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.
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