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Adding a simple texture

From: Blender 2.6 Essential Training

Video: Adding a simple texture

In this chapter, we are going to go over textures. Now textures can add additional realism to your materials, and they can be bitmapped images. They can be procedurals. There's a whole array of ways to create textures, and we'll get in to those. But before we do that, we need to understand a little bit about the Texture panel and how textures relate to materials. So we are just going to add a very simple texture so we can understand some of that process.

Adding a simple texture

In this chapter, we are going to go over textures. Now textures can add additional realism to your materials, and they can be bitmapped images. They can be procedurals. There's a whole array of ways to create textures, and we'll get in to those. But before we do that, we need to understand a little bit about the Texture panel and how textures relate to materials. So we are just going to add a very simple texture so we can understand some of that process.

So we are going to start off very simply. I just have the default scene open here, and I am going to go ahead and select my default cube. Now I am going to go ahead into my Materials panel here. In fact, I am going to go ahead and expand that so we have a lot of room to see what we are doing here. I am just going to keep the standard default material, and we are going to go ahead and just change the diffuse color a little bit so that it's a little bit more blue. Now this is just a solid color, but if we want to add something a little bit more rich, we can use a texture.

You can find Textures over here under this little checkerboard button, and this brings up the Textures panel. Notice how this is very similar to the Materials panel in that we can have a list of multiple textures and we can apply multiple textures to an object. But right now let's just stick with the default texture, and that's called Tex. If we want, we can change the name to whatever we want, but let's just go ahead and keep it to default. Now under here we have a Type. This is the type of texture that we want to apply.

If I click on this, you will see I get a list. And we can have anything from Clouds, if we want we can just go through some of these Clouds. Here you can see these are cloud textures. Environment maps. Images or movies, this would be for bitmaps. We can do Marble. We can do Stucco, that sort of thing. And each one of these, if you notice, they have their own parameters, and each one has its own custom things that you can do. So if I change this to Marble, you can see the number of options expands.

But we are not going to get into that too much right now. Now as you start changing the texture, you do want to be able to see how it looks on the material. So we have a preview here of the marble, but we can see it either on the material itself or on both. So you can see this is my texture and this is how it looks on the object. In fact, if I go over to my Materials panel, you'll see that that texture has overridden my diffuse color.

And you'll say, well, it doesn't really override it because I have white and black here and in my material I have blue and fuchsia. Well actually that is what it's doing, and let me show you where that's affected. If we go all the way down to the Influence rollout here, you'll notice that this has a color associated with it, and that seems to be that color. Well it is, and what we can do is we can actually change this color if we want.

And if we look at this, we will see that what's happening with this particular texture is that it's overlaying the original color, so it's almost like an alpha channel. So where this is black the original color shows up; where this is white the new color shows up. And in this case it's that yellow color. Now this is just one way for these textures to work. If we were to apply a bitmapped texture it would completely override the color.

But let's stick with this for just a little bit and take a look at how this Influence works. The Influence is basically what is the texture affecting? So in this case, and by default, it affects the color. So if I turn this off, you'll see that well the additive color goes way. If I turn it on, you can see I can dial it back to 0 or dial it up. But we don't have to affect just color; we can affect other parameters.

So if I were to click on Intensity, you can see how that kind of pops in. If I were to affect Emit, what this does is it takes the white and it adds that to the Emit value in the shade. Or in other words it makes itself illuminate where it's white and keeps it the standard color where it's dark. In fact if I turn off Color, you can see how that affects it, so basically it turns up Emit for those areas. So I am going to go ahead and turn that off. And we can also affect things like Specular or Geometry.

If I turn this on for Normal, you can see how all of a sudden this white-and- black area now becomes a normal map. So in other words it creates bumps on the surface of our object. So I am going to go ahead and turn this off. Now how this blends back into the original color is determined by this Mix parameter here. So how this color blends back into the original depends on this Blend parameter here. By default it's set to Mix, but we can certainly do an additive--in other words, add to the original color.

We can multiply the original color, we can darken, and so on. If you're familiar with Photoshop, you would probably be familiar with these as well, because these are very similar to the Blend modes you find in Photoshop. But I am going to go ahead and turn this back to Mix. Now once we have this texture applied, it does show up in my material. Now the one thing is you don't really see in the material where that texture is coming from. If you're in another package, such as Maya or something like that you might see a little marker here that tells me that my diffuse color is coming from something else.

So it's a little bit different than some packages, but just know that you have your texture here and the Influence determines which channel in the shader or in the material that it's affecting.

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This video is part of

Image for Blender 2.6 Essential Training
Blender 2.6 Essential Training

90 video lessons · 22001 viewers

George Maestri
Author

 
Expand all | Collapse all
  1. 3m 42s
    1. Welcome
      1m 22s
    2. Using the exercise files
      28s
    3. Downloading Blender
      34s
    4. Using Blender on a Mac
      42s
    5. Using Blender on a laptop
      36s
  2. 30m 32s
    1. Overview of the Blender interface
      6m 6s
    2. Understanding 3D view windows
      5m 23s
    3. Navigating in 3D space
      6m 35s
    4. Configuring user preferences
      6m 24s
    5. Creating custom layouts
      6m 4s
  3. 32m 29s
    1. Selecting objects
      6m 12s
    2. Moving objects
      4m 35s
    3. Rotating objects
      2m 48s
    4. Scaling objects
      2m 16s
    5. Understanding transform orientation
      3m 53s
    6. Changing an object's origin
      5m 27s
    7. Selecting pivot points
      3m 22s
    8. Using Snap to move objects precisely
      3m 56s
  4. 44m 15s
    1. Creating mesh primitives
      6m 36s
    2. Selecting vertices, edges, and faces
      4m 48s
    3. Editing mesh objects
      7m 39s
    4. Proportional editing
      3m 52s
    5. Sculpt mode
      4m 45s
    6. Working with edges and edge loops
      3m 42s
    7. Extrusions
      5m 18s
    8. Smooth shading objects
      2m 23s
    9. Subdividing meshes
      5m 12s
  5. 50m 31s
    1. Working with modifiers
      5m 52s
    2. Working with subdivision surfaces
      3m 48s
    3. Creating a simple creature
      7m 54s
    4. Symmetrical modeling with the Mirror modifier
      8m 21s
    5. Joining mesh objects
      3m 37s
    6. Stitching vertices
      4m 52s
    7. Finalizing a simple creature
      4m 48s
    8. Creating text
      3m 29s
    9. Boolean tools
      2m 59s
    10. Vertex groups
      4m 51s
  6. 22m 36s
    1. Using the Outliner
      8m 22s
    2. Using layers
      4m 30s
    3. Creating groups
      2m 48s
    4. Working with scenes
      4m 2s
    5. Creating hierarchies
      2m 54s
  7. 54m 26s
    1. Assigning materials to objects
      8m 4s
    2. Diffuse shaders
      6m 47s
    3. Working with specularity
      5m 56s
    4. Using the Ramp Shader options
      9m 45s
    5. Additional shading options
      2m 37s
    6. Creating reflections
      8m 29s
    7. Adding transparency and refractions
      6m 49s
    8. Subsurface scattering
      5m 59s
  8. 51m 48s
    1. Adding a simple texture
      6m 11s
    2. Using bitmaps
      6m 53s
    3. Mapping textures in the UV Editor
      8m 28s
    4. Using UV projections
      5m 56s
    5. UV mapping a character
      6m 11s
    6. Fine-tuning UV mapping
      6m 7s
    7. Creating Bump and Normal maps
      3m 15s
    8. Displacement mapping
      3m 48s
    9. Using the Node Editor
      4m 59s
  9. 53m 9s
    1. Adding lamps to a scene
      8m 44s
    2. Fine-tuning ray-trace shadows
      4m 32s
    3. Using spot lamps
      4m 20s
    4. Fine-tuning buffer shadows
      6m 19s
    5. Using Hemi lamps
      2m 32s
    6. Working with Area lamps
      5m 17s
    7. Creating sky and ambient light
      4m 49s
    8. Adding background images
      3m 19s
    9. Creating sunlight
      6m 6s
    10. Ambient occlusion
      7m 11s
  10. 30m 8s
    1. Working with cameras
      4m 47s
    2. Creating camera targets with constraints
      3m 43s
    3. Render properties
      5m 7s
    4. Rendering animation
      5m 13s
    5. Adding motion blur
      4m 10s
    6. Creating depth of field
      7m 8s
  11. 32m 30s
    1. Understanding the Timeline
      4m 3s
    2. Animating objects
      6m 26s
    3. Animating properties
      4m 0s
    4. Editing animation in the Graph Editor
      8m 36s
    5. Using the Dope Sheet
      4m 53s
    6. Path animation
      4m 32s
  12. 39m 59s
    1. Facial animation using shape keys
      4m 40s
    2. Understanding armatures
      6m 2s
    3. Fitting an armature to a creature
      7m 23s
    4. Deforming a character with an armature
      3m 49s
    5. Setting up inverse kinematics
      3m 53s
    6. Controlling the hips and body
      2m 1s
    7. Animating in Pose mode
      2m 47s
    8. Creating a test animation
      9m 24s
  13. 15s
    1. Goodbye
      15s

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