Graphics Programs Reference
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3. Click on the Open button and load the texture spacehull_displ.exr .
Go back to the Object Modifiers window and set the displacement
Strength to 0.200 ; in the Texture Coordinates slot select UV .
This way the displacement features get mixed with the hull panels of the shader, giv-
ing a nice result. The spacehull_displ.exr is a 32 bits float displacement map
baked in the Blender Internal engine (at the moment Cycles doesn't have the possib-
ility to bake textures or shaders). I modeled with planes and scaled cubes a simple
greeble panel, then I baked the displacement on a different and unwrapped plane:
If you want to have a look at the scene, open the file 1301OS_06_greeble.blend .
One last thing we can do to improve the model is to assign to the Torus mesh, after
the Displace modifier, a Decimate modifier set to Planar with a ratio of 0.3000 or
similar; you will inevitably lose some detail but will obtain a lot lighter mesh.
See also
There is an interesting and long thread about the displacement technique on the
Blender Artist forum, at the following link: http://blenderartists.org/forum/
showthread.php?273033-Sculpting-with-UVs-and-displacements
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