Graphics Programs Reference
In-Depth Information
Now that we have the UV Map correctly set up, it's ime to create the material for the shell
of our snail.
Let's go to the Material tab of the Properties Editor , add a new material, set its
name to shell , and set it as follows:
F Specular panel:
Color: 1.0 Red, 0.918 Green, 0.781 Blue
Specular Shader Model: Blinn
Intensity: 1
Hardness: 150
IOR: 10.0
9.
F Subsurface Scatering panel: Enabled
IOR: 1.3
Scale: 0.1
Color: 0.987 Red, 0.955 Green, 0.76 Blue
RGB Radius: 15.028 Red, 4.664 Green, 2.541 Blue
Blend Color: 0.8
Blend Texture: 0.6
Scatering Weight Front: 1.0
Scatering Weight Back: 0.5
Error: 0.01
With the material seings in place, let's go to the Texture tab of the Properties Editor to
add the textures for our material.
10. Start by adding a new texture, set its name to distort , its type to Musgrave , and set
it as follows:
F Musgrave panel:
Type: fBM
Lacunarity: 6.0
Size: 0.6
F Size: 0.5 X, 0.5 Y, 0.5 Z ( Mapping panel)
 
Search WWH ::




Custom Search