Graphics Programs Reference
In-Depth Information
8. Split the bottom window in two parts and change the left one in a UV/
Image Editor window; select the torus, and press Tab to go in Edit Mode .
In the window header change the selection mode to Face select and se-
lect only one face on the mesh (anyone); press A two times to select
all the faces and keep the first selected face as the active one and then
press U : in the UV Mapping pop-up menu select Follow Active Quads ,
then, in the following pop up, select Even as Edge Length Mode and
click on the OK button.
9. Put the mouse cursor in the UV/Image Editor window and press A to se-
lect all the vertexes of the UV coordinates, then scale them 1/3 smaller
( S | .3 | Enter ). Press Tab to go out of Edit Mode and change the UV/
Image Editor in a 3D view. Change the 3D view at the right in a Camera
view by pressing 0 on the numpad (with the mouse cursor placed on the
3D view).
10. Go to the Object Modifiers window and assign to the torus a Subdivi-
sion Surface modifier: set the Subdivisions level to 4 both for View and
Render ; set the Camera view mode to Rendered and go to the Material
window.
How to do it...
And now, to the material creation:
1. Click on New in the Material window under the Properties panel or in the
Node Editor header; rename the new material spacehull .
2. In the Material window switch the Diffuse BSDF node with a Mix Shader
node and rename it Mix Shader1 ; in the first Shader slot select a Diffuse
BSDF node and in the second one a Mix Shader node, rename it Mix
Shader2 . In the first Shader slot of the Mix Shader2 node select a
Glossy BSDF and in the second one an Add Shader node. Connect the
Glossy shader also to the first Shader slot of the Add Shader node and
in the second one select an Anisotropic BSDF .
3. Add a Tangent node ( Shift + A | Input | Tangent ) and connect it to the
Tangent input socket of the Anisotropic shader. In the Method to use
for the tangent slot select UV Map and in the slot on the side select the
name of the UV coordinates layer assigned to the torus.
4. In the Anisotropic shader node set the Roughness to 0.150 , the Aniso-
tropy to 0.300 , and the Rotation to 0.250 .
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