Graphics Reference
In-Depth Information
6. Go to the World window and click on the Use Nodes button under the Surface
subpanel. Click on the little square with a dot on the right side of the color slot,
and from the menu, select Sky Texture. Change Sky Type to Preetham and set
the Strength value to 0.100 .
7. Go to the Render window, and under the Sampling subpanel, set the Clamp Direct
and Clamp Indirect values to 1.00 . Set Samples for Render and Preview to 50 .
8. Split the 3D viewport into two rows. Convert the upper row to a Node Editor window.
Split the bottom view into two parts and convert the left part to another 3D viewport.
With the mouse arrow in the left 3D view, press 0 on the numeric keypad to go to the
Camera view.
9. Select the Cube, and with the mouse arrow in the Camera view, press Shift + S .
Navigate to Cursor to Selected to place the cursor on the pivot of the Cube (if it's
elsewhere). Add Lattice to the scene (press Shift + A and select Lattice). Press
Tab to exit Edit Mode. In the Transform subpanel, under Scale, set the values of X
to 0.396 , Y to 0.264 , and Z to 0.129 . Go to the Object data window, and in the
Lattice subpanel set the U, V, and W values to 3 .
10. Reselect the Cube and go to the Object modifiers window. Assign a Subdivision
Surface modifier, switch the type of subdivision algorithm from Catmull-Clark to
Simple, and set the Subdivisions value to 2 for both View and Render.
11. Assign a Bevel modifier and set the Width value to 0.0010 . Assign a Lattice
modifier, and in the empty Object field, select the Lattice name. Reselect the
Lattice object and press Tab to enter Edit Mode. Select the Lattice vertices that
are indicated in the following screenshot:
The setup for the sponge scene in Solid viewport shading mode
 
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