This is the third part of the wall outlet project. It walks through the texturing and rendering of the wall outlet.
This tutorial shows how to configure the Smoothness channel to achieve various degrees of blurry reflections. It also discusses the difference between the range of blurriness distribution compared to the same function in version 6.2.
This tutorial shows how to use a UV map to control anisotropic strand direction.
This tutorial walks through the use of material subsets in a scene. It specifically shows how to use them in conjunction with shapes and instances.
This quick tutorial shows how to optimize an object, created initially as a bezier/spline object, using the Smooth Mesh function so it works efficiently as a polygon mesh. This had advantages for rendering speed, in addition to creating geometry that can elegantly be used with the polygon tools.
This tutorial shows how to use the material system to make diffuse surfaces react a bit more naturally to light. Diffuse surface scatter light uniformly. However in reality light tends to have a slightly less uniform behavior and this tutorial shows how to simulate that.