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
.