Graphics Programs Reference
In-Depth Information
• Bump: The default appearance of the polygon surface is a lat surface,
but you can create a surface with raised and lowered areas by modifying
the polygon itself. This option creates a bump efect on the model
surface. When you apply an image as a bumping texture, the lighter
colors resample high areas in the polygon surface, and the darker areas
resample lower areas in the model surface, based on the degrees
between the light and dark areas.
• Normal: Just as the bumping option afects the polygon surface based
on the grayscale of the used texture image, the normal option uses the
RGB channels as a reference to change the polygon surface. The normal
efect is sharper than the bumping texture and is used to latten the
surface for low-polygons model.
• Environment: This material creates a relection for the environment
around the 3D object; this environmental material is created using
a loaded texture image. Photoshop converts the loaded texture
image to a spherical panorama and relects it on the global
object texture.
• Relection: The relection value controls the opacity of the relection on
the polygon. The relection can come from either the objects around or
the environment texture applied in the Environment texture map. The
Relection value ranges from 0-100. When you load a texture image as a
relection, it overlays the current environment texture.
• Illumination: This texture creates an internal light based on a solid color
or loaded 2D texture. When you apply the Illumination efect on the
object, the loaded images' colors appear as light that comes out of
the object.
• Gloss: This option speciies the number of colors that are absorbed or
the colors that are relected when a light source fall on the object
surface. The glossiness of the object depends on the amount of
relected and absorbed light. When you apply a texture as glossiness
texture, the colors' values in the image determine the glossiness of the
object. Light colors create more glossy areas and dark colors create less
glossy areas.
• Shine: The Shine value also afects how the light will be relected based
on the Gloss value. The Shine value controls the dispersion of the light
and how much it is focused. For example, when the Shine value is set to
0, the light will be focused and there is no dispersion for the light. When
the Shine value is set to 100, all the light will disperse. The Gloss and
Shine values work together to set the options of the relected light and
absorbed light of the object.
• Specular: This color deines the global light when applying the either the
Shine or the Gloss values on the object. Double-click the color thumbnail
to change the color.
• Ambient: This color sets the global light color applied to the object when
applying the relection texture. This value interacts with the total global
light around the object.
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