The
top picture shows the scene without
the effect of 'Diffuse light'. The
bottom one - with.
Texturing the Windows
Let's
take a look at some of the Shaders
I used for the scene.Most of it
is basic stuff but maybe of use
for someone.
For
the window I used a Phong Shader
set to 100% transparency and with
a small highlight. To immitate a
room behind the window I placed
polycube behind all the windows
to give some depth. This is effect
is mostly visible in animations.
The
"room/window" map was
connected to the color and ambient
color. The diffuse was set to 0.000
and the glow to 0.430. For the map
itself I used a pictue of a reflective
window.
Texturing a Ventilation Tube
This
is a part of the SpaceCity
scene. Here we used a "3D
Total Texture " without
altering in Photoshop. This
part of the scene is completely
modeled using Nurbs.
I
used a "2D placement
node" for the tube so
that the texture conforms
to the shape of the tube.
The same map was used for
color and bump.
This
is what I have so far a simple
looking metal shader, next
we work on the highlight.