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- Controlling interactive rendering
- Using the shader node system
- Adding textures to materials
- Adding bumps and displacements
- Adding primary and secondary lights
- Using ambient occlusion
- Using objects as light sources
- Creating cameras
Skill Level Intermediate
Now let's go ahead and take a look at how to add Bumps and Displacements to a Material. Now we are going to work on the objects in this bowl which are oranges, but right now if we render--and let's go ahead and turn on Rendering here--you'll see that, well, we don't have anything applied to them. Let's go ahead and build a Material for these that includes Bump and Displacement Mapping. Now the first thing I want to do is just get the overall color of this surface. So I am going to go ahead and select one of these oranges and let's go over to our Materials panel here and add in a New Material.
By default it adds in a Diffuse. And if we wanted we could just make this orange and as you can see in the Render it looks orange, but it doesn't look like an orange, because it doesn't really have the surface characteristic. The surface of an orange is slightly shiny and it has bumps on it as well. So let's go ahead and start with the shiny part of it and in order to do that we need to add in some Gloss.
So I am going to do exactly what I did before and I'm going to make a Glossy Shader and mix that in with the Diffuse. So I'm going to do this over here in the Node Editor here. So I'm going to go ahead and add a Shader and I am going to add Glossy In and then I am going to add one more Shader and that's the Mix Shader. You maybe have to zoom out in order to see that and there it is. So now I'm going to go ahead and plug the Diffuse into the Mix Shader and Glossy into the Mix Shader and notice how they show up here on the right in our Materials panel.
Now you can see here that I've got a fairly Glossy orange here and also the Gloss is kind of a white color and that's because that's what this is. This is white. So let's go ahead and change that to the same color that we have in our Diffuse Shader. So I'm just going to go ahead and click this, pick my Color Shader, and hit the eyedropper right here and eyedrop that orange color. And then I'm going to add a little bit of Roughness to this Gloss and you can see as I add it, it kind of spreads out that highlight.
And then I am going to go here into my Mix Factor and I am going to mix it more towards 0, which is going to take out a lot of that gloss. So it's going to be more Diffuse than Glossy. So I'm going to put it right around .2 or so. So now you have a surface that is slightly glossy, but it's still very, very smooth. So in this case that looks more like a sphere or ball or something like that. So let's go ahead and add in some bumps to give it a little bit more life and make it look a little bit more like an orange.
Now we can do that here in the Displacements setting here. So you see we have a Displacements setting here. There's also one here on the Material option here. But I am going to work this from the Materials panel and let's go ahead and just select this and then we can select a Texture to make the Material bumpy. We have a number of things we can use. We can obviously use an Image Texture, but in this case I am going to use this special one called Voronoi Texture and let's go ahead and just select that.
And you can see here that it gives it kind of this faceted look. By default, the Voronoi Texture is kind of big and broad. So let's take a look at what we have here. So I have got my Diffuse and my Glossy here going into my Mix Shader and that goes into Surface and then my Voronoi Texture goes into Displacement. Now if we wanted to take a look at what this actually looks like, this is actually outputting a color and if we wanted to, we could hook that color into, say, the Diffuse channel and you could see what it's creating.
So this is actually the output of this texture. The output of this is kind of like this cell-shaped texture and if we want to, we could go down here to this and it affect our scale of this. And so we can use this to create a Bump Map. So I'm going to go ahead and disconnect this. So you can see now I've got this texture and really the scale of this is creating the bumps. Now if you notice here, the bumps are kind of inverse, so it's almost like it's creating pockets.
We want the bumps to go outward. So what we should do is take this scale and bring it below 0, bring it to negative, which will go ahead and invert the map and then make that a little bit more in the way that we want. Once we have the scale--which I have right around -36 or 37, right around there-- I have got a very bumpy surface, but it's not quite like an orange. It's a little too bumpy. So we need to kind of moderate this map.
So in this case we only have an option here for intensity in this texture. Now if we wanted to modify this, we need to add in one more node to kind of pull that back. If we take the Color Output here and we put it back into the Diffuse, you can see what I've got here. I've got basically black and white. So if I undo that, I can actually put a Color Control on this. So I'm going to go into Color and I am going to add in a Bright/Contrast node.
So this will allow me to affect the Brightness and Contrast of the output of this texture. So I am just going to go and drop this over this line here. If we start bringing this contrast down--if I bring it down to -1--it makes it smooth. So somewhere slightly above -1 is the sweet spot here. I am getting right around - .85, somewhere in that range. I've basically pulled the Contrast of that Texture down and that has brought down the Bump Map.
So now that I have this, I can name of my Material and apply it to my other objects. So I can go up to the top here and select my Material name and call it Orange. And now I can apply this to my other objects. So I'm going to go ahead and select my second orange, pull down, find that orange Material, select my next one. Pull down. Select my orange Material.
Now we have these objects looking a lot more like oranges. Now remember a lot of the default Textures that come with Cycles don't have controls for the color. You have to add in a secondary node such as Bright/Contrast to actually affect the color of these textures.