Graphics Reference
In-Depth Information
7. Save the file as start_12.blend . Let's try tweaking this a little.
8. Check the Shadow box for the Spheroid again, and select the floor Plane. Go to the
Material window under the Properties panel, and click on the New button to assign
a new material (Material.001).
9. Still in the Material window under the Properties panel, switch the Diffuse BSDF
shader with a Glossy BSDF shader. The floor Plane is now acting as a perfect mirror,
reflecting the Spheroid and the HDR image we formerly set in the World material.
10. Go back to the Object window and reselect the Spheroid. In the Ray Visibility tab,
uncheck the Glossy item and watch the Spheroid, which is still rendered but not
reflected by the mirror floor Plane, as shown in the following screenshot:
By disabling the Glossy item, we have the Spheroid object not mirrored by the glossy floor Plane
11. Save the file as start_13.blend .
Of course, the Ray Visibility trick we've just seen is not needed for Lamps because a Lamp
cannot be rendered at all. At the moment, only Point, Spot, Area, and Sun lamps are
supported inside Cycles. Hemi lamps are rendered as Sun lamps.
Both Lamps and mesh-lights can use textures too, for example, project colored lights on
the scene, but only a mesh-light can be unwrapped and UV-mapped with an image map.
 
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