Graphics Reference
In-Depth Information
See also
In Cycles, it is possible to use normal maps by adding the Normal Map node (by navigating
to Add | Vector | Normal Map) and connecting its output to the Normal input socket of the
shader nodes.
To see an example of a Normal Map node used in a Cycles material, go to Chapter 8 ,
Creating Organic Materials , of this cookbook and look at the bark_seamless material
of the Creating trees shaders - the bark recipe.
Here is a link to the official documentation talking about the Normal Map node:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/
More
Setting the World material
In this recipe, we'll see the properties and the settings of the World in Cycles.
The main characteristic of the Cycles World is that it can emit light, so it practically behaves
as a light source. Actually, its effect is the famous Global Illumination effect.
As in Blender Internal, the World is considered as a virtual dome at a large distance from
the camera, never touching the scene's objects. Nothing in the 3D scene can affect the
World. Actually, only the World can emit light on the scene and the objects.
Getting ready
1.
Open the start_04.blend file and go to the World window under the Properties
panel to the right of the screen. This is where we see the usual Use Nodes button
under the Surface tab.
2.
Although no node system for the World window is set by default, the World window
already has a dark, medium gray color slightly lighting the scene. Delete the default
Lamp or put it in a different and disabled layer to see that the Spheroid in the scene
is dark but still visible in the rendered 3D viewport.
3.
It's already possible to change this gray color to some other color by clicking on the
Color button right under Use Nodes (the color at the horizon). This brings up the
same color wheel that we saw for the shader colors. Set the color to R 0.179 , G
0.152 , and B 0.047 , and save the file as start_05.blend .
 
Search WWH ::




Custom Search