IceCube_Blender 3D.pdf

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Blender Shaders :
Ice cube
Document Created by CyaNn, 2004
http://caron.yann.free.fr
yann.creations@free.fr
Special thanks to dgebel for his greate syntax correction (very difficult with me ;))
http://www.freewebs.com/nogenius
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I.Workspace
I think to simplify making good artwork, it's important to have a good global vision of what you are
working on. Blender has a very
customizable workspace which makes it easy to do this.
It's simple to join or split a window, just right-click on a window border and select your desired
option.
As well, you can use [ctrl] + [leftArrow] or [ctrl] + [rightArrow] navigate into different
workspaces, or select the workspaces from the
drop-down list (called Datablocks in the tooltip help)
Use the menu item, "File/Save default setting" to save your workspace settings.
I have made a file with workspace panels on my website that you can download.
Download http://caron.yann.free.fr/tutBlender/Shaders/IceCube/Sources/.B.blend
Install it in your blender program root/.blend directory.
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II.Shader
II.1Material
First I set color and alpha like on the image.
Then, on the Ramps tab, click to activate colorband, and
set two colors :
Left : white, alpha 0
Right : LightBlue, alpha 0.27
Important! Set Input to Result and Method to Add
Input sets the ramp calculation formula. On result
calculates the ramp from Shader, Lighting, and object
normals
For this shader, there is nothing really difficult. I used
an intense specularity with high value of spec and high
hardness.
Hardness concentrates the light impact.
Here I use translucency to permit light to pass throught
mater and be transmitted to the back of the object. For
example white paper backlighted.
The most important setting for this shader, the ray
tracing parameters, are set on panel Mirror Transp.
As ice is a little reflective, I set a small mirror value to
reflect environment. Fresnel permit to decrease the
effect on object center.
Ray transp is the most important setting for this shader,
I set a high IOR value to render a strong diffraction
effect, which is
characteristic of ice. Normally this value must be set to
1.309 (cf. Chapter III, Index of refraction) but I usually
prefer to set the
value according to what I see rather set real values. It's
up to you.
Next, click on Ray on the Render Buttons panel [F10]
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II.2Textures
I use a light cloud to set displacement. It
permits you to change the object geometry.
White points move up along the normal, and
black points move down the normal.
Displacement is really useful to make complex
object details without modeling everything.
When using displacement don't forget to set
Normal value to 0
For bump, like displacement, I choose a cloud
procedural texture.
The differences between bump and displacement
is that bump doesn't change geometry. It just
changes the render point normals to simulate
roughness. Render point normals directly
influence specularity and surface lighting.
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Now add a stucci texture to give a little grain on
the bump map.
Now make a mask to apply little bump (next
texture) only in certain places.
To make this I use the stencil option on the
texture.
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Zgłoś jeśli naruszono regulamin