Graphics Programs Reference
In-Depth Information
Posiion: 0.54
Alpha: 0
F Second color stop:
Color: 0.37 Red, 0.38 Green, 0.28 Blue
Posiion: 0.56
Alpha: 1
These two textures are just standard cloud textures that get mapped to strong blots
by using the very useful ramp opion. In this case, we choose the colors to convey
the idea of military camouflage.
Now let's go to the Material tab in the Properties Editor and take a look at the
finished material. Quite good for just a couple of textures, don't you think?
8. The seings for the material fighterCabin are as follows:
F Diffuse color: 0.66 Red, 0.72 Green, 0.76 Blue (Diffuse panel)
F Specular panel:
Color: 0.71 Red, 0.83 Green, 1.0 Blue
Specular Shader Model: Blinn
Intensity: 1.0
Hardness: 30
IOR: 7.0
F Ambient: 0.0 (Shading panel)
The seings for the material just deine a bluish tone for the base material and
add a strong specularity to it. We disable the "default" lighing again, by seing
the Ambient parameter to 0 .
9.
Now we must go to the Texture tab in the Properties Editor , create a new texture,
and name it fakeRefl . Let's set it as follows:
F Type: Image or Movie
F Image panel: Click on the folder icon and load the texture we downloaded
at the beginning of the project
F Image mapping panel:
Extension: Repeat
Repeat: 4 X, 4 Y
F Contrast: 1.8 (Colors panel)
F Coordinates: Relecion (Mapping panel)
 
Search WWH ::




Custom Search