Graphics Reference
In-Depth Information
One thing you might note in your
renders is that some ugly patterning is
showing up in the carpet texture. When
we talked about texture scaling earlier,
this was one of the potential problems.
When the carpet is scaled to an appropri-
ate size for believability, its render turns
ugly. The solutions are to either increase
the apparent size of the texture, which is
unacceptable with something very famil-
iar like carpet, or to enable Full Over-
sampling in the Options panel of the
Material properties. And indeed, that is
what I had to do when working on the
carpet. It takes longer to render, but
the results are nice. Figure 7.17 shows
the difference. You don't have to suffer
with the slower rendering speeds for the
rest of your work, though. Once you
have finalized the surfacing of the floor,
simply turn Full Oversampling off. The
floor will look nasty while you work on
other aspects of the scene, but it won't
slow you down. Whenever you do your
final renders, turn it back on.
Figure 7.17   Using Full Oversampling to fix patterning in the carpet texture.
With that done, we re-enable Color Diffuse influence and render. The result is nice. It looks like carpet.
Let's do one last thing with the carpet before we call it finished. In the “The Danger of Repeating Tex-
tures” sidebar, we mentioned that one way to hide repetition is to apply a procedural texture to the diffuse
color channel on top of the main texture.
Back in the top texture panel, LMB click on the empty texture channel below the one labeled “carpet.”
Then, click the New button to add a new texture in that channel. We're going to create a procedural
texture that blends with the original, to add some larger scale variation to the diffuse color of the carpet.
Call this texture something like “carpet variation” or “floor dirt.”
Figure 7.18 shows the Texture properties for the result. It didn't really matter which texturing type was
chosen, as it was going to be barely visible. The clouds texture provides a general, nontrending noise
(wood and marble trend toward stripes), which is what we want. The actual settings are likewise fairly
unimportant. The real trick is in achieving the proper scale and the correct blend between this texture and
the ones before it.
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