Graphics Reference
In-Depth Information
Preparing an ideal Cycles interface for
material creation
Before starting with the actual organization, it's a good idea to prepare a material creation
screen to be saved in your Blender preferences.
It is possible, in fact, to prepare a basic scene setup that includes the elements and the
settings we need to do the job best.
In any case, just take this recipe with a grain of salt, that is, take it as more of a suggestion
or as a starting point that you can eventually modify to better suit your needs.
Getting ready
Start Blender and in the upper menu (the Engine to use for rendering button), switch to
Cycles Render.
How to do it...
We are now going to customize the Default screen:
1.
Split the 3D view into two horizontal rows. To do this, move the mouse cursor
onto the lateral edge of the window. The cursor changes to a double arrow icon.
Right-click on the edge, and from the little pop-up menu that appears, select
Split Area (or click in the top-right corner of the window and move it).
2.
Change the upper window to a Node Editor window by selecting the item from the
Editor Type button in the left corner of the bottom bar (or by putting the mouse
cursor in the window and pressing the Shift + F3 keyboard shortcut).
3.
Select the default Cube in the scene if it is not selected already, and go to the Object
modifier window under the Properties panel to the right of the screen. Assign a
Subdivision Surface modifier to the Cube, which is now a Spheroid, and set the
Subdivisions levels for both View and Render to 4 . Check the Optimal Display item.
4.
Set the Spheroid shading mode to Smooth by clicking on the appropriate button
under the Shading subpanel in the Tools tab on the left.
5.
Move the Spheroid upward by 2 units on the z axis (press G , then press Z , enter
digit 2 , and finally, press Enter ).
 
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