Graphics Reference
In-Depth Information
The three texture images (diffuse, bump, and specular) can be placed directly into the material group.
Assign the texture layers to their corresponding channels. Create an instance of the diffuse layer and assign
it to Specular Color (which like the Specular Amount will also affect the reflective attributes as long as the
Match Specular option is selected in the material). Another option to consider here is whether you would
like blurred reflections and, if so, how blurry (Roughness setting). When using photos like this, the high and
low values for each layer need to be considered because they will correspond to a range of values for the as-
signed channel. This is most important for noncolor layers (Specular/Reflection Amount, Diffuse Amount,
and so on). The default High and Low Values for the Specular Amount layer in this material have too much
contrast and will result in reflections that are very strong. Reduce the High Value to around 25% and in-
crease the Low Value slightly (about 3%). This completes the material, which will now look like Figure
9-30 . Remember that the Bump Amplitude in the material layer can be adjusted to increase or decrease the
illusion of depth on the surface.
Figure 9-30: The tile floor in context shows no real signs of repetition.
 
 
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