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[edit] Adding some magic
We can now use the second copy of the coffee stain texture. The texture is shared between the two slots, but each can have its own unique Map To settings.
- Set Col and Nor on to give us both color and a bump map effect.
- Change the blend mode to Subtract to give a darker color to the stain.
- and set the Nor value 2.00 to increase the bump size.
If you render now this is what you would see.
Some of the wood grain has become darker as though coffee has spilled and dried in the crevices. However, it’s a bit random at the moment. Why might that be?
[edit] Order of textures and their effect on each other
Previously we set both a Stencil texture, that will mask some areas of all future texture layers, and a Warp.
Once a Stencil is set you can’t turn it off but the Warp can be.
- Select the texture slot immediately before the last coffee stain texture.
- Set Warp on but make sure the fac(tor) amount is set to 0.00.
That means from this texture on any preceding warps will have no effect.
[edit] One more render
We are almost there. The desktop is a reasonable simulation of what I can see in front of me with a few artistic interpretations and additions such as the coffee stain on its surface.
The power supply and leads also offer other insights into Materials and Textures that are worth exploring. Rather than starting from scratch the materials have already been created for you. However, since this is a hands-on training programme I want you to discover a few extra fundamental principles by spending a few minutes looking at some of the settings. I also end this section with a simple exercise that will prove your understanding of image manipulation.
[edit] The Power Supply
Redirects to fix
- BSoD/Introduction to Materials/part1L → Doc:Tutorials/Materials/BSoD/part1L
- BSoD/Introduction to Materials/part1j → Doc:Tutorials/Materials/BSoD/part1j











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