Graphics Programs Reference
In-Depth Information
Figure 7.99
Assign the new
image file to the
new BpanelStripe1
shader.
4. Duplicate the BpanelStripe shader in the Hypershade by selecting the shader and
choosing Edit Duplicate Shading Network. The copy is called BpanelStripe1.
5. Select the newly copied BpanelStripe1 shader, and graph its input and output con-
nections ( ) in the Hypershade. Select its file node, and open
the Attribute Editor. Click the Folder icon to select a new image
file, and then select the BpanelStripe_2.tif you just created in the
Sourceimages folder. See Figure 7.99.
6. The stripe and logo display on the wrong side of the B panel.
Select the mesh, and center its pivot.
7. Set the Scale X attribute for the B panel to -1.0 to mirror it. The
stripe and logo decals now show up on the correct side of the
panel. Select the mesh, and freeze its transforms. Figure 7.100
shows the wagon so far.
Figure 7.100
The wagon has decals on both sides.
Texturing the Floor
Right now, the floor of the wagon is red, like the rest of its body. However, the real wagon
has a blue floor, not red. If you select the mesh for the wagon's floor (named wagonFloor)
and assign the Blue shader you created, the whole body of the wagon turns blue, and that
isn't what you want. You only need the inside and bottom of the floor to be blue, not the
front and back sides of the wagon's body.
You'll make a face assignment instead of dealing with UVs and image files. RMB+click
the wagon floor mesh, and select Face from the marking menu. Select the two faces for the
floor, as shown in Figure 7.101.
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