Graphics Reference
In-Depth Information
basic material.
Figure 7.20
shows such a
reference picture.
Following is a rundown of the relevant
settings in the Material properties:
●
Diffuse Color:
We'll be using an
image map, so it makes no actual
difference. It doesn't hurt to make it
a light brown, though, so it looks
that way in the 3D view.
●
Diffuse Intensity:
Regular wood
comes in pretty low on the chart,
anywhere from 10-50%. The wood
itself will be on the darker side, but
we're going to pretend it's varnished
as well, so that will bump up the
amount of light that gets thrown
back. Let's set it at 0.4.
●
Diffuse Shader:
Lambert, as the
surface will have a varnish (polyure-
thane) coating, which is essentially
clear plastic.
Figure 7.19
Using whacked out colors to visualize your subtle texture.
●
Specular Intensity:
A gloss varnish
will make a fairly intense specular
highlight. However, we don't want
to go over the total light limit for
the surface, and we already have a
maximum possible of 40% coming
from the diffuse shading. Let's go
with 0.5.
●
Specular Shader:
Once again, the
gloss coating dictates either Cook-
Torr or Phong.
Figure 7.20
A real table. (Creative Commons 2.0 Commercial Housing
Works Auction.)
●
Specular Hardness:
The highlights
on the reference don't appear to be
too tight. Judging by the highlight size in the preview, I've set it down to 21.
As always,
Cubic Interpolation
has been enabled on the Shading panel for smoother shading
transitions.
The real work for this material will be accomplished in the textures.
Figure 7.21
shows the texturing setup
for the color texture channel. The wood image is called
walnut.jpg
, another useful entry from the
Blender
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