Easy-to-follow video tutorials help you learn software, creative, and business skills.Become a member

Applying textures

From: Blender 2.48 Essential Training

Video: Applying textures

Now while our base material color and Subsurface Scattering and all that is really cool, what really makes things believable in the real world is that they have textures to them. It can be caused by growth or age or wear and tear and imperfections is what makes things really believable and makes them real, and textures is how it's done. Now texture is a huge and well- established feature set, so don't expect to get it instantly. There are a lot of different connotations and things that go along with it. So we're going to break it down step- by-step to show you the essentials.

Applying textures

Now while our base material color and Subsurface Scattering and all that is really cool, what really makes things believable in the real world is that they have textures to them. It can be caused by growth or age or wear and tear and imperfections is what makes things really believable and makes them real, and textures is how it's done. Now texture is a huge and well- established feature set, so don't expect to get it instantly. There are a lot of different connotations and things that go along with it. So we're going to break it down step- by-step to show you the essentials.

A texture effectively is a pattern or something that overlays the base material color and affects the base material somehow or in some aspect. So let's start off with the simple example. We're going to turn off these textures. In Blender, the material textures are controlled just the way I just did, by establishing, selecting a texture channel and then clicking Add New. Then that adds on the texture channel and now you have control over how you want take in the texture and how you want to apply it or map it to something else.

So I'm going to drag these panes over here, because I normally think of them as the texture, how you map it and then what you map it to. Of course, the Preview tries to keep everything updated on what the current material looks like. To disable the texture temporarily, just click the checkbox there to disable it. These textures layer on top of one another as I mentioned. So here in the Texture control you can change the order in which the textures are applied, because all of these textures we'll later see are layered on top of one another. So what's a texture? Well, if you come down here to shading and textures, you get a list of all the textures that are in the file.

So let's click on Clouds. Here is a simple cloud texture that we've used. We're going to go ahead and arrange them like this because this is the way I like to present it. First of all, you have the kind of textures. There are two basic kinds of categories of textures in Blender. There is procedural textures and then there is image-based textures or some people call them bitmap textures. Procedural textures are generated by a math formula. So here we have Clouds. Clouds is probably the most common texture used in the CG industry, bar none.

All it does is it adds some random puffy kind of variations to something. So here when we click Clouds, we get a couple of other control panels. The control panel for each kind of texture is different. So it's going to take a long time to go through each individual one. I'm going run through Clouds and probably one other and then let you explore the other ones. The controls for Clouds says okay, what kind of clouds are we going to generate? Are we going to generate the kind of default clouds, black and white clouds? Are we going to do color clouds or some soft noise? Are we going to make it really hard noise? So if we were like doing random variations on color and side of a colored glass or prism or something like that, we would want to use something that looks like this.

Normally, we just use default soft clouds. We can change the size of noise and the distinction of what it looks like here and the Preview shows you what this procedural generation would look like as well as a whole bunch of different algorithms that are used to calculate where is a white pixel and where is a black pixel. Different kinds of textures apply to different kinds of objects. There is probably some reference material you can look into, like here I was doing an insect wing or a butterfly wing.

Then I would want to use the Voronoi Crackle Noise Basis to define where those surface imperfections are in this case, cells should be. Finally, then when we get into Colors, we can color these textures right here in the Textures panel. If we color this green, this is a standard Colorband ramp. So we can change the color here to red. Now we have kind of a red cell wall kind of a texture that we can lay over let's say a pumping heart or something like that to make it that much more believable.

So this is an example of the cloud texture. The next texture is a marble texture. Here is marble. If you look at a piece of marble on your countertop or even if you looked up in the cloud and you saw a bunch of cirrus clouds in the sky, banding across the top of the sky as an upper atmosphere kind of disturbance, you get this kind of marbling effect. So once you select the type of texture, no matter what kind of Procedural texture it is, then you get at least one panel that gives you some control over all the settings and then adds on all the colors if you want.

Colorband, you could add on let's say shades of colors. So we could add on another color in the middle here. Let's say I give it a red. Now we get some neat really color banding that goes along between each of the different colors of this Procedural texture. Then this texture is applied then somehow to the base material. How is it applied? I'm glad you asked. Well, this Voronoi texture now, which is really kind of misnamed, because I changed it on the fly. So I'll just come back over here and show you that we have a little auto thing to auto-name this Cloud texture.

It's still the cloud texture, but it's using a different basis called the Voronoi. So I'm going to go ahead and change this to a Crackle. Now when we come back over to the material, now how is this applied? Well, let's look at what it affects. In the Map To panel, we see all of these different controls here, and I'm just going to quickly run through them. One is this texture can affect the color of the material. It can affect the normal of the material. Normal is when light hits something and it bounces off of it, what angle does it bounces off of.

So you can see that by applying this black and white texture to this surface, we make the surface up here to have these little bumps and ridges where the texture is. We can also apply it to the specularity, which means that the specular color changes according to the texture. The amount of ambient light is affected by and controlled by the texture, and the hardness and the mirroring and indeed even the transparency. So if we wanted this to simulate a black line's drawing or cracks on the surface of a piece of glass, we could map this to Alpha as well as Emissions and we can even use a texture to displace a surface namely, move it and bend it physically.

So that's what the Map To is basically, right here. Finally, if it affects color, then we can also indicate the color that's affected right here in this RGB panel area, and the degree to which the color is affected right here. If we want this texture to mix with the base color, then we set the Color slider down to something here. So let's go ahead and pick a color texture and go ahead and enable it. That was that marble texture that I played with before. It's going to affect the color by 50%.

So the base color of the material is this pink and we're going to be adding in this cyan and everything else on top of it. The next thing I'd like to cover in this essential video is just to make you aware that there is a bunch of inputs now. So now the texture is mapped spherically according to the original coordinates of the surface. If we wanted to map it to another object, let's say an empty that was placed somewhere, then the starting point for the Procedural texture would be altered according to the location of that object.

Most of the time, textures are mapped flat, which means that the X and Y coordinates are directly mapped onto the surface of the material, but you can also change the size or the number of times that texture is repeated across the surface. So let's go ahead and change this to 1 by clicking in here and typing 1, Tab, 1, Tab, 1. Notice what happens when we re-render over in the window. Now you can see that the texture is much broader and more spread-out.

This looks now like the monkey here was made of brass and it's starting to be corroded or made of copper, I guess, copper turns green with corrosion over time. So the texture is repeated only one time across the surface, instead of three or four or five times. So by altering the size here, we control how fine-grained the texture is and how detailed it is. So that's textures, texture channels, and how they are mapped input and mapped to the surface that they are applied to.

There are textures for materials as well as, and I should point out here, textures for the world. We talked about world textures, angular maps. In lamps, under lighting, I talked about light textures and using that cloud texture break up and make the light a little bit more uneven, as well as brushing when you are doing sculpting and painting, you can have brush textures that define the kind of brush or the kind of tool that you're using. Textures then for that reason are a separate subcontext under the shading context, but they are all accessed from this one place.

Show transcript

This video is part of

Image for Blender 2.48 Essential Training
Blender 2.48 Essential Training

131 video lessons · 25788 viewers

Roger Wickes

Expand all | Collapse all
  1. 12m 5s
    1. Welcome
      1m 16s
    2. Using the exercise files
    3. Using Blender's full capabilities
      4m 16s
    4. Getting and installing Blender
      3m 8s
    5. Mouse and keyboard differences on the Mac
      2m 27s
  2. 1h 6m
    1. Blender oddities
      7m 38s
    2. Introducing the User Interface, Console, and Render windows
      3m 8s
    3. Configuring the desktop for an efficient workflow
      6m 27s
    4. Using the mouse and tablet on a PC or a Mac
      5m 7s
    5. Acquiring keyboard skills
      7m 38s
    6. Window panes and types
      7m 53s
    7. Exploring the default scene
      5m 53s
    8. Setting themes, UI colors, and user preferences
      4m 0s
    9. Understanding how to safeguard your data with autosave and backups
      6m 52s
    10. Appending and linking assets
      7m 27s
    11. Using the open-source movies and assets
      4m 18s
  3. 2h 7m
    1. Working with objects in 3D space
      6m 24s
    2. Navigating 3D views
      4m 23s
    3. Understanding Blender modes
      1m 51s
    4. Understanding meshes
      2m 8s
    5. Editing a mesh
      3m 28s
    6. Using the Mirror modifier
      2m 55s
    7. Working with Vertex groups
      2m 35s
    8. Using Bézier curves
      3m 52s
    9. Working with text objects
      5m 23s
    10. Using reference images
      3m 38s
    11. Modeling boots by extruding circles and joining meshes
      8m 59s
    12. Applying the Mirror modifier to duplicate the boot and rotate
      1m 58s
    13. Modeling a helmet with NURBS and the Boolean modifier
      7m 14s
    14. Modeling a belt and pants by making a compound object from multiple primitive objects
      3m 51s
    15. Modeling legs by using edge loops and the Knife tool
      6m 9s
    16. Modeling a chest and arms using edge loops
      5m 30s
    17. Stitching the shoulders and neck
      5m 13s
    18. Modeling hands with the Proportional Editing tool
      9m 4s
    19. Linking vertices to create knuckle joints
      4m 7s
    20. Reinforcing modeling basics to create the face, eyes, nose, and ears
      13m 6s
    21. Appending and linking assets
      3m 54s
    22. Sculpting basics
      3m 3s
    23. Using the Subsurf modifier to smooth
      2m 34s
    24. Parenting
      2m 7s
    25. Working with groups
      2m 1s
    26. Understanding the endless possibilities for editing mesh with modifiers
      2m 37s
    27. Duplicating objects using the Array modifier
      1m 54s
    28. Modeling a set
      7m 52s
  4. 39m 41s
    1. Lighting overview
      4m 25s
    2. Using the Omni lamp
      4m 50s
    3. Working with the Area lamp
      2m 57s
    4. Using the Spot lamp
      4m 9s
    5. Using the Sun, Sky, and Atmosphere lamps
      4m 51s
    6. Using the Hemisphere lamp
      2m 3s
    7. Working with Ambient and Radiosity lighting
      7m 34s
    8. Lighting with three-point and other multipoint lighting rigs
      5m 30s
    9. Understanding shadows
      3m 22s
  5. 1h 21m
    1. Realism overview
      2m 56s
    2. Creating a world in less than seven days
      6m 36s
    3. Applying ambient occlusion
      3m 47s
    4. Working with basic materials
      3m 24s
    5. Working with node materials
      4m 27s
    6. Applying Pipeline options
      2m 51s
    7. Painting vertices
      3m 13s
    8. Using shaders
      7m 59s
    9. Using mirrors
      4m 41s
    10. Working with transparency
      4m 28s
    11. Using halos
      2m 40s
    12. Simulating with Subsurface Scattering (SSS)
      4m 26s
    13. Applying textures
      9m 34s
    14. Mapping image textures to an object to create a decal
      4m 19s
    15. UV unwrapping
      4m 54s
    16. Applying multiple materials to a single object
      3m 31s
    17. Painting in 3D
      4m 14s
    18. Using bump maps
      3m 14s
  6. 1h 25m
    1. Understanding animation
      4m 14s
    2. Keyframing objects
      6m 15s
    3. Keyframing materials
      3m 14s
    4. Creating Shape keys
      2m 28s
    5. Creating Facial Shape key animation using reference video
      2m 12s
    6. Animating by combining Shape keys
      2m 53s
    7. Working with lattices
      3m 37s
    8. Using hooks
      1m 30s
    9. Working with Vertex groups
      2m 33s
    10. Creating armature objects
      3m 44s
    11. Mirroring armatures for bilateral creatures
      3m 43s
    12. Attaching mesh to the armature by way of skinning
      5m 7s
    13. Posing a character
      4m 43s
    14. Using inverse kinematics
      4m 29s
    15. Creating a walk cycle with inverse kinematics
      6m 34s
    16. Completing the walk cycle
      3m 49s
    17. Limiting range of motion and degrees of freedom
      3m 47s
    18. Managing actions using the Action Editor
      3m 52s
    19. Blending actions together using the Non-Linear Animation Editor
      4m 34s
    20. Tracking
      3m 2s
    21. Following a path
      2m 21s
    22. Mimicking an existing animation
      3m 47s
    23. Using the grease pencil
      2m 56s
  7. 50m 43s
    1. Understanding particle systems
      2m 20s
    2. Working with game engine physics
      3m 52s
    3. Spewing particles
      7m 25s
    4. Guiding particles
      3m 43s
    5. Creating reactions and collisions with particle systems
      3m 15s
    6. Creating hair and fur
      4m 25s
    7. Grooming hair and fur
      3m 26s
    8. Jiggling and squishing soft bodies
      3m 43s
    9. Simulating cloth
      6m 10s
    10. Simulating fluids
      5m 47s
    11. Using boids to simulate swarms, schools, and flocks
      6m 37s
  8. 21m 29s
    1. Using Render controls
      6m 18s
    2. Radiosity
      3m 31s
    3. Stamping text on video
      2m 32s
    4. Setting up test renders
      4m 43s
    5. Rendering image sequences
      4m 25s
  9. 1h 5m
    1. Viewing node thumbnail images on certain Macs
      1m 31s
    2. Overview and integration
      2m 12s
    3. Render passes and layers
      4m 27s
    4. Using Input nodes
      6m 22s
    5. Using Output nodes
      3m 54s
    6. Working with Color nodes
      4m 29s
    7. Color mixing and layering
      3m 27s
    8. Using Distort nodes individually and in combination
      7m 15s
    9. Using Vector nodes
      6m 46s
    10. Creating effects with Filter nodes
      8m 49s
    11. Using Converter nodes
      6m 7s
    12. Chroma keying with Matte nodes
      6m 15s
    13. Understanding node groups and reuse
      4m 17s
  10. 38m 43s
    1. The Video Sequence Editor (VSE)
      11m 47s
    2. Integrating audio
      3m 31s
    3. Using VSE Greenscreen and other plug-ins
      5m 40s
    4. Integrating the Compositor with the VSE
      7m 50s
    5. Layering and splicing video
      6m 18s
    6. Speeding up and slowing down sequences
      3m 37s
  11. 5m 26s
    1. Putting it all together: Captain Knowledge visits lynda.com
      5m 12s
    2. Goodbye

Start learning today

Get unlimited access to all courses for just $25/month.

Become a member
Sometimes @lynda teaches me how to use a program and sometimes Lynda.com changes my life forever. @JosefShutter
@lynda lynda.com is an absolute life saver when it comes to learning todays software. Definitely recommend it! #higherlearning @Michael_Caraway
@lynda The best thing online! Your database of courses is great! To the mark and very helpful. Thanks! @ru22more
Got to create something yesterday I never thought I could do. #thanks @lynda @Ngventurella
I really do love @lynda as a learning platform. Never stop learning and developing, it’s probably our greatest gift as a species! @soundslikedavid
@lynda just subscribed to lynda.com all I can say its brilliant join now trust me @ButchSamurai
@lynda is an awesome resource. The membership is priceless if you take advantage of it. @diabetic_techie
One of the best decision I made this year. Buy a 1yr subscription to @lynda @cybercaptive
guys lynda.com (@lynda) is the best. So far I’ve learned Java, principles of OO programming, and now learning about MS project @lucasmitchell
Signed back up to @lynda dot com. I’ve missed it!! Proper geeking out right now! #timetolearn #geek @JayGodbold
Share a link to this course

What are exercise files?

Exercise files are the same files the author uses in the course. Save time by downloading the author's files instead of setting up your own files, and learn by following along with the instructor.

Can I take this course without the exercise files?

Yes! If you decide you would like the exercise files later, you can upgrade to a premium account any time.

Become a member Download sample files See plans and pricing

Please wait... please wait ...
Upgrade to get access to exercise files.

Exercise files video

How to use exercise files.

Learn by watching, listening, and doing, Exercise files are the same files the author uses in the course, so you can download them and follow along Premium memberships include access to all exercise files in the library.

Exercise files

Exercise files video

How to use exercise files.

For additional information on downloading and using exercise files, watch our instructional video or read the instructions in the FAQ .

This course includes free exercise files, so you can practice while you watch the course. To access all the exercise files in our library, become a Premium Member.

Join now Already a member? Log in

Are you sure you want to mark all the videos in this course as unwatched?

This will not affect your course history, your reports, or your certificates of completion for this course.

Mark all as unwatched Cancel


You have completed Blender 2.48 Essential Training.

Return to your organization's learning portal to continue training, or close this page.

Become a member to add this course to a playlist

Join today and get unlimited access to the entire library of video courses—and create as many playlists as you like.

Get started

Already a member ?

Become a member to like this course.

Join today and get unlimited access to the entire library of video courses.

Get started

Already a member?

Exercise files

Learn by watching, listening, and doing! Exercise files are the same files the author uses in the course, so you can download them and follow along. Exercise files are available with all Premium memberships. Learn more

Get started

Already a Premium member?

Exercise files video

How to use exercise files.

Ask a question

Thanks for contacting us.
You’ll hear from our Customer Service team within 24 hours.

Please enter the text shown below:

The classic layout automatically defaults to the latest Flash Player.

To choose a different player, hold the cursor over your name at the top right of any lynda.com page and choose Site preferences from the dropdown menu.

Continue to classic layout Stay on new layout
Exercise files

Access exercise files from a button right under the course name.

Mark videos as unwatched

Remove icons showing you already watched videos if you want to start over.

Control your viewing experience

Make the video wide, narrow, full-screen, or pop the player out of the page into its own window.

Interactive transcripts

Click on text in the transcript to jump to that spot in the video. As the video plays, the relevant spot in the transcript will be highlighted.

Learn more, save more. Upgrade today!

Get our Annual Premium Membership at our best savings yet.

Upgrade to our Annual Premium Membership today and get even more value from your lynda.com subscription:

“In a way, I feel like you are rooting for me. Like you are really invested in my experience, and want me to get as much out of these courses as possible this is the best place to start on your journey to learning new material.”— Nadine H.

Thanks for signing up.

We’ll send you a confirmation email shortly.

Sign up and receive emails about lynda.com and our online training library:

Here’s our privacy policy with more details about how we handle your information.

Keep up with news, tips, and latest courses with emails from lynda.com.

Sign up and receive emails about lynda.com and our online training library:

Here’s our privacy policy with more details about how we handle your information.

submit Lightbox submit clicked
Terms and conditions of use

We've updated our terms and conditions (now called terms of service).Go
Review and accept our updated terms of service.