Chapter 7. Haunted House – Adding Materials and Lights in Cycles

This chapter will be devoted to the Cycles render engine. You will learn how to achieve a convincing render of the haunted house by understanding the different types of light work and by creating complex materials using the previously made textures. You will learn some nice tricks such as how to produce normal maps of our hand-painted textures without leaving Blender or how to create realistic-looking grass. You will also discover how to use the Cycles baking tool. In order to conclude our project, we will show you how to integrate a mist effect in the final composition.

In this chapter, we will cover the following topics:

To switch to the Cycles render engine, you must select it in the list of proposed engines that Blender offers in the menu bar. We will see in the first part of this chapter some of the very useful settings that should be known while using Cycles.

If you directly try to make a render with Cycles without changing the parameters of Blender, you will certainly see some noise in the image. To make this less visible, one of the first things to do is change the sampling settings. Unlike Blender Internal, Cycles is a Raytracer Engine. While rendering, Cycles will send rays from the camera in order to generate pixels. The noise is due to a small amount of the samples. Cycles, therefore, needs more samples; the more sampling, the more accurate the final render.

The following sampling settings are in Properties editor. Just select Render | Sampling:

The Render sample must be higher than the Preview sample.