 - The Emission, Velvet, and Toon Shaders
14 - Shading From Observation

Chapter 3 - How to Use Textures:
15 - Intro to Textures
16 - Changing Texture Coordinates
17 - The Socket Color Meanings
18 - Blend Modes and Basic Color Math
19 - Manipulating Normals
20 - Using Normal Maps
21 - Displacement and Adaptive Subdivision

Chapter 4 - Intro to Physically Based Rendering:
22 - Intro to Physically Based Rendering
23 - Everything Has Fresnel
24 - How Roughness Influences Fresnel
25 - The Principled Shader
26 - The Principled Hair Shader
27 - The Principled Volume Shader
28 - Shading the Orbot
29 - Shading the Grass Field Mesh
30 - Shading the Grass Field Hair

Chapter 5 - Rendering Materials and Shaders:
31 - Light Path Bounces
32 - Light Path Visibility
33 - Rendering Glass
34 - Creating Glass Dispersion
35 - Eevee Glass and Transparency
36 - Eevee Reflection Cubemaps
37 - Eevee Reflection Planes and Screen Space Reflection
38 - Rendering Volumes

Chapter 6 - The Materials and Shading Workflow:
39 - Shader to RGB Toon Effects
40 - Freestyle Outline Effects
41 - Layout Nodes and Shader Organization
42 - Creating Group Nodes
43 - Exporting Materials
44 - Create Materials and Shaders for a Scene
45 - Bonus- Animating the Material Transformation Effect