10.17.2009

Simulating & Rendering Squishy Ball 04


LIGHTING / TEXTURING


17. Lets addtwo planes to emit the light from. Position them according to the objects andcamera.








 makeSpace for NODE EDITOR window,

 18. Select Floor box, and in Material Tab,
        Click on NEW

19.     In node editor,
Shift + A=> Textures => Image Texture

Connectcolor output of image node to the color output of the diffuse colors input.




20. Now, inMaterials tab, you will find an image rollout, where you can select any imagefor your flooring.
Click onOPEN button and browse for any image for flooring.





21. Inorder to scale, position and rotate the image you will need Mapping node.
Shift A -> Vector -> Mapping
Now press
Shift A -> input -> Texture Co-ordinate



Now,
Connect output of mapping node to the input of image texturenode.
Connect object input to the output of mapping (vector)
Tweak the translation, rotation and scale to fit your imageon to the floor.

Now tomake it reflective,


Add anothernode, Glossy BSDF and Mix Shader from
Shift + A-> Shader
Break theconnection between Diffuse BSDF to Surface.
ConnectDiffuse BSDF and Glossy BSDF into MIX Shader and connect Mix Shaders output toSurface.
Lower thecolor value of glossy BSDF and add some roughness to give blurred refectionlook.
Refer theimage




23. well,now we are done with floor texturing, lets ignite the lights.
Select theplane which we created to light up the scene,
Go tomaterials tab , add new material,



And deletethe diffuse node which comes by default, and instead of that go to
Shift + A-> Shader -> Emission

Change theemission color if you want to. And keep the strength to 15 for now,
Do the samewith other light plane with little less emission strength.








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