Graphics Programs Reference
In-Depth Information
in the render will sit a little lower than the center of the tiles, the difference we are
seeing here is just a little too pronounced.
Now, we could open the bitmap in an image editing application such as Photoshop
and even out the color values in the image, which would of course decrease the
overall bump effect once we reloaded it into our material and rendered once again
in V-Ray. However, if you look carefully at the reflections in the render you have just
taken, you should be able to see that there is a subtle bit of extra reflection breakup
in the center of each tile (particularly noticeable in the skylight reflections) that we
would probably lose if we dial all of the values in the image down. Rather than doing
that, let's play things safe in this instance and dial down the Bump multiplier value in
the material editor, going from the default value of 1.0 to 0.5 .
Before re-rendering, I think we could also add a little bit of extra breakup to the re-
flections. Each of the small tiles represented in the diffuse color image would prob-
ably have a measure of surface roughness that would naturally add another level of
distortion or blurring to the reflections. To help simulate that, we can make use of the
glossiness controls found in the Standard material's Reflection rollout. To do that,
perform the following steps:
1. In the material editor, make sure that we are inside the Reflection rollout for
the floor material.
2. In the Glossiness section, set the Hilight and Reflect values to 0.95 .
Note
For physical accuracy, it is oftentimes a good idea to keep these two val-
ues in step or tied together. Make certain also that you are not altering
the map multiplier to the right of the map buttons.
3. In the Render history window, click on the save button to keep our current
render for comparison (if you haven't already).
One thing we may want to do with our reflections is to have them diffused or spread
out on the surface, giving something of a satin finish to them. To achieve this, we
could switch the Shader Type from Blinn to Ward in the Glossiness section of our
Reflection rollout. The difference this can make to the spread of reflections will of-
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