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tentimes be quite significant, so I would strongly recommend doing specific testing
to see which algorithm you prefer. As I have tested and know that I like the diffused
reflections that come from using Ward , I am going to leave it set as shown in the
following screenshot:
With these tweaks applied, we have probably taken our floor material about as far
as we can for the moment, until we are ready to start working with the actual quality
settings in our scene. This means we need to decide which element (or elements) of
our scene we want to tackle next. Well, perhaps one thing we can keep in mind is the
fact that, generally speaking, the larger the surface area of an object in the scene,
the bigger its potential impact on the overall look of our rendered images.
For this reason, we will probably want to tackle those parts of the scene as early in
the texturing process as we possibly can. This narrows down the choice quite a bit,
suggesting that either the ceiling or walls in the scene should be our next port of call.
Indeed, as the reference material gathered for this phase of the project showed that
adding some color to the walls of a room can oftentimes also add a little bit of a
unique feel to the space, we will work first of all with the wall geometry.
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