Putting
this into practice we apply a second
set of UVW co-ordinates to our object
for the mask alone. This is rendered
out with the mask swapped into the
colour map just for the example above.
Now
we select a second material to mix
in with our first. The new material
will show through in the whiter areas
on the wall (above) and the result
can be seen right.
The
next stage is going to introduce the
shadow maps and to prepare for this
we need to adjust the lighting a little.
Shadow maps are mostly used to break
up sunlight as it passes imaginary
objects that are outside of your scene.
The
lighting is changed to prepare for
this by turning off the omni light
and adding a much brighter spotlight
to the scene.

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So
far so good, what can we do next?
Well as you will notice this Texture
CD also includes a few extras such
as shadow maps and dirt masks, so
lets try putting these into use.
The
dirt masks are black and white images
which can be used to mix textures
together. The first texture shows
through where the whiter parts of
the mask are and the second uses the
blacker areas. The shades of grey
blend the two together with the amounts
of each depending on how light of
dark the particular section of the
mask is. Most 3D packages will have
suitable material types to put this
into practice and have names such
as 'blend' 'composite' and 'mask'


This
spotlight is then set to project the
shadow map giving the appearance of
shade generated by leaves and branches.
Now you can have some fun, swap textures
about, and see what else you can achieve.
I have made a simple lathe object,
pulled the sphere around a bit, gone
for an old wooden boards on the floor
and added a depth of field affect
onto the camera
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