Graphics Programs Reference
In-Depth Information
10. Once again, we must add a color ramp; let's go to the Colors panel, enable the
Ramp opion, set the Interpolation to B-Spline , and set the ramp as follows:
F Color Stop 1:
Posiion: 0.412
Color: 0.036 Red, 0.046 Green, 0.037 Blue
Alpha: 1.0
F Color Stop 2:
Posiion: 1.0
Color: 0.042 Red, 0.018 Green, 0.018
Alpha: 0.0
Now we have the material for the snail's body finished and ready to be used in the final
render. Don't forget to save the file.
Objective Complete - Mini Debriefing
The shading of the body required the standard procedure, which is defining some basic
properies at the material's level and then layering muliple textures to add some detail to it.
The most important aspect of the general properies of the material is the coniguraion for
the Subsurface Scattering property. As the body of the snail is an organic material, it needs
to have a "leshy" look, which is accomplished by enabling this property.
The first two textures in the texture stack affect the normals of the surface, thus giving the
illusion of roughness. The first texture's job is just to slightly deform the second one, which is
the one used to drive the normal.
The third texture in the stack is used to provide some small grains of color over the surface
already "deformed" by the first and second textures.
The fourth texture acts as a stencil (mask) to control the region that the fifth texture will
affect. The result is the dark color in the upper part of the body of the snail.
Classified Intel
We have been using two properies of the textures that, although they appear like any other
common property, provide us with very powerful tools to get the normal procedural textures
behaving in very nice and powerful ways.
 
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