Simulating & Rendering Squishy Ball 04
LIGHTING / TEXTURING
17. Lets add
two planes to emit the light from. Position them according to the objects and
camera.
make
Space for NODE EDITOR window,
18. Select Floor box, and in Material Tab,
Click on NEW
19. In node editor,
Shift + A
=> Textures => Image Texture
Connect
color output of image node to the color output of the diffuse colors input.
20. Now, in
Materials tab, you will find an image rollout, where you can select any image
for your flooring.
Click on
OPEN button and browse for any image for flooring.
21. In
order to scale, position and rotate the image you will need Mapping node.
Shift A -> Vector -> Mapping
Now press
Shift A -> input -> Texture Co-ordinate
Now,
Connect output of mapping node to the input of image texture
node.
Connect object input to the output of mapping (vector)
Tweak the translation, rotation and scale to fit your image
on to the floor.
Shift + A
-> Shader
Break the
connection between Diffuse BSDF to Surface.
Connect
Diffuse BSDF and Glossy BSDF into MIX Shader and connect Mix Shaders output to
Surface.
Lower the
color value of glossy BSDF and add some roughness to give blurred refection
look.
Refer the
image
23. well,
now we are done with floor texturing, lets ignite the lights.
Select the
plane which we created to light up the scene,
Go to
materials tab , add new material,
Shift + A
-> Shader -> Emission
Change the
emission color if you want to. And keep the strength to 15 for now,
Do the same
with other light plane with little less emission strength.
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