Graphics Reference
In-Depth Information
Set mapping to UV. It will use the same coordinates you
generated earlier. And yes, procedural textures will work
quite happily with UV mapping. The renderer will “paint”
the procedural onto the surface just like an image, instead
of calculating 3D coordinates for it.
When working with several textures, it is useful to set their
scale in isolation from each other. In other words, it can
be hard to see what you're doing with a complex texture
setup. To work with only this texture for the moment,
disable the carpet texture by unchecking the box beside the
texture's name in the top panel's texture selector. You'll
notice that the carpet texture disappears from the material
preview. In the floor dirt texture's Influence panel, make
sure that only Diffuse Color is enabled, and that it is set to
1.0. In the color swatch at the bottom of the panel, choose
something that really sticks out: completely black, bright
blue, etc. The goal is to do a test render and have the
texture stand out quite obviously. This makes it easy to
evaluate the scale. Adjust the texture size and re-render until
it gives a nice variation across the floor, like the one in
Figure 7.19 .
Once the scale is correct, a simple adjustment to the texture
color (back to black in this case), the blend mode (the
standard mix worked pretty well), and the amount of
Diffuse Color influence (0.4) establishes a subtle variation
in color around the carpet, as though it has been walked
or sat on, and generally enjoyed the presence of people.
Don't forget to re-enable Full Oversampling in the Material
properties and the main “carpet” texture before doing your
final render.
Step back now and take a breath. You've slogged through
Blender's main material and texturing system, which is no
easy feat. Almost everything else we do in this chapter will
be an extension of this foundation.
Figure 7.18   The  “loor  dirt”  procedural  texture.
The Table: Cheap, Fast Unwrapping and
Real Reflection
The table has some wild stuff going on geometrically, especially in the twisted central column. We're going
to make the table a nice wood. Before we get into texturing, though, let's find a reference and create our
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