Graphics Reference
In-Depth Information
8. Select the first Cube and assign a Bevel modifier. Set the Width value to 0.0200 .
Move it higher in the stack of modifiers and place it before the Boolean modifier.
9. Assign a Subdivision Surface modifier and set both the Subdivisions levels to 2 .
Check the Optimal Display item and move it higher in the stack. Place it before the
Boolean modifier but after the Bevel modifier.
10. Press T to call the Tool Shelf panel. Set the Cube shading to Smooth.
11. Press Shift , select both Cube and the Cube.001 objects, and rotate them on z axis
towards the Camera (press R , then press Z , enter -40 , and then press Enter ).
12. Press T to close the Tool Shelf panel. The following screenshot shows the process
of building the box object:
Building the box object by a Boolean modifier
13. Select the Plane object, and in the Material window, switch the Diffuse BSDF shader
with a Mix Shader node. Then, in the Shader slots, select a Diffuse BSDF node and
a Glossy BSDF shader node. Add a Layer Weight node (press Shift + A and navigate
to Input | Layer Weight) and connect the Facing output to the Fac input socket
of the Mix Shader node. Set the color of the Diffuse BSDF node as follows: R to
0.530 , G to 0.800 , and B to 0.800 .
How to do it...
Now we are going to create the material by performing the following steps:
1.
Select Suzanne and click on New in the Material window under the Properties
panel or in the Node Editor toolbar. Rename the material Plastic_expanded_
polystyrene .
 
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