Hot to Create a Glass Shader in Blender Cycles

In this tutorial we're gonna learn how to create a realistic looking glass material in Blender Cycles.

 

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Hey there, what’s up, everybody! Today we’re gonna learn how to create a realistic looking Glass Material in Blender Cycles.

You’re reading episode 1 of the Shader Series on cgbookcase.com, a website, a blog, a collection of high-quality textures and 3d models helping you to create better 3d art. As always you can download the finished file on cgbookcase.com.

So let’s open up Blender!

The setup is the following:

We have a nice 3d model from Sketchfab, which you can down load on the link under the video and a Subdivision Surface Modifier with a level of 1. Then we have a camera pointing to the 3d model with a focal length of 72mm.

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Understand and use the Rule of Thirds in Blender

Hey there, folks!

Today I'll teach you what the "Rule of Thirds" is and how to use it in Blender.

The Rule of Thirds is a basic composition guideline which helps you composing your image / placing your camera. This guideline is very often used in photography, painting, and 3D art of course.

To use the rule of thirds, we have to divide the image / our render by two equally spaced horizontal lines and two equally spaced vertical lines, resulting in four intersections. We place our most important object in the scene or the thing we want the viewer to look on at one of those intersections. (Watch the image above to understand it better.)

In Blender, we can do this in three easy steps:

1. Enter the camera view by pressing "0" on the Numpad and right-click on the camera border to select it.

2. In the properties panel, go to the camera tab. You'll find a section called display, and a drop-down menu called Composition Guides.

3. Choose Thirds from the drop-down menu (I rarely use any options other than thirds, but the Center Diagonal can be useful sometimes) and you'll get a handy rule of thirds overlay.

As you see on the image below, I arranged the camera so that the objects I want the viewer to look at first - in my case, it's the front of the table with some chairs - are placed on one of the four intersections. The objects don't need to be super perfectly aligned, but the overlay really helps to place the camera in 3d space.

Additionally, you can increase the Alpha, so everything out of the camera is darker, which gives you clearer look on your composition.

Thank you so much for reading this week's tutorial, I really hoped you enjoyed this trick.

If you haven't already, feel free to subscribe to my Youtube channel:

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Have a nice day,
Dorian from cgbookcase.com

How to Make a Wireframe Render in Blender Cycles

Doesn't this Supermarine Spitfire model by Renafox looks super cool?

Doesn't this Supermarine Spitfire model by Renafox looks super cool?

Hey there, Blender-addicted people!

Have you ever wondered why your portfolio sucks? Or at least why nobody's watching it? Probably because it's boring. If you only share your final render on your portfolio, people won't stay long and won't be interested in your art. People just love to know how you've done it.

That' the reason why we're gonna learn how to show off the topology of your 3D model or artwork.

I'll use a great model which you can download here.

So open Blender, select your 3D model and jump to the Node Editor!

We start with a simple Emission Shader. Then we add a Wireframe Node (Shift + A, Input, Wireframe) and connect it to the color slot of the Emission Shader:

Because we want to have a white object with black wires instead of a black model with white wires, we add a MixRGB Node between the Wireframe Node and the Emission Shader with Color 1 set to white and Color 2 set to black:

Now we have a relatively boring looking wireframe, so we need to add some more nodes to give the airplane model a more 3-dimensional look.

First, we add a Geometry Node (Shift + A, Input, Geometry), then we add a Normal Node (Shift + A, Vector, Normal) and connect the Normal Output of the Geometry Node to the Normal Input of the Normal Node. To brighten up the dark areas we need to add a ColorRamp Node (Shift + A, Converter, ColorRamp) and change the black slider's color to a light gray. If you want to, you can also choose other colors here, but I prefer a grayscale look.

This gives us a look as if there's a lamp in the scene shining on our model.

So that's it for this week's trick. I really hope you enjoyed reading this episode! (I do now weekly blog posts every Tuesday, sign up here to get notified.)

If you'd wanna help me out, I'd appreciate it if you could send me some video tutorial or quick tip suggestions.

Click here to fill out the form or tweet me here.

Thanks for reading & enjoy your day
Dorian from cgbookcase.com