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What you'll learn
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What a shader is, and how nodes build one. The Shader Editor, materials versus shaders, and assigning materials to different parts of a model. |
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Glossy, Diffuse, and how mixing beats picking one. Real surfaces are almost never a single shader. Mix and Add Shader nodes, explained. |
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Anisotropy, or why a DVD looks like that. Scratched metal, brushed steel, hair. One setting, more useful than it sounds. |
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Transparency, refraction, and glass that reads as glass. Glass has a very specific way of bending and holding onto light, and getting that right is what makes it read as glass. |
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Subsurface scattering and translucency. Skin, wax, marble, a leaf held up to the sun. Light that goes in and comes out somewhere else. |
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Volumes: scatter, absorption, and Principled Volume. Smoke, fire, and fog, built from density grids instead of surfaces. |
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Fresnel, the effect that's on every single object. Subtle, universal, and the reason flat-looking renders start looking dimensional. |
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Organizing a node graph you can still read in six months. Frames, reroutes, and node groups, so your shaders don't become a plate of spaghetti. |
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