Graphics Reference
In-Depth Information
3.
Click on the Open button and load the spacehull_displ.exr texture.
4.
Go back to the Object modifiers window and set the displacement's Strength
value to 0.200 . In the Texture Coordinates slot, select UV.
This way, the displacement features get mixed with the hull bump panels of the shader, giving
a nice result. The spacehull_displ.exr texture is a 32-bit float displacement map created
and stored in the Blender Internal engine. I modeled the Planes and scaled Cubes a simple
greeble panel, then I baked the displacement on a different and unwrapped Plane, as shown
in the following screenshot:
The greeble scene ready for the baking
If you want to take a look at the baking scene, open the
9931OS_06_greeble.blend file.
Finally, we can try to set the first Subdivision Surface modifier level to 4 and lower the second
Subdivision Surface modifier's level to 1 . Then, starting from the top one, apply all the
modifiers. You will inevitably lose the details but will obtain a much lighter mesh—589,824
faces against the initial 2,359,296—and considering the fact that most of the details come
from the texturing, the result looks pretty good (at least from a distance). It also looks good if
the shading is set to Flat instead of Smooth.
 
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