Graphics Reference
In-Depth Information
Figure 7.55   The mountains.
Create a new material for these objects (called “matte painting” perhaps), turn off specularity, and set it to
Shadeless . Also, turn off the Traceable option and all of the options in the Shadow panel. These matte
elements should never render with shading, or interact or interfere with any lighting schemes. Then, add
an Image texture, choosing the matte image, with UV coordinates. Influence should only be Diffuse Color,
1.0. This uses the camera-projected UV coordinates to lay the matte image onto the surface. Rendering
from the Camera view at this point should produce something that looks just like the background image.
However, the cool part happens when you move the camera.
Without rendering an animation, you can just jump into Textured view mode from Camera view, which
should show the UV-mapped models. Select the camera and move it (within Camera view). It should appear
as though you are moving the camera within a live, 3D environment. Figure 7.56 shows a long shot of this
setup. You can see that the field of view is limited, and that the backs of the geometry receive the same
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