Graphics Programs Reference
In-Depth Information
Layers: 1 (disable any other layer,
Relations
panel)
3. To get a softer appearance for the sphere, let's set its shading to
Smooth
(Tool Shelf
sidebar) and add a
Subdivision Surface
modifier (
(Modifiers
tab of the
Properties
Editor
); make sure the
Subdivisions Level
for
Render
is
2
.
4. With the basic seings for the object in place, let's go to the
Material
tab of the
Properties Editor
, add a new material, set its name to
earth
, and set it as follows:
F
Diffuse color: 0.0 Red, 0.0 Green, 0.0 Blue (
Diffuse
panel)
F
Specular panel:
Color: 1.0 Red, 0.95 Green, 0.88 Blue
Specular Shader Model: Blinn (drop-down menu)
Intensity: 0.0
Hardness: 40
IOR: 10.0
This will give us a basic material to play with. Noice that the difuse color was set
to black (zero), which means that we are going to add the color from the diffuse
texture. The same logic will be applied to the specular intensity; we set it to
0
in
the material level to drive it by using a texture in the addiive blend mode.
Now let's go for the texture setup. Go to the
Texture
tab, add a new texture, change
its name to 'diff', its type to
Image or Movie
, and set it as follows:
F
Mapping panel:
Projecion: Sphere
Offset: 1.5 X
5.
F
Image panel:
Load the image
EarthMap_2500x1250.jpg
from the
tex
folder
F
Influence panel:
Diffuse color: Enabled, 1.0
Blend mode: Add
We just perform the normal sphere mapping of the texture and add its color values
to the diffuse color channel. The offset in the mapping is used to get the preview
showing a part of the map that will allow us to easily check that the textures are
working correctly.