Graphics Programs Reference
In-Depth Information
Emission color: 0.08 Red, 0.11 Green, 0.25 Blue
Relecion: 1.0
Relecion color: 0.29 Red, 0.29 Green, 0.29 Blue
Transmission color: 1.0 red, 1.0 Green, 1.0 Blue
F Lighing panel:
Method: Shaded
External shadows: Enabled
Light cache: Enabled
Resoluion: 20
F Transparency panel: Raytrace
F Integraion panel:
Method: Randomized
Step Size: 0.05
Depth Cutoff: 0.01
We start by puing the default value at 0 for the density of this material and
increase the scale to 3 , to have a stronger density when the texture drives it to 1 . In
the shading panel, we set the opions to give the cloud the cold look: The relecion
color gives a general gray int to the shader, the emission parameter indicates how
much of the emission color will be emited by the cloud, and the scatering value
makes the light scater very fast in the shader (thus giving the idea of thickness).
Finally, we set the Lighing to shaded, which simulates self shadowing of the
volumetric material, and set the resoluion to 20 in order to avoid very long render
imes. The Raytrace opion for the transparency gives the best results and the Step
Size for the Integraion was chosen to get a good balance between the quality and
the render ime.
To connect the informaion from the paricle system with the volumetric material,
we need to use a special kind of texture.
14. Go to the Texture tab, create a new texture slot, and add a new texture of Point
Density type; name it cloudPoints , and set it as follows:
F Point Density panel:
Source: Paricle System
Object: cloudShape
System: cloudDensity
Cache: Emit Object Space
Radius: 0.3
 
Search WWH ::




Custom Search