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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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