Graphics Reference
In-Depth Information
5. Add a Cube and a UV Sphere to the scene and place them leaning on the Plane.
6. Select the Cube and click on the Smooth button in the Shading subpanel under the
Tools tab to the left of the 3D window (press the T key to make it appear if it is not
present).
7. Select the UV Sphere and perform the same actions as given in step 6.
8. Select the Cube, and in the Object modifiers window, add a Bevel modifier. Set
Width to 0.1000 , Segments to 2 , and Profile to 0.15 . Assign a Subdivision Surface
modifier, set both the Subdivisions levels to 4 , and check the Optimal Display item.
Assign a Smooth modifier and set Factor to 1.000 and Repeat to 15 .
9. Select the UV Sphere and assign a Subdivision Surface modifier with Subdivisions
levels set to 2 and the usual Optimal Display item checked.
10. Select the Plane, click on the Smooth button, and then go to Edit Mode and press W .
In the Specials pop-up menu, select the Subdivide item. Press the F6 key to call the
Options pop-up menu (or go to the panel at the bottom of the Tool Shelf tabs) and
set Number of Cuts to 10 .
11. Go out of Edit Mode, go to the Object modifiers window, and assign a Subdivision
Surface modifier. Switch to the Simple subdivision algorithm and set both
Subdivisions to 3 . Check the Optimal Display item.
12. Assign a Displace modifier and then click on the Show texture in texture tab button to
the side of the New button. In the Texture window, click on the New button and switch
the default Clouds texture with the Voronoi texture. Set the Size value to 5.00 .
13. Assign a new Displace modifier, click on the Show texture in texture tab button,
and load a Voronoi texture again. Leave the Size value at 0.25 .
14. Assign a Smooth modifier and set Factor to 1.000 and the Repeat value to 5 .
15. Place the Camera to have a nice angle on the Plane and switch from the 3D view
to a Camera view (by pressing the 0 key on the numeric keypad).
16. Split the 3D window into two horizontal rows and change the upper row to a Node
Editor window. Put the mouse cursor in the 3D view and press Shift + Z to set the
Camera view mode to Rendered.
17. Go to the Render window. Under the Sampling subpanel, set both the Clamp Direct
and Clamp Indirect values to 1.000 . Go to the Light Path subpanel and set the
Filter Glossy value to 1.000 .
 
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