Graphics Programs Reference
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specular texture to the material,
I selected the next empty texture
slot from the top of the Textures
tab and clicked +New from the
texture selector drop-down menu
to create a new texture block. I
set its type to Image. Then, I set
the mapping to UV as before, but
this time, under the Influence
option, I set the texture to affect
the specular color of the material.
I set the Blend mode to Multiply
so that the values from the texture
were multiplied with the overall
specular color of the material.
For the hardness texture, I
set the texture to affect the mate-
rial's hardness, and I enabled
the RGB to Intensity option to
make sure Blender would treat
the texture as a simple brightness
value rather than as three color
values. (RGB textures can fail
when used with inputs that don't
require color information.) I set
the Blend mode to Multiply.
Note that having a hardness
value of 0 gives strange results,
so either make sure the hardness
texture contains no fully black
areas, or set the influence of the
texture to less than 1 to eliminate
this issue.
This completed adding tex-
tures to my material. The current
result is shown in Figure 12-15.
Figure 12-14: Adding my diffuse tex-
ture to the skin material for the Bat
Creature
Figure 12-15: The material for the Bat Creature with textures added
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