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cerned about, although we could perhaps increase the samples being used for the
chrome material.
To put all of those observations to work, let's first of all deal with our bump issues by
performing the following steps:
1. Open up the material editor and select the Ceiling material from the list.
2. Scrolling down to the Maps rollout, we can set the value in the Bump spinner
to 0.7 .
3. Next, we want to select the Floor_Tile_Hexagon_White and again scroll
down to the Bump controls and set the value to 0.4 .
4. While in this material, we also want to scroll up to the Reflection rollout and
set the Subdivs in the Glossiness section to 16 .
5. Next, we can select the Doors_Blurred_Metal material just above in the list
and again set the Subdivs value in the Reflection section to 16 . We will re-
peat the same action for the Barrier_Chrome and Walls materials.
6. In the Light_Fixture_Metal material, we want to increase the Glossiness
value to 0.9 , making them less blurry. And at the same time, set the Subdivs
value there to 16 .
7. Finally, for the materials, let's select Door_Glass from the list and this time
set both Reflection and Refraction Subdiv values to 16 .
Our last tweak to the quality settings will be to the reflection and refraction trace
depth settings. These are currently being controlled locally, at the material level, with
the total number of each interaction being set at a value of 5.
However, with so many reflections and refractions going on in the scene, we may
possibly want to increase this setting so as to ensure that our materials are behaving
appropriately. Now, we could do this one material at a time. In this instance though, I
am going to apply a global increase, so let's perform the following steps:
1. In the Global switches rollout of the option editor, put a check in the Max
depth option and set the spinner value to 10 .
2. We can also go into the Color mapping rollout and turn the Don't affect col-
ors option back.
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