Graphics Reference
In-Depth Information
Figure 2-82 Three materials: no SSS, strong front SSS, strong back SSS
Creating Convincing Real-Time Viewport
Materials with Material Capture Images
Upuntilnow,thischapter hasbeenconcerned withmaterials andtextures intended toberenderedtoimages us-
ingBlender'sInternalrenderer.Inthissection,you'llseeasimpletechnique thatcanbeusedtogetconvincing-
lookingmaterialandreflectioneffectsinrealtimeinBlender'sown3Dviewport.Thisisespeciallyusefulwhen
doing sculpting, which you'll read about in the next chapter.
The trick here is to render out a material capture image consisting of a shaded, lit sphere with the desired
material settings. The image is then used as a texture for another object, using Normal coordinate mapping. As
a result, the reflective properties of the original material are applied to the new object and viewable in the 3D
viewport when the GLSL texture shading option is selected.
To create a material capture image, first add a smooth-shaded, subdivision-surfaced Icosphere. Figure 2-83
shows a simple scene set up with three-point lighting and some white planes for reflections. This setup is based
 
 
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