Graphics Programs Reference
In-Depth Information
specular component (and for the color as well). At steps 15 and 16 we added the
per-shader bump, by superimposing two differently scaled versions of the same hull
panels image coming from the HULL frame group.
From step 17 to step 20 we built the SPEC frame group, by contrasting the HULL
component then connected straight to the Glossy shader Roughness ; the effect is
added to the Anisotropic specularity by the Add Shader node, to give a metallic
look. From step 21 to step 25 we built the frame group for the light windows to be
added on the hull.
From step 26 to step 30 we made the masking for the windows, to give them a ran-
dom and not uniform appearance. From step 31 to step 35 we added the name logo
to the hull, by using the alpha channel of the image itself as mixing factor.
At step 36 we added a little improvement in the colors by multiplying the contrasted
hull panels image and lastly at step 37 we subtracted the logo specularity from the
hull, to make it less shiny.
There's more...
This is where we are so far:
Actually, the appearance of the hull can be even more improved by using some
displacement to add details to the spaceship shape, at the moment a little bit too
smooth.
1. Go to the Object Modifiers window and assign to the Torus a second
Subdivision Surface modifier; set the Subdivisions levels to 2 both for
View and Render .
2. Assign a Displace modifier, then click on the Show texture in texture
tab button on the right side of the Texture slot; in the Textures window
click on the New button, then change the default Clouds texture with an
Image or Movie texture.
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