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Blender Intermediate: Textures and Shading

Learn shading and texturing, and how combining different techniques can produce realistic 3D objects
Preview the first lesson free — get full access to all 11 lessons.
Course: On-Demand
Intermediate Provider Jay Grewall  11 Lessons ·  1h 12m  in English 

Course Description

In these lessons, you’ll begin by learning the difference between shading and texturing in Blender. We’ll cover the most commonly used shading parameters: subsurface, metallic, specular, roughness, anisotropic, sheen, transmission, and alpha. On-screen diagrams will be used to help illustrate how these parameters operate, and how you can modify them to create bars of gold and a shiny coin.

You’ll also learn how Blender’s procedural textures can be used without degrading the resolution or clarity of an object’s appearance. We’ll go over how to import 2D images and map them to 3D objects to create PBR—short for physically based renderings. We also introduce UV editing, a powerful method of modifying 2D images with greater precision. We’ll explore how multiple shaders and textures can be applied using nodes. Node-based editing involves “plugging” data values onto 3D objects – a method which provides more features and possibilities than Blender’s default values.

Learning the difference between shading and texturing in Blender will help you understand which option is best for producing the specific results you want. We’ll also demonstrate how procedural texturing can be modified independent of resolution, as well as how to apply a 2D image to a 3D object.

What You'll Learn

  • Distinguish between shading and texturing in Blender and when to use each
  • Describe the commonly used shading parameters: subsurface, metallic, specular, roughness, anisotropic, sheen, transmission, and alpha
  • Apply node-based editing by "plugging" data values onto 3D objects to create specific appearances
  • Use procedural textures that can be modified independent of resolution without degrading clarity
  • Map 2D images onto 3D objects using UV editing to create physically based renderings (PBR)
  • Apply multiple shaders and textures to objects using nodes

Key Takeaways

  • Shading and texturing work differently in Blender to produce different visual effects, and knowing the difference helps you choose the best option for your desired result.
  • Shading parameters such as subsurface, metallic, specular, roughness, anisotropic, sheen, transmission, and alpha can be modified to create appearances like bars of gold and a shiny coin.
  • Node-based editing involves plugging data values onto 3D objects, providing more features and possibilities than Blender's default values.
  • Blender's procedural textures can be modified independent of resolution without degrading an object's clarity or appearance.
  • Importing 2D images and mapping them to 3D objects creates PBR (physically based renderings), and UV editing allows modifying 2D images with greater precision.

Frequently Asked Questions

What will I learn in this intermediate Blender course?

You'll learn the difference between shading and texturing, the commonly used shading parameters (subsurface, metallic, specular, roughness, anisotropic, sheen, transmission, and alpha), node-based editing, procedural texturing, mapping 2D images onto 3D objects, and UV editing.

What are PBR and UV editing as covered in this course?

PBR is short for physically based renderings, created by importing 2D images and mapping them to 3D objects. UV editing is introduced as a powerful method of modifying 2D images with greater precision.

How does node-based editing differ from Blender's default values?

Node-based editing involves plugging data values onto 3D objects, a method that provides more features and possibilities than Blender's default values.

How is this course structured?

The course is organized into 11 lessons covering Shading vs. Texturing, Shading Parameters Explained (Parts 1-2), Nodes-Based Editing (Parts 1-2), Shading Using Nodes (Parts 1-2), Procedural Texturing (Parts 1-2), and Texturing Using Nodes (Parts 1-2).