Graphics Programs Reference
In-Depth Information
F Contrast: 1.4 (Colors panel)
F Mapping panel:
Size: 8 for all X, Y, and Z
F Influence panel:
Diffuse Color: Disabled
Specular Intensity: Enabled, 1.0
Blend: Add
These seings are mostly results of a trial and error process; the important idea
behind trial and error is using the Voronoi type of funcion, since it creates a nice-
looking structured texture. The scaling (Size of 8) is needed to get the individual
"iles" of the texture to be of the right size for the dimensions of the shield object.
Finally in the inluence panel we acivate the inluence of this texture on the
intensity value of the specularity, and set its influence mode to Add . Since the
material's intensity value for the specularity is 0 , this means the texture has absolute
control of the specular intensity.
Now is a good ime to separate the objects into diferent layers so that the
composiing part can process them independently; ater that we'll add the lighing
to each layer, and get ready to composite the final result.
11. The objects must be put into layers as follows (select each object and set its layer by
going to the Relations panel, in the Object tab of the Properties Editor ):
F Planet: layer 1
F Mother Ship: layer 2
F Space Fighter: layer 3
F Energy Shield: layer 4
The lighing rig will be a bit complex, but not diicult to create. Let's start adding
lights in layer 1.
12. Go to layer 1 (then type "1") and add three lamps, with these seings:
F Lamp 1:
Type: Point
Energy: 2
Color: 1.0 Red, 0.9 Green, 0.75 Blue
Locaion: 24.45 X, 15.1 Y, 13.9 Z
 
Search WWH ::




Custom Search