Graphics Programs Reference
In-Depth Information
At this step we're just enabling the transparency, so that the camera will be able to
see the mother ship; the raytrace method is needed to have refracion, which
we use just slightly (IOR bigger than 1.0). The alpha value works together with the
Fresnel and Blend values to provide the border effect for the shield. Showing the
border of the energy shield is important in this scene, because that gives a visual
clue that what is surrounding the ship is the energy shield that protects it.
Having done the basic setup for the shader, it's ime to go and add the textures that
will give the rich look to the shield.
Let's go to the Texture tab of the Properties Editor and add two textures.
The first texture is called shieldDistort and must be set as follows:
F Type: Clouds
F Clouds panel:
Color mode: Greyscale
Noise: Soft
Basis: Blender Original
Size: 0.15
Depth: 6
F Influence panel:
Diffuse Color: Disabled
Geometry: Enable Warp
Warp: 0.02
9.
These seings just create a simple clouds texture in grayscale and small in size,
which will be used to apply some random distorion of the shape of the next texture.
To acivate the distorion efect we enable Warp and set its value to 0.02 to get a
very subtle effect.
10. The second texture is called shieldFX and corresponds to the main texture for the
shield look; its seings are as follows:
F Type: Musgrave
F Musgrave Panel:
Type: Mulifractal
Lacunarity: 0.2
Octaves: 0.6
Basis: Voronoi F2-F1
Size: 0.20
 
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