OpenLLM-France/wikimedia huggingface dataset:
# Blender 3D: Noob to Pro/Every Material Known to Man/Grass

Until this is made, I just use cotton or denim. They are not great at all, but they do work, I guess...
# Blender 3D: Noob to Pro/Every Material Known to Man/Denim
## Denim Method 1

This method is for a nice realistic Denim material, looking stratified and multi-colored.
Material Color
* ColorSlider
** R- 0.394
** G- 0.417
** B- 0.527
Shaders Diffuse Shader
* Type- Lambert
** Ref- 0.8
Specular Shader
* Type- CookTorr
** Spec- 0.205
** Hard- 16
Texture1
* Type- Wood
** Application- Bands - Sin - Soft Noise
** NoiseSize- 0.15
** Turbulance- 5.00
** NoiseBasis- Blender Original
* MapInput
** MappingMethod- Orco
** MappingShape- Tube
** Size
*** SizeX- 15.00
*** SizeY- 15.00
*** SizeZ- 15.00
* MapTo
** MapApplication- Nor(Yellow)
** NorSlider- 1.28
Texture2
* Type- Wood
** Application- Bands - Sin - Soft Noise
** NoiseSize- 0.15
** Turbulance- 5.00
** NoiseBasis- Blender Original
* MapInput
** MappingMethod- Orco
** MappingShape- Tube
** Size
*** SizeX- -15.00
*** SizeY- 15.00
*** SizeZ- 15.00
* MapTo
** MapApplication- Nor(Yellow)
** NorSlider- 1.28
Texture3
* Type- Musgrave
** Calculation- Multifractal
** H- 1.00
** Lacu- 2.00
** Octa- 2.00
** iScale- 1.00
** NoiseSize- 0.50
** NoiseBasis- Blender Original
* MapInput
** MappingMethod- Orco
** MappingShape- Cube
** Size
*** SizeX- 20.00
*** SizeY- 20.00
*** SizeZ- 20.00
* MapTo
** MapApplication- Nor
** NorSlider- 0.32
Texture4
* Type- Musgrave
** Calculation- Multifractal
** H- 0.25
** Lacu- 2.00
** Octa- 0.97
** iScale- 0.30
** NoiseSize- 0.20
** NoiseBasis- Blender Original
* MapInput
** MappingMethod- Orco
** MappingShape- Cube
** Size
*** SizeX- 1.00
*** SizeY- 1.00
*** SizeZ- 1.00
* MapTo
** MapApplication- Col
*** R- 0.80
*** G- 0.77
*** B- 0.43
** TexIntegration- Mix
** ColSlider- 0.30
# Blender 3D: Noob to Pro/Every Material Known to Man/Glass

This tutorial is created more than 4 year ago,so it MAY contain outdated interface

## Important things to know about Glass

* Glass will not look transparent (outside of the materials panel) while you're looking at it in Blender! It will only look like glass when you render (ray trace) the model.
* Glass needs light coming from different directions, in order to look transparent, start with 4 lamps equally spaced around the glass area in order to fully see the effect, then add/remove lamps to get the effect you are looking for.
* In versions of Blender 2.37 and lower, don't forget to enable raytracing on the render tab (Press F10 in the buttons window, then go to render tab within that window and click the button Ray which will enable the raytracing). (This setting only applies on rendering while using Blender Internal, not suitable for others like Yafray, etc.)

## Simple Glass

Material Alpha: .2 Color: a color of your choice ( try and keep the S(aturation) below .6, for best results )
Mirror Tran Ray Transparency: enabled

## Realistic Glass

Material Alpha: 0.1 Color: White (hex code: FFFFFF)
Shaders Reflectivity: 0.2 Specularity: 1.5 Hardness: 511 Translucency: 0.5 Ambient: 0.5 Emit: 0
Mirror Trasp Ray Mirror: enabled Ray Mirror: 0.2 Ray Transparency: enabled IOR (angular index of refraction): 1.37 NOTE: it is suggested to play with the Fresnel for transparency.
Note: Don't forget to enable raytracing on the render tab (Press F10 in the buttons window, then go to render tab within that window and click the button Ray which will enable the raytracing). Raytracing is enabled by default in Blender 2.37 and higher. (This setting only applies on rendering while using Blender Internal, not suitable for others like Yafray.)

## Mirror Glass

Here is an example of some glass that is less transparent and more reflective, almost a mirror. Just play with the "Alpha" setting until you get the effect you want.
Material Alpha: .2 Diffuse Color: R .74, G .776, B .818 Speclular Color: R .676, G .732, B .798
Shaders Diffuse Shader: Oren-Nayar Reflection (Oren-Nayar): .959 Roughness (Oren-Nayar): .818
Specular Shader: Blinn Specularity (Blinn): .731 Hardness(Blinn): 179 Refraction (Blinn): 10
Mirror Trasp Ray Mirror: enabled Ray Mirror: .56 Ztransp: enabled (this is very important, otherwise when you set your alpha value, only your background color will show through, not the object behind the alphaed object)
All the rules for raytracing apply as written above.

## Plate Glass with green edges

Another glass setting. This one even has green edges by having different materials for them.
The Ztransp button should also be enabled, to allow the glass to show the material behind it.
Apply the green edges by using this material for the edges:
# Blender 3D: Noob to Pro/Every Material Known to Man/Hard Plastic
## Plastic is Easy

Hard Plastic is made by taking the standard material (the material created when you hit the "Add New" button) and taking the "Hard" Value under the "Shaders" tab and turning it up to about 12. You can also turn up the "Spec" Value, also located under the "Shaders" tab. Like every other material you can add scratches by making very thin normal maps and very lightly applying them, and maybe make the plastic reflective by turning it to about 0.05.
# Blender 3D: Noob to Pro/Every Material Known to Man/Head Hair
## Blonde

Material
Texture 1
Texture 2

## Red

Material
Texture 1 Clouds
Texture 2

## Brown

Material
Texture 1
Texture 2

## Black

Material
Texture

## Gray

Material
Texture
# Blender 3D: Noob to Pro/Every Material Known to Man/Iron
## Pure Iron (Blender Render)
### Material
#### Diffuse (Lambert)

* Color: 999980
* Intensity: 0.8

#### Specular (CookTorr)

* Color: FFFFFF
* Intensity: 1
* Hardness: 100

#### Mirror

* Reflectivity: 0.4
* Color: FFFFFF
* Fresnel: 0
* Depth: 2
* Maximum Distance: 0
* Gloss
** Amount: 1
(Leave every other sub-tab at its default settings.)
# Blender 3D: Noob to Pro/Every Material Known to Man/Fire

For this tutorial, i will use the cube that appears when you open Blender.
Press spacebar and choose Add>Mesh>Cube. Do this one more time. Separate the three cubes.
select the middle cube and press S and shrink the cube SLIGHTLY smaller than the left one.
Do the same with the one on the right. Select the Left cube and press F5. Click Add New. Under the Material tab make the color
R 0.930 G 0.084 B 0.084
Select the middle cube and press F5. Click Add New (if it's there). Under the Material tab make the color
R 1 G 0.638 B 0.000
Select the right cube and press F5. Click Add New (if it's there). Under the Material tab make the color
R 1 G 0.957 B 0.011
Do everything that follows to each of the cubes
In the Particle System tab make sure that the box says "Emitter". for now, keep these settings...
Basic: Amount 2000 Sta 1.0 End 250 Life 50 Rand 0.0
Emit From: change Faces to Volume change Jittered to Grid
Physics tab/ Initial Velocity: Object 1 Normal 1 Random 1
Global effects: AccZ 2
Visualization tab/ Change Point to Circle Size is enabled Emitter is enabled
Now move the Yellow and Orange cubes inside the Red one. Hit B and drag a box around the red cube and move the three cubes to the center of the screen.
select the red cube and (in Physics) click on the Bake tab Click Bake make sure the camera has a nice view of the box Press F10 Click Animate (this might take a little while) Then,after its done animating, FINALLY press play and watch the fire!!! goto http://www.mediafire.com/download.php?xnh5301nnm3 to download the .blend file (made it myself, no viruses, free, do NOT need an account to download) HAPPY FIRE MAKING =)
# Blender 3D: Noob to Pro/Every Material Known to Man/Gold
#### Gold 1

One of the gold formulas.
Alpha: 1.0 Color: R=1.0 G=0.836 B=0.386 Reflectivity: 1.0 Specularity: 0.75 Hardness: 180 Translucency: 0.50 Ambient: 0.50 Emit: 0.300 Raytracing Ray Mirror: 0.20 Depth: 2 Fresnel: 0.5 Fac(tor): 2.20

#### Gold 2

After several hours of experimenting, a beginner alchemist created this better alternative formula:
Material Col: R=1.00 G=0.88 B=0.25 Spe: R=1.00 G=1.00 B=1.00 Mir: R=1.00 G=0.88 B=0.25
A: 1.0
Mirror Transp Ray Mirror: On RayMir: 0.50
Shaders [Lambert] Ref: 1.0
[Phong] Spec: 2.0 Hard: 75
Amb: 0.043
Make sure you have "Ray" enabled (Scene (F10) > "Render" box > Ray) or else it won't reflect light.
Looks good with a Sun lamp as a light source

#### Gold 3

Gold 3 was mentioned as looking more like "Polished Brass" and was moved to the "Brass" Section.

#### Gold 4

This is also kind of like brass, somewhat old and worn. To tweak it more you could add a brownish color or make the specularity more reddish.
"Material" tab Color: R 1, G .954, B .392
"Shaders" tab Reflectivity (Lambert): .843 Specularity (Blinn): .5 Hardness(Blinn): 16 Refr (I think this value is "refraction") (Blinn): 5.575 Translucency: .26 Ambience: .183 Emit .072
"Mirror Transp"' Options: Raymir: enabled, .07
"Map To" tab Nor: enabled, .50
"Texture" Window Texture Type: Clouds
"Color" tab Right Side Color: R .915, G .876, B .394 Left Side Color: Black Left Side Alpha: 0
By left/rightside I mean the colors and alpha located on these two parts of the nodes window. Image shown here:

#### Gold 5

Based on material "Gold 3" with some tweaks to be done to make this material look more goldish. Base setup is taken from the release Notes.
You should to take this material as a base and study thoroughly how textures are set up, because without them it loses 50 percent of its convincing look.
Material Col: R=0.912 G=0.782 B=0.082 Spe: R=1.00 G=0.913 B=0.8 Mir: R=0.857 G=0.90 B=0.70
A: 1.0
Mirror Transp Ray Mirror: On RayMir: 0.40
Shaders Diffuse Shader: [Oren Nayar] Ref: 0.8 Rough: 0.9 Specular Shader: [Phong] Spec: 1.4 Hard: 20
From those structure textures (voronoi) I suggest to suppress normal-mapped to the range 0.1-0.3.
Gold 6 This is a nice gold material I found online.
Material Diffuse Color: Red=.286; Green=.263; Blue=.136 Specular Color: Red=1; Green=.96; Blue=.656 Mirror Color: Red=.751; Green=.664; Blue=.289 Alpha: 1
Mirror/Transparency Ray Mirror is on and is set to 1.00.
Shaders Diffuse (Lambert): .54 Specular (CookTorr): 1.86 Specular Hardness is 356.

#### Gold 7

Using Blender 2.62 and the Cycles Render, I built this image showing the different settings
Fixed gold color: E5BF65
Material Surface: Glossy, Transparent Glossy, Translucent Glossy, Velvet Glossy, Diffuse Glossy, Diffuse
# Glossy Latex
## Method 1

Col R:0.038 G:0.037 B:0.037

### Shaders

Oren-Nayar Ref:0.82 Rough:0.2
Blinn
Spec:1.5 Hard:130 Refr:10

### Ray Mirror

Enable {Ray Mirror}
RayMir:0.22 Gloss:0.95 Below "Max Dist", change "Fade to sky color" field to "Fade to Material color"
# King's Gambit Declined

Black declines the gambit the so called "Classical" way by developing his king's bishop to c5. On c5, it prevents white from castling by having him to slow his tempo to shift the bishop or block its diagonal (for example, white will have to play Nc3 followed by Na4 or c3 followed by d4). Nevertheless, white gets a small advantage with correct play. The main replies to the Classical Variation include:
* A very important note: White can't accept the pawn and play 3. fxe5??, because of 3...Qh4+! 4. g3 leading to the loss of a rook (attempting to hang onto the rook with 4. Ke2?? leads to 4...Qxe4#).
* 3. Nf3, is the most obvious option, preventing the queen from coming to h4 and readying fxe5. From here, black has multiple replies, including 3...d6 or 3...Nf6, from where, white can get ready to gain a tempo on the bishop via c3 then d4. 3...exf4?! is unsound because of 4. d4!, pushing the bishop out. The queen can't come to h4, so white gets an advantage due to the imposing center on d4 and e4. Note that after 4. d4, black can't play 4...Bb4+, because 5. c3! only strengthens white's center AND gains a tempo on the bishop.
* 3. Bc4 looks good at first right, but is somewhat unsound after 3...d5! 4. Bxd5 Nf6 5. Nf3 Nxd5 6. exd5 e4 7. d4 Bb4+ 8. c3 exf3 9. cxb4 fxg2 10. Qe2+ Qe7 11. Qxe7+ Kxe7 12. Rg1 Bh3.

## Theory table

For explanation of theory tables, see theory table and for notation, see algebraic notation. .
1.e4 e5 2.f4 Bc5
| | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
| King's Gambit Declined | Nf3 d6 | Nc3 Nf6 | Bc4 Nc6 | d3 Bg4 | Na4 O-O | += |
| King's Gambit Declined | Bc4 d5 | Bxd5 Nf6 | Nf3 Nxd5 | exd5 e4 | d4 Bb4+ | c3 exf3 | cxb4 fxg2 | Qe2+ Qe7 | Qxe7+ Kxe7 | Rg1 Bh3 | =/+ |
When contributing to this Wikibook, please follow the Conventions for organization.

## References

* Kasparov, Garry, & Keene, Raymond 1989 Batsford chess openings 2. ISBN 0-8050-3409-9.
# Chess Opening Theory/1. e4/1...e5/2. f4/2...Bc5/3. fxe5/3...Qh4
## King's Gambit Declined

There are two legal moves. Let's play 4. g3 since Ke2 Qxe4# is mate.

## Theory Table

| | 1 | 2 | 3 | 4 |
| King's Gambit Declined | Qh4+ g3 | Qxe4+ Qe2 | Qxh1 Qxe5+ | -/+ |
| King's Gambit Declined | Ke2 Qxe4# | | | 0-1 |
# Chess Opening Theory/1. e4/1...e5/2. f4/2...Bc5/3. fxe5/3...Qh4/4. Ke2
## King's Gambit Declined 4.Ke2??

This is a blunder on white's part. The only other legal move would be to play 4. g3, which would force Black's queen to retreat. This move leads to checkmate if Black plays 4...Qxe4#.

### Statistics
#### Next move probability

4...Qxe4# 100%

#### Win probability

Black 100%, White 0%, Draw 0%. (Note: the sample size for this is very small as players rarely make this blunder).

## Theory Table

| | 4 | 5 | 6 | 7 |
| King's Gambit Declined | Ke2 Qxe4# | | | 0-1 |
# Chess Opening Theory/1. e4/1...e5/2. f4/2...Bc5/3. fxe5/3...Qh4/4. g3

This avoids mate, but loses the rook. The only move that wins is Qxe4+.

## Theory table

| | 1 | 2 | |
| King's Gambit declined | Qe4+ Qe2 | Qxh1 Qxe5+ | -/+ |
# Falkbeer Countergambit

With 2...d5 Black signals an intent to maintain an active position. White challenges the center with options of developing quickly. White normally now chooses to take the pawn on d5.
   * 3. exd5 The normal White response leading to a scramble of control of the d5,e4 and e5 squares.
   * 3. Nf3 Developing the Knight and controlling the h4 square to prevent Black's Queen check.
   * 3. fxe5?? is a blunder as ...Qh4+! 4. g3 Qxe4+ 5. Qe2 Qxh1 is most embarrassing.

## Theory table

    1. e4 e5 2. f4 d5
| 3 | 4 | 5 | 6 |
| exd5 c6 | Nc3 exf4 | Nf3 Bd6 | Bc4 Ne7 | ∞ |
| ... e4 | Nc3 exf4 | d3 Nf6 | dxe4 Nxe4 | ∞ |
| Nf3 dxe4 | Nxe5 Nd7 | | | = |
| fxe5?? Qh4+! | Ke2 Qxe4+ | Kf2 Bc5+ | Kg3 Qxe5+ | -+ |
| ... ... | g3 Qxe4+ | Qe2 Qxh1 | | -+ |
When contributing to this Wikibook, please follow the Conventions for organization.

## References

* Kasparov, Garry, & Keene, Raymond 1989 Batsford chess openings 2. ISBN 0-8050-3409-9.

## External links

* 365Chess. 1. e4 e5 2. f4 d5
* chessgames. 1. e4 e5 2. f4 d5
# Chess Opening Theory/1. e4/1...e5/2. d4/2...exd4/3. c3/3...dxc3/4. Nxc3
## 4.Nxc3

It's the Alekhine's choice. This move regains the one of the lost pawns, thus keeping White's material deficit to a minimum. White now has a huge lead in development and a half pawn center.
# King's Gambit declined
## 3.fxe5??

This move is a well known blunder, since black can now win a whole rook. Qh4+ g3 (Ke2 Qxe4#) Qe4+ picking up a whole rook and the game.

## Theory table

| | 1 | 2 | 3 | |
| King's Gambit declined | Qh4+ g3 | Qe4+ Qe2 | Qxh1 Qxe5+ | -/+ |
# Falkbeer Countergambit
### 3.Nf3
## Theory table

For explanation of theory tables, see theory table and for notation, see algebraic notation. .
1. e4 e5 2.f4 d5 3.Nf3
| | 3 |
| King's Gambit Accepted, Abbazia Defense | ... exf4 | exd5 | to 2...exf4 3.Nf3 d5 |
| | ... dxe4 | | |
When contributing to this Wikibook, please follow the Conventions for organization.

## References

* Nunn's Chess Openings. 1999. John Nunn (Editor), Graham Burgess, John Emms, Joe Gallagher. ISBN 1-8574-4221-0.
* Modern Chess Openings: MCO-14. 1999. Nick de Firmian, Walter Korn. ISBN 0-8129-3084-3.
# Falkbeer Countergambit
### 3.exd5

This is the normal response, capturing the pawn on d5, as black is putting pressure on both the e4 and f4 pawns of white's and 3. fxe5?? loses to Qh4+!. From here, black has 3 choices:
* 3... exf4 is the natural response, where a sample line continues 1. e4 e5 2. f4 d5 3. exd5 exf4 4. Nf3 Nf6 5. c4 c6 6. d4 Bb4+ 7. Nc3 O-O 8. Be2 cxd5 9. O-O Be6 10. Bxf4 dxc4 11. Ng5 Nc6 12. Nxe6 fxe6 13. Bxc4 Qxd4+ 14. Qxd4 Nxd4 15. Rad1 b5 16. Rxd4 bxc4 17. Rxc4, which is equal. There are multiple ways to diverge from these lines, but all usually lead to equality.
* 3... c6!? is a new, modern response that focuses on development and the cramping f4 pawn over material. No clear verdict has been reached on this line.
* 3... e4 used to be considered an option, but now, modern theory gives white a good game after 4. d3, and the line is a very rare sideline these days.

## Theory table

For explanation of theory tables, see theory table and for notation, see algebraic notation. .
1. e4 e5 2.f4 d5 3.exd5
| 3 | 4 | 5 | 6 |
| ... e4 | d3 Nf6 | dxe4 Nxe4 | Nf3 Bc5 | += |
| ... c6 | Nc3 exf4 | Nf3 Bd6 | Bc4 Ne7 | = |
| ... exf4 | Nf3 Nf6 | c4 c6 | d4 Bb4+ | Nc3 O-O | Be2 cxd5 | O-O Be6 | Bxf4 dxc4 | Ng5 Nc6 | Nxe6 fxe6 | Bxc4 Qxd4+ | Qxd4 Nxd4 | Rad1 b5 | Rxd4 bxc4 | Rxc4 a5 | = |
When contributing to this Wikibook, please follow the Conventions for organization.

## References

* Nunn's Chess Openings. 1999. John Nunn (Editor), Graham Burgess, John Emms, Joe Gallagher. ISBN 1-8574-4221-0.
# Children's Authors/Kate DiCamillo
## Biographical Information

    Write an introduction to the author that includes biographical information. What is the relationship between the author’s life experiences and his/her books? Gather biographical information about the author or illustrator that you feel will be of interest to children. Use at least three sources, one of which must be an article in an educational journal.

## Books of Interest

    Select and briefly critically annotate 6 books you feel are representative of his/her work. This will consist of 3-5 sentences that highlight the books’ qualities that meet the criteria of excellence discussed in class, and 1-2 sentences describing how you think the book will invigorate and engage readers. (Be sure that your annotations primarily refer to the way the book is written and/or illustrated– its literary and artistic merits – and not just to what the book is about.)
    Compare and contrast the books you have selected. Describe the author’s style, any recurrent themes and other distinguishing characteristics of the author’s work. What generalizations would you like students to be able to make about the books?

## References

    Be sure to provide complete citation information including author, title, illustrator, publisher, copyright date. Other resources should also be cited appropriately.
# Children's Authors/Margaret Haddix
## Biographical Information

    Write an introduction to the author that includes biographical information. What is the relationship between the author’s life experiences and his/her books? Gather biographical information about the author or illustrator that you feel will be of interest to children. Use at least three sources, one of which must be an article in an educational journal.

## Books of Interest

    Select and briefly critically annotate 6 books you feel are representative of his/her work. This will consist of 3-5 sentences that highlight the books’ qualities that meet the criteria of excellence discussed in class, and 1-2 sentences describing how you think the book will invigorate and engage readers. (Be sure that your annotations primarily refer to the way the book is written and/or illustrated– its literary and artistic merits – and not just to what the book is about.)
    Compare and contrast the books you have selected. Describe the author’s style, any recurrent themes and other distinguishing characteristics of the author’s work. What generalizations would you like students to be able to make about the books?

## References

    Be sure to provide complete citation information including author, title, illustrator, publisher, copyright date. Other resources should also be cited appropriately.
# Children's Authors/Louis Sachar
## Biographical Information

    Write an introduction to the author that includes biographical information. What is the relationship between the author’s life experiences and his/her books? Gather biographical information about the author or illustrator that you feel will be of interest to children. Use at least three sources, one of which must be an article in an educational journal.

## Books of Interest

    Select and briefly critically annotate 6 books you feel are representative of his/her work. This will consist of 3-5 sentences that highlight the books’ qualities that meet the criteria of excellence discussed in class, and 1-2 sentences describing how you think the book will invigorate and engage readers. (Be sure that your annotations primarily refer to the way the book is written and/or illustrated– its literary and artistic merits – and not just to what the book is about.)
    Compare and contrast the books you have selected. Describe the author’s style, any recurrent themes and other distinguishing characteristics of the author’s work. What generalizations would you like students to be able to make about the books?

## References

    Be sure to provide complete citation information including author, title, illustrator, publisher, copyright date. Other resources should also be cited appropriately.
# Tortoise Opening
## 2. Bd3?!

This rarely played slow move does little to give Black any issues. Black can play 2. ...Nf6 with d5 when the White Bishop is misplaced.

## Theory table

For explanation of theory tables, see theory table and for notation, see algebraic notation. .
1. e4 e5 2. Bd3?!
| 2 |
| Bd3?! Nf6 | c3 d5 | =+ |
| ... ... | Nf3 d5 | = |
When contributing to this Wikibook, please follow the Conventions for organization.
# Chess Opening Theory/1. e4/1...e5/2. Bc4/2...a5

a5?! Is a weak move for Black, and cuts off all Bishop's Opening theory permanently.
FEN:rnbqkbnr/1ppp1ppp/8/p3p3/2B1P3/8/PPPP1PPP/RNBQK1NR w KQkq - 0 3
Played 115,536 times