Graphics Reference
In-Depth Information
The Filter Glossy value is exactly what the name says, a filter that blurs the glossy reflections
on the surface to reduce noise.
Remember that even with the same samples, the Rendered preview does not always have
a total correspondence to the final render with regards to both noise and the fireflies. This
is mainly due to the fact that the preview-rendered 3D window and the final rendered image
usually have very different sizes, and artifacts visible in the final rendered image may not
show in a smaller preview-rendered window.
See also
As you have seen, the several nodes that can be used to build Cycles shaders have both
input and output sockets to the left and to the right of the node interface, respectively,
and the color of these sockets is actually indicative of their purpose; green sockets are for
shaders, yellow sockets are for colors, gray sockets for values, and blue sockets for vectors.
Each color output socket of one node should be connected with the same color input socket
of another node. By the way, connecting differently colored sockets also works quite often;
for example, a yellow color output can be connected to a gray value input socket and to a
blue vector input.
A general overview of all the Cycles nodes can be found at http://wiki.blender.org/
index.php/Doc:2.6/Manual/Render/Cycles/Nodes .
Procedural textures in Cycles
In this recipe, we'll see several kinds of textures available in Cycles, and learn how to use
them with the shaders.
Similar to Blender Internal, we can use both procedural textures and image textures in
Cycles. However, the Cycles procedural textures are not exactly the same as in Blender
Internal. Some textures are missing because they have been replaced by an improved
version (for example, the Clouds procedural texture has been replaced by particular
settings of the Noise procedural texture), and a few textures are new and exclusive to Cycles.
Getting ready
We have already seen a simple construction of a basic Cycles material by mixing the diffuse
and the glossy (specular) components of a surface. Now let's take a look at the textures we
can use in Cycles to further refine a material.
 
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