Showing posts with label Advanced (engl). Show all posts
Showing posts with label Advanced (engl). Show all posts

Tuesday, February 6, 2007

Texture layer tricks



As you can see in the picture the floor is covered with white and black tiles, but only the black ones reflect their environment. The technique behind this was first explained in detail by Ivan in this thread. In this case the material for the floor has two layers. The lower one has both black and white tiles and the reflection slider far to the right.

The top layer is basically the same texture with no reflection. To make only the black reflecting tiles of the bottom layer visible we cut out the white tiles from the top layer. To do this we replace the white tiles with red in an image editing program and then check red to be the invisible color. You could also use an alpha channel to make the white tiles invisible.

Additionally we can set a bump or roughness, but it's not really needed here. You can also play around with transparency and color mix.

Monday, February 5, 2007

Water and you



The most ordinary way to create a water surface is the normal shader. Since water has no color you give it the color of your environment and you give it some reflection. A little more complex - and longer to render of course - is the Freznel Water shader, where you can sat a wavy reflection. The problem is that your water surface still is absolutely flat, there are no ripples and waves.

As suggested by Gerrit in this thread there is a more advanced way to produce convincing water. To do that we use a greyscale picture for the bump map, two of those can be found in the link. Apply the bump image in the texture mapping dialog and make it entirely transparent, bump it and add reflection.

Along with the bump we need reflection, so drag the slider to the right. Remember that we need both, reflection and bump.

As you can see in the screenshot I am using the normal shader for the water material. You could even add the Freznel water shader here, but the change is in my opinion hardly visible and not worth the render time.