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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