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Some
times we will have to create different
placement nodes so the same material
will be suitable to various objects.
A smart way to do so is through
a switch, which allows the same
material to have specific placements
to each object. Another option,
in case we don't have much time,
is to repeat the shading group
and apply it to each object, changing
the placement with no need of
extra connections. In this way
less work is required and the
integration is worst in the hierarchy
of the scene.
Once
the shot is ready to be rendered
definitively, we must pay special
attention to the render globals
variables. By activating or not
3d motion blur or raytracing can
make the final result vary very
much, that's why it's recommended
to make decisions about these
variables from the beginning.
One of these variables, which
is fundamental and usually not
is the multipixel filtering, which
can soften excessively the rugosity
of our materials ( bump and specular)
losing the required sharpness
in occasions.
This image was created using a few
of the hundreds of textures from the
Total Texture CDs - very comprehensive
texture collections priced with the
hobbyist in mind. To see more examples,
download free
samples and read full details follow
this link