Graphics Programs Reference
In-Depth Information
8.
Now SasLite will read the star cor-
rectly, but it will still render fur over
the entire ground that the star sits on.
So, once again, select the large poly
that makes this background, and split it
into smaller polys that have no concave
curves.
spotlight . (Lights (< L >), Properties
(< p >), and change the light type.)
Select the rug and rotate it so that you
can see it in a Camera viewport. Make
sure it's well lit by the spotlight.
10. Open the Surface Editor. When you're
assigning fur to surfaces in SasLite,
you need to type in the exact name of
the surface. It's easier to do this if the
Surface Editor is open and you can see
the name. (See Figure 20-15.) (By the
way, if you are wonder-
ing why there's not just
a drop-down list, it's
because you can use a
wildcard character, “*”
(asterisk), to select sev-
eral surfaces at once. So
“*hair” would apply the
displacement to
Leghair, Chesthair,
Tailhair, and Backhair
(but not FaceHair, as it's
case sensitive), which
saves time.)
9.
When you're finished, send the object
to Layout (or if you skipped the previ-
ous steps, load the StarRugEnd.lwo
file from the CD). Change the light to a
Figure 20-13: Split the ground into polys that will render correctly.
Figure 20-14: Set the rug up for easy rendering.
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