Blender incorporates a rendering in volumetric Cycles that allows imaging increasingly realistic. Although the shader is in constant development, the degree of maturity that has largely simulates the behavior of light in different areas.
Together with the technical means to simulate participants as is the Scattering, the absorption of light along the volume of the scene allows us to play with its attenuation with distance from the emission source.
A new node with which continue to experience in our classes.
I leave an exercise in rendering as Wallpaper in HD TV (1920 x 1080) clicking with the mouse over the center image.
Volume Shaders : Volume absorption [ Blender ][ Cycles ] Cycles includes nodes that model the passage of light through the objects interacting with them. One of these models is called shader calculation "Volume absortion", it is especially suitable for working with transparent objects (used in combination with the shader […]
Cycles : Shaders : Glossy [ Blender ] The lighting of a scene primarily used diffusion and reflection effects.
We have seen the basic shader using Cycles, called "diffuse", which is based on the model of Lambert or Oren-Nayar, based on the value that is used for the parameter "Roughness" ( 0 = […]
Cycles : Shaders : Mix [ Blender ] In addition to the basic set of "shaders" incorporating "Blender" in "Cycles", There is a special element that can combine two of them: "Mix Shader".
The definition of a material, normally, will be conducted using two or more shaders on the same object. La principal dificultad […]
Cycles : Shaders : Glass [ Blender ] Another "shaders" incorporating "Cycles" one Blender es "Glass". Simulate glass and crystals, and other transparent surfaces,
The crystal is a medium that allows the passage of light (translucent) modifying its trajectory. También refleja la luz creando efectos […]