Graphics Reference
In-Depth Information
Getting ready
By enabling Experimental in the Feature Set option under the Render tab in the Render
window, it's possible to have access to an incomplete displacement feature:
1.
Open the
start_03.blend
file, select the Spheroid, and delete its material.
2.
Go to the Render window under the Properties panel. In the Render tab, click on the
Feature Set button, labeled with Supported by default, and select Experimental.
3.
Go to the Object data window to find a new tab named Displacement, where we
can choose between three options: Bump, True, and Both (the Use Subdivision
and Dicing Rate buttons don't seem to work yet).
Bump will give us the average bump effect, which is the same as connecting
the texture output in the Displacement input of the Material Output node
(this is a different way to have an overall bump effect, and it works without
the need to set the Feature Set option to Experimental).
By setting the method to True, we can have a displacement effect that is
not different from the Displace Modifier output, and the mesh must be
subdivided.
Both will use the texture gray-scale values' information for a displacement
and the bump effect together.
4.
Select True.
How to do it...
1.
Go to the Material window under the Properties panel and click on the New
button. In the Displacement tab, click on the Default button, and in the pop-up
menu, select the Image Texture node.
2.
Click on the Open button, browse to the
textures
folder, and load the
quads.png
image.
3.
Split the bottom 3D window to open a UV/Image Editor window.
4.
Press
Tab
to go to Edit Mode. Then press
U
with the mouse pointer in the 3D window.
In the UV Mapping menu, select Smart UV Project, then load the
quads.png
image
in the
UV/Image Editor
, and press
Tab
again to go out of Edit Mode. Note that
this is the quicker way to unwrap the Spheroid, which is still a Cube at its lower level
of subdivision. If you want, you can do a better unwrapping by placing seams to
unfold it and by selecting a normal Unwrap option from the pop-up menu.
5.
Go to the Object modifiers window and raise the Subdivisions levels for both
View and Render to
6
.