Graphics Reference
In-Depth Information
Notice that there is consistency to the texture and style of the material. Any changes made to the Carpet
material will appear in any carpeted section of the layout, but the colors based on the selection set will re-
main. If a different style of carpet is needed in any of these areas, new bump maps can also be added to
the selection set groups to make the material look different in that section. If the Specular/Reflective values
seem too uniform in all of the carpets, the Constant layers can be instanced in each selection set group and
changed to Specular Color to make the effect less pronounced.
Creating Wood
Wood floors can be created either with procedural textures or with photo-based textures. Each of these ap-
proaches has inherent benefits and drawbacks. Procedurals can easily be edited to change the grain, colors,
and other attributes, but they can lack the nuances of photographic textures. Photo-referenced textures can
add subtle realism to a material, but they are more difficult to edit (beyond subtle shifts in color and bright-
ness values). It is also possible to create a hybrid texture that uses some procedural textures and some with
photographic sources.
To make the creation of a procedural wood texture easier to visualize, it is often best to create a simple
test scene. By simple , I mean a square (roughly the size of a room) and a preset interior environment. Setting
up a scene like this allows you to test material settings quickly and see the result without waiting for the
rest of the model to render. With wood floors, you have two things to take into account: the wood grain and
the panels that make up the individual boards. The grain is fairly easy to simulate. In the Enhance: modo
Textures, there are two possible options in the Organic section. Don't be fooled by the Easy Wood texture;
it is not ideal for wood floors. Skip down to the Hardwood texture; it will create the grain nicely. The scale
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