Graphics Programs Reference
In-Depth Information
6. Join the bottom two windows in a single 3D view again to get rid of the
UV/Image Editor
window.
7. Select the Lamp and delete it. Add a new Plane to the scene (
Shift
+
A
|
Mesh
|
Plane
), go out of
Edit Mode
and scale it six times bigger (
S
|
6
|
Enter
). Rename it
Emitter
. In the
Transform
panel set these values:
Location X 87.00000
,
Y -39.70000
,
Z 58.00000
and
Rotation X 22°
,
Y
60°
,
Z 0°
.
8. Select the Camera and in the
Transform
panel set these values:
Loca-
tion X 11.00000
,
Y -21.00000
,
Z 6.20000
and
Rotation X 74.7°
,
Y 0°
,
Z 26.5°
. Go to the
Object Data
window and set the
Focal Length
to
60.000
.
9. Go to the
World
window and click on the
Use Nodes
button under the
Surface
tab; click on the little square with a dot on the right side of the
color slot: from the menu select
Sky Texture
. Set the
Strength
to
0.500
.
10. Go to the
Render
window and under the
Sampling
tab set the
Clamp
value to
1.00
and the
Samples
for
Render
and
Preview
to
25
. Under
the
Performance
tab set the
Acceleration structure
to
Static BVH
and
check both the
Use Spatial Splits
and
Cache BVH
options.
11. Press
N
to get rid of the
Transform
panel in the 3D view and split it in two
rows: change the upper one to a
Node Editor
window.
How to do it...
Now we are going to create the material:
1. In the
Outliner
select the
Emitter
plane and click on
New
in the
Material
window under the
Properties
panel or in the
Node Editor
header; re-
name the new material
Emitter
and in the
Material window
switch
the
Diffuse BSDF
node with an
Emission
node; set the
Strength
to
500.000
.
2. Select the floor plane and click on
New
in the
Material
window under the
Properties
panel or in the
Node Editor
header; rename the new material
Brickwall
. Select the cube and press
Shift
to select the floor plane, then
press
Ctrl
+
L
|
Materials
to assign the same material to both the objects.
3. In the
Material
window switch the
Diffuse BSDF
node with a
Mix Shader
node; in the first
Shader
slot select a
Diffuse BSDF
node and in the
second one a
Glossy BSDF
shader node.