Graphics Reference
In-Depth Information
Figure 6-4: Three examples of lighting from the Studio Environments presets
To get a good idea of the reflections caused by these environments, you may wish to temporarily enable
some amount of Reflection Amount and/or Reflection Fresnel (10% - 20%) for the material of one of the
objects in the scene (such as the bottle). This is a simple technique that will enable you to quickly visual-
ize final rendered images, preview high-quality lighting, and even provide rapid feedback to clients. Even
though this lighting and environment can be completely replaced by a more complex custom scene and light
rig (in most cases), using a preset will give you the power to preview your materials accurately as you create
them.
Creating Customized Materials from Presets
For the first few objects in the scene, you will use preset materials. However, these materials will not remain
at their default values. Instead, you will learn to modify aspects of preconstructed materials to create sur-
faces that fit your needs more precisely. Before editing a preset texture, you will need to make sure that it
works well with your object:
1. Start by selecting the material group for the pedestal material from the Shader Tree.
2. Locate the marble material presets in the preset section of the Render tab. These are found in Mater-
ials Stone Architectural Marble.
3. Double-click the Beige Marble material to apply it to your pedestal. With no alterations, your ped-
estal will look like Figure 6-5 .
Adjusting the UV Map
In this case, you need to make some adjustments before the texture will map correctly to the mesh. The main
problem is the UV map for the model. As a preset model, there is a UV, but it is not an evenly spaced one
that will provide good texture placement. If you look closely at the round middle section of the mesh, you
will see that the texture is being stretched significantly. This is due in part to the alterations that were made
to get an appropriate scale. Also, there are a lot of sections overlapping as well. These need to be addressed
to get the best quality from any placed textures. The addition of a UV Checker material (from the Miscel-
 
 
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