Graphics Reference
In-Depth Information
Figure 10-29 Rendering the automatic node setup
From here, of course, you can set up your own lights (or switch to the Cycles render engine and use image-
based lighting as described in Chapter 4) to get things just right. But I'd rather not leave this image quite yet,
because the cast shadow from the default lamp is a bit unsightly. It would be better in this case just to start with
environment lighting as the only light source and build from there, so I delete the point light from the 3D scene
and disconnect the Shadow pass from the Multiply node to let the AO pass go through unaltered, as shown
in Figure 10-30 . The resulting render can be seen in Figure 10-31 , and this is a good enough point to stop at.
There's only so much you can do with the default cube, after all.
 
 
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