Graphics Reference
In-Depth Information
1. In the Global Illumination tab (under Render Properties in the Shader Tree tab), set Ambient Intens-
ity to 0.
2. Enable Indirect Illumination.
3. In the Base Shader, set the Direct Illumination Multiplier to 50% and the Indirect Illumination Mul-
tiplier to 75%.
4. Set the spread angle on the default light to 3ยบ.
The model should look like Figure 9-12 and is now prepped and ready for work on the floors.
Figure 9-12: With a very basic lighting setup, the model is ready for texture.
There are two main types of flooring in this model: hard floor (tile, wood, concrete) and carpet. These
categories may have subsections, but because these subsections will share many attributes, the polygons in
the scene will be placed into the two main categories before continuing. All of the floors have been created
with the border region (the polygons around the border that were created when beveling the floor sections
inward). This not only helps from a modeling standpoint (by eliminating smoothing errors), but it also makes
selecting the floors much easier. To select all of the flooring that will be given a carpet material, follow these
steps:
1. Click the large polygons in the center of the floors in each room that will have some kind of carpet.
2. Press Shift+up-arrow to select the border polygons.
3. At this point, only the polygons in doorways and archways remain, so click them now to complete
the selection, as shown in Figure 9-13 .
 
 
 
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