Graphics Reference
In-Depth Information
4. Go to the World window and click on the Use Nodes button under the Surface
subpanel. Click on the little square with a dot to the right of the Color slot. From
the menu, select Sky Texture. Set the Strength to 0.100 .
5. Select the Camera, and in the Transform panel, set the Location values of X to
6.10677 , Y to -0.91141 , and Z to -2.16840 . Set the Rotation values of X to
112.778° , Y to -0.003° , and Z to 81.888° .
6. Go to the Render window, and under the Sampling subpanel, set the Samples
to 25 for Preview and 100 for Render. Then set the Clamp Indirect value to 1.00 ,
but let the Clamp Direct value remain as 0.00 . Go to the Film subpanel and check
the Transparent item. Then set the output File Format to RGBA.
7. Under the Light Paths subpanel, disable both the Reflective and Refractive
Caustics items. Set Filter Glossy value to 1.00 . Under the Performance subpanel,
set the Viewport BVH Type to Static BVH (this should speed up the rendering a bit,
considering the fact that the model is static and doesn't change shape). Check the
Persistent Images and Use Spatial Splits items.
8. Press N with the mouse arrow in the 3D view to close the Properties panel. Then
press T to get rid of the Tool Shelf panel. Split the 3D view into two rows. Convert
the upper row to a Node Editor window.
9. Split the bottom window into two parts. Convert the left part to a UV/Image Editor
window. Select Torus and press Tab to go to Edit Mode. In the window toolbar, change
the selection mode to Face select. Select only one face on the mesh (whichever you
prefer). Press the A key twice to select all the faces, and keep the first face selected
as the active face. Then press the U key. In the UV Mapping pop-up menu, select the
Follow Active Quads item, and then in the next pop-up menu set Even as Edge Length
Mode. Click on the OK button.
10. With the mouse arrow in the UV/Image Editor window, press A to select all the vertices
of the UV islands. Then scale them to one-third of their current size (press S , enter
digit .3 , and press Enter ). Press Tab to exit Edit Mode, and change UV/Image Editor
to 3D View. Convert the right 3D viewport to a Camera view by pressing the 0 key on
the numeric keypad (with the mouse arrow in the 3D view).
11. Go to the Object modifiers window and assign a Subdivision Surface modifier to
Torus. Set the Subdivisions level to 4 for both View and Render. Set the Camera
view mode to Rendered and go to the Material window.
How to do it...
Now let's start creating the material. The steps to create a basic hull shader are as follows:
1.
Click on New in the Material window under the main Properties panel or in the
Node Editor toolbar. Rename the new material spacehull .
 
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