Graphics Reference
In-Depth Information
Next, use the same procedure as the one that you used for specularity and diffuse to
add a reflection/refraction map. Then, turn up the intensity of your reflection until
it looks good to you. Add some Fresnel to it too. Fresnel is basically a calculation of
that surface's direction in relationship to your point of view, and it either turns up
the effect or turns it down as the angle gets shallower. In this case, I'm turning down
the effect a little as it gets closer to the edge. Do the same to refraction (just in case
we throw a layer behind and we want some distortion later).
Because our environment is so shiny, I also turned up the shininess of the specular
effect so that it is matched more closely. The result should look something like the
following screenshot:
Illumination and ambient occlusion
As these are semitransparent lampshades (with the lamps on), they won't really
have any shadows or gradation from a light source. We won't need an illumination
map in this case; can you guess why? There is a check box in the illumination section
( Use Diffuse Color ) that allows us to use the diffuse map for it. This is great because
we also want it to illuminate in the same colors (not just white) to mimic translucence.
Turn the illumination intensity to 100 percent.
 
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