Table of contents of the BlenderDiplom eBook: The Cycles Encyclopedia
Chapter 1: Introduction
General Notes
So, How Do I Use Nodes in Blender?
Basics about the node editor
What You Need to Know About the GUI
About the Test Scene
Helpful Keyboard Shortcuts
The Difference Between a Shader and a Material
Cycles vs. BI
How a Path Tracer Works
Chapter 2: Shader Nodes (H)
Diffuse BSDF (D)
Glossy BSDF (G)
Transparent BSDF (T)
Refraction BSDF (R)
Glass BSDF (B)
Translucent BSDF (N)
Anisotropic BSDF (S)
Velvet BSDF (V)
Toon BSDF (F)
Subsurface Scattering (S)
Emission (E)
Ambient Occlusion (O)
Volume Absorption (U)
Volume Scatter (none)
Hair BSDF (H)
Background (none)
Holdout (L)
Mix (M)
Add (A)
Chapter 3: Output Nodes (O)
Material Output (M)
Lamp output (L)
World Output (W)
Chapter 4: Input Nodes (I)
Texture Coordinate (T)
Attribute (A)
Light path (L)
Fresnel (F)
Layer Weight (W)
Tangent (N)
RGB (R)
Value (V)
Geometry (G)
Wireframe (I)
Object Info (O)
Hair Info (H)
Particle Info (P)
Camera data (C)
UV Map (U)
Chapter 5: Texture Nodes (T)
Image Texture (I)
Environment Texture (E)
Procedural Textures
Noise Texture (N)
Wave Texture (W)
Voronoi Texture (V)
Musgrave Texture (M)
Gradient Texture (G)
Magic Texture (T)
Checker Texture (R)
Brick Texture (B)
Sky Texture (S)
Chapter 6: Color Nodes (C)
MixRGB (M)
RGB Curves (R)
Invert (I)
Light Falloff (L)
Hue Saturation/Value (H)
Gamma (G)
Bright Contrast (B)
Chapter 7: Vector Nodes (V)
Mapping (M)
Bump (B)
Normal Map (N)
Normal (O)
Vector Curves (V)
Vector Transform (T)
Chapter 8: Converter Nodes (N)
Math (M)
ColorRamp (C)
RGB to BW (R)
Vector Math (V)
Separate RGB
Combine RGB (I)
Separate HSV (H)
Combine HSV (O)
Separate XYZ (Z)
Combine XYZ (I)
Wavelength (W)
Blackbody (B)
Chapter 9: Script (R)
Script (S)
Chapter 10: Group (G)
Make Group (CTRL + G)
Rest of the List
Chapter 11: Layout (L)
Frame (F)
Reroute (R)
Chapter 12: Lamps and Lighting
Chapter 13: Camera Settings
General information about cameras
Depth of Field
Motion Blur
The Mist
Perspective and Orthographic
Depth of Field settings
Panoramic Renderings
Overview of all Camera Settings
Chapter 14: Render Performance
GPU vs. CPU Rendering
Sampling
Clamping
Branched Path Tracing
Light Paths
Volume Sampling
Performance
Tile Size
Oversampling
Noise Reduction in Post Processing
Dealing with Noise
Restrict Render
Chapter 15: Miscellaneous settings
Material Settings
Ray Visibility
Chapter 16: The Truth about Normals
What are Normals?
Normal Maps
Chapter 17: The Node Wrangler Addon
Operators
Menu Additions
Chapter 18: Noodles and Snakes
Nodes and Python
Connecting Nodes
Helpful Parameters
Glossary
List of common abbreviations