Essential Blender- P18 ppsx

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Essential Blender- P18 ppsx

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As a result, it is much easier to achieve a reflection using Raytrace, so that is the method you will use here. Note: Indiscriminate use of raytracing for reflections and transparency can still drastically raise your render times. For rendering still images, this is not usually a big deal. For animation work, where you might be rendering thousands of frames, those extra minutes can add up. If you will be using reflection in your animation work, you are urged to investigate the Env Map method. Reflective Materials Need Something to Reflect Currently your scene has nothing to reflect, as only the desktop has been modeled. However, you don't need to model an entire office around your desktop. You can simulate the reflected color from the office walls by changing the world color to approximate the real environment. ! Select the World button (F8) and change the Horizon color. Figure MTT.24: The World panel from the World buttons. ! Set the HoR to 0.540, HoG to 0.427, and HoB to 0.275 ! Press ENTER to confirm those settings. Adding the Power Supply for Some Close-Up Reflection Apart from the walls and the world around the desktop, there is a power supply on the desk as well. If you look closely at the reference photo at what appears to be shadow below the supply and its cable, you will see that it is in fact a reflection on the desk surface and not really a shadow. If you are building your own power supply and cables for modeling practice, now would be a good time to do so. If, however, you are using the included sample .blend file, then Shift-LMB on the Layer 2 button on the 3D header to show the pre-made models. Figure MTT.24.1: The objects on Layer 2 are now showing. Set Raytrace Reflections for the Material ! Select the desktop object and move to the Material buttons (F5), selecting the Mirror Transp panel. This tab may appear complex, dealing with things like Fresnel, Falloff, and IOR, but for uses where you only need simple reflection, there are only 2 settings and one button that need concern you. Figure MTT.25: Mirror Transp tab with raytrace reflection settings highlighted. Ray Mir is the amount of raytraced reflections and varies between 0 and 1, with 0 reflecting 0% of light from the surroundings and 1 reflecting 100% of it. ! Set it to 0.49 Depth refers the depths of calculation that Blender makes to trace the ray. For example, a ray that must bounce off two different mirrors before hitting its light source would require two levels of calculations. The default is 2 but its range is from 0 (no raytrace reflections) to 10 (significantly longer but more accurate raytracing renders). ! Make sure it is set to 2. ! To enable the Ray Mirror material effect, turn on the Ray Mirror button. Render the scene so far. Figure MTT.26: A render with Ray reflection enabled. Note the subtle reflection, distorted by the bump mapping on the desks surface. Tip: Raytraced reflections are enabled on the Mirror Transp tab. If you don't see any reflection in your render, use F10 to enter the scene buttons and make sure that the Ray button is turned On for the renderer. Figure MTT.27: Enabling the Ray option in the Scene buttons. The whole surface is looking much more realistic. However, real materials and surfaces will have subtle details on them that will tell the eye whether or not what it sees is "real", or at least believable. Adding a History to a Material (Getting Dirty) Close examination of a real desk surface shows polish and dust accumulation, as well as a few knocks and marks here and there. If you can add these subtle hints to the material's history, you can produce a much more believable material simulation. A Material's History Can Be Broken Down Into 3 Possible Areas Tip: Adding dirt and irregular flaws will enhance a material's believability. Dirt All real materials get dirty, either from accumulated dust or from interaction with liquids or staining substances. ! Dust will collect in crevices. ! Dirt will transfer from mucky hands or dirty objects onto a surface over time. Damage Given time, any surface will sustain damage either through interaction with the atmosphere (erosion/corrosion), or by being knocked or marked directly. Deliberate Alteration In this modern age, it seems that we can't leave a natural surface alone. Labels either stuck on or sometimes embossed into a surface are commonplace. Although the real desk surface in the reference is fairly clean, there is nothing to stop you from adding a little dirt and damage. I sometimes enjoy a cup of coffee at my desk. While I typically use a coaster to protect the desk's surface, let's pretend that I have in the past placed an overfilled coffee cup on the desk's surface. The stain of a coffee cup is a unique shape and you therefore can't use a procedural texture to imitate it. However, such a stain is very easy to produce and get into Blender. Figure MTT.28: A digital photo of coffee stained paper. The image above was created by placing a coffee cup on paper, allowing it to dry, and then placing the paper in a scanner. I touched up the picture in a paint program to give more contrast. You could also take a digital photo of the paper, or, if your 2D digital painting skills are developed enough, just paint the stain pattern directly in the image editor of your choice. For your convenience, the image file for this stain has been included on the CD. Image Textures As with any decent 3D suite, you need a way of applying photographs, or graphic images created in a paint package, to a material simulation. Blender is no exception and has some wonderful tools that make the job easy. There are 2 strategies for applying an image to a texture. ! Standard image mapping - where a picture is projected onto a surface from a single direction, and; ! UV mapping - where a mesh is unwrapped to a flat surface upon which the image is placed. This method allows precise control of how the image lays across the mesh model. UV mapping is the preferred method of mapping for professional work, and you can learn about Blender's incredibly simple and powerful UV mapper (see Chapter 10). For this example, though, we will stick with the basics. Mapping an Image to a Surface Standard image mapping can use one of four methods to project an image onto a surface. Figure MTT.29: Blender's different image mapping methods. ! Flat - Projects the image along the Z axis of the object. The easiest way to think of this is like a texture up or down onto a ground plane. ! Cube - Here the flat image is projected along each axis. Therefore a cube would receive the same image on each of its six sides. ! Tube - As its name suggests, the image is projected around the Z axis of the object from a central point. In other words the projector pans around the tube. ! Sphere - Here the image is projected from a central point in all directions. There will inevitably be some distortion if the object is not a perfect plane, cube, tube or sphere. Fortunately, we only need to map a simple image to a plane. You can therefore use Flat mapping without having to worry about distortion. However, you also need to position and scale the coffee cup mark so that it appears to occur "naturally". Let's start by adding a new texture to your desktop material. ! With the desktop object selected press F6 to change to the Texture buttons. ! Select the next free available texture slot and select the Add New button. ! From the available Texture Type rollout select Image. Figure MTT.30: The final Image that will be used for the texture. This is the image you will use for the coffee stain. It was created, as explained earlier, by scanning a real coffee stain on paper and adjusting the contrast in a paint program. It was also converted to grayscale and inverted. You will use the Map To panel to add color later. ! From the Image tab select Load Image and locate the coffee-stain1.jpg file. I will explain the settings in a moment, but for now those shown are the defaults. Figure MTT.31 Return to the Material buttons (F5) so that you can see how the image will be mapped to the desk surface. Orienting and Scaling an Image Texture to a Surface

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