Graphics Programs Reference
In-Depth Information
4. In the drop-down list below the
Preview
button, choose the
TextBitmap
op-
tion.
5. And, in the
Open Bitmap File
dialog box that appears, navigate to
Exer-
cise_Files
|
Textures
and once more choose the
Floor.bmp
file.
6. Finally, click on
OK
in the two open dialogs to go back to the materials editor
window.
Placing the bitmap in the perpendicular channel here will give us some nice variation
in the reflection intensity, which will automatically make things feel a little more nat-
ural. Next, we need to add some breakup to those reflections. So, in the
Reflection
rollout of the
My Floor
material, go to the
Glossiness
section and set the
Hilight
and
Reflect
values to
0.85
.
Then, as a finishing touch, we can add a bit of a textured feel to the floor along with
extra breakup by adding a subtle bump map to the material. To do that, let's perform
the following steps:
1. Open up the
Maps
rollout at the bottom of the material controls.
2. Put a check in the
Bump
option, and at the same time, set its spinner value
to
0.1
.
3. To add a map for the bump effect, click on the map button and select the
Tex-
tBitmap
option from the drop-down list beneath the
Preview
button.
4. In the
Open Bitmap File
window that appears, navigate to
Exer-
cise_Files
|
Textures
and choose the
Wall_Stucco_Bump.bmp
file.
5. In the UVW section at the bottom of the texture editor controls, set
u and v
Repeat values
to
4
and then click on
Ok
to exit the editor.
We can now take a render and see how things are looking by coming up to the V-
Ray toolbar and clicking on the render button. Hopefully, what you have should look
just like the following render:
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