Graphics Programs Reference
In-Depth Information
F
Relaions panel:
Layers: 2 (unset any other layer)
Pass index: 1
10. We just need to set one more thing for this object to get it ready: Go to the
Modifiers
tab in the
Properties Editor
, add a
Subdivision Surface
modifier,
and set its
Render Subdivisions Level
to 3. That's all we need for this object.
11. Let's now set up the camera properly; select it, then go to the
Object
tab in the
Properties Editor
and set it as follows:
F
Transform panel:
Locaion: 3.041 X, -2.669 Y, 2.351 Z
Rotaion: 60.129º X, 0º Y, 48.157º Z
Now let's switch to
Camera View
(
View
→
Camera
) to take a look at the
planetEarth
and
atmosphere
objects.
Objective Complete - Mini Debriefing
In this task, we worked exclusively on seing up the objects for our scene. Even though we
have only two objects, seing them up required some work, as we need detailed material.
The more complex object in our scene is just a basic UV Sphere with a material having
textures for various channels—diffuse, specular, and normal. Now we see how useful it
was to perform the preprocessing on the textures. The set up of the material was very
straighforward, sparing us the trouble of playing around with exoic tricks.
Lighting Setup
We'll be using a very basic lighing setup, using the classic technique with three lights—key,
fill, and rim. For the key light, we'll be using an Area lamp to take advantage of the softness
of its 'light'. The fill and rim lights will be just spot lights used because of the cone shape
their 'lights' conform to, allowing us to focus directly on the main sphere.
Engage Thrusters
1.
Let's start by adding an
Area Lamp
(
Add
→
Lamp
→
Area
), then go to the
Object
tab in the
Properties Editor
and set it as follows:
F
Name: key
F
Transform panel:
Locaion: -2.991 X, -0.533 Y, 0.024 Z