Graphics Programs Reference
In-Depth Information
Trees
For the trees, we are just going to use a diffuse map without baking a lightmap. The reason is
that they are quite small in the scene and don't require really detailed work.
76. Let's select the object named tree1 , then go to the Material tab of the Properies
Editor, and add a new material; then change its name to tree and set it as follows:
F Diffuse color: 0.0 Red, 0.0 Green, 0.0 Blue (Diffuse panel)
F Shadeless: Enabled (Shading panel)
F Transparency panel: Enabled
Alpha: 0.0
77. Then let's go to the Texture tab and add a new Image texture with the name
treeDiff . Click on the Open buton ( Image panel) and load the image Dypsis01.
png from the tex folder. For this image, we only need to enable both Color and
Alpha , and set the Blend mode to Add (all of them in the Influence panel).
78. For the tree2 object, we just need to select it, then go to the Material tab in the
Properies Editor, and select the tree material from the drop-down list. Noice
the number 2 to the right-hand side of the name of the material, which means
the material datablock is being used by two meshes ( tree1 and tree2 have
independent mesh datablocks).
Objective Complete - Mini Debriefing
This part of the project was about using the ileable textures that we downloaded as difuse
maps and creaing some nice bakes directly within Blender to have good lightmaps for the
scene.
The main reason to do all this is because we are going to use the Blender Game Engine
as the inal plaform for our walkthrough, which narrows down the shading opions, as
compared to the normal shading opions for an oline render. Another reason is that by
shading the objects in this way, the graphics card of a computer can perfectly handle the
task of rendering the scene at interacive frame rates. At the ime of wriing this topic, there
is not the possibility to use hyperrealisic render engines at interacive frame rates (at least
using commercial products, since research is being done heavily on that). To summarize it:
All this work is to make processing easier for the graphics card, so that it works nicely for us.
Take into account that the separaion of the difuse texture and the lightmap is very useful,
since it allows the diffuse map to be used in other materials, mixed with a different lightmap.
Even more, it's possible to mix two or more lightmaps into new materials, which gives way
more lexibility and reduces the resource consumpion of the inal standalone.
 
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