From BlenderWiki

< Doc:Tutorials | Materials | BSoD
Revision as of 11:25, 4 April 2009 by Mindrones (Talk | contribs)
(diff) ← Older revision | Current revision (diff) | Newer revision → (diff)
Jump to: navigation, search

[edit] Multiple effects from a single texture

So far we have used single effects for each texture. It’s possible to apply more than one effect from a single texture and we are going to do that with our next texture that will represent the thin wood veins that I can see on my real desktop.

  • With the desktop object selected switch to the Texture Button F6
  • Add a new texture with the following settings.


This is another cloud texture with settings of Hard noise and NoiseSize set to 0.162 and NoiseDepth set at 4.

[edit] Mapping


Under the Map To tab both Col and Nor are set. As we are also applying a color a dark brown has been set with:-

  • R(ed) = 0.301
  • G(reen) = 0.217
  • B(lue) = 0.000

You will also notice that the Nor value is set to 8.00. This is quite a high Nor value, although not the maximum. However, the texture effect that I am after, has very pronounced sharp edges in reality. Therefore I am trying to duplicate that look in the material.

A test render at this point is a good idea F12


Not bad but the original desktop surface is more random. In fact there is probably a simple explanation and therefore solution to how that randomness occurs.

You will remember that the initial texture that we applied to the material was there to add the color variation that I could see on the surface. When a tree develops different seasons and weather vary the growth considerably. This can lead to denser areas within the wood that can also lead to colour variation. Since I know that the cloud texture applied as a color worked fine and looked authentic why don’t I use that texture to warp the 2 grain textures just as it might have done in reality. Fortunately Textures also have a Warp feature for textures in slots above them so let’s go back to that texture and set a warp value so that it will warp the wood grain for us.


  • From the Material button select the top texture slot. The one I have named 2nd-diffuse.
  • In the Map To tab  LMB Image:Template-LMB.png the Warp button to turn it on.
  • Set the amount of warp to 0.30. Although this may appear small the range is only 0 to 1 so small sizes are usually best for warp.

Re-render F12


Interestingly although it’s not the right material simulation yet it looks quite good. I would recommend that you render a HD image at 100%. Unfortunately I am unable to offer one here but it will give you enough time to take a break and stretch your legs.


Welcome back.


NOTE:
The reason I asked you to do a full size HD image was so that you can see the full detail in the material. Reduced renders of fine lines, such as the small-veins in the image, can sometimes create moiré patterns. Even if you are going to create an image for a smaller size, if you render to a larger size and reduce the image with a paint package, you can reduce the effect of such patterns.


[edit] Any reflection from the material







Redirects to fix

  • BSoD/Introduction to Materials/part1e → Doc:Tutorials/Materials/BSoD/part1e
  • BSoD/Introduction to Materials/part1h → Doc:Tutorials/Materials/BSoD/part1h