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Written by Dzordz
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Thursday, 03 August 2006 |
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Page 6 of 6 Now for the rest, we will first make the maps and than stick them. Select the next free material slot and rename it to Metal parts, and diffuse color set to black, specular level to 100 and glossines to 60 under maps rollout. Reflectionagain set to Raytrace map and strength leave at 100. Switch to next material slot, rename to highpitch and in it set diffuse again to total black, specular to 100 and glossines to 33, reflection will again be a raytrace map with strength 25. Go to next and rename to rubber, in it again total black, specular 100, glossines 20. For the next one press "g" and in the material map browser find in the material library "Fabric_blue_carpet" and rename to mask. Click the button next to diffuse wich says "M" and in the rollout Output click the Enable Color Map and the left point lower to -0.333. Copy this material by draging it and rename to membrane, now go again to bit map setting and in Coordinates set Blur to 2.5 and make sure that under all rollouts SuperSampling you have turned off "global settings" and turned on "Enable local supersampler". Except for the background. And again make sure everything is 2-sided.
Now pair up the materials with object like this:
Background + ChamferCyl01 Box + Box, Box01 Metal parts + All the tubes and the four cylinders on the mask Highpitch + Highpitch, Highpitch01 Rubber + Torus Mask + Box, Box01 Membrane + All the spheres, cones and toruses
And if everything went ok you got something like this.

Now just to add a bit of fitting in with the souroundings go to "rendering" > "enviroment" and under Exposure control from the dropdown menu choose Automatic Exposure Control.

And there you have it, just increase the resolution and press "F10" and from the Common tab and Common Parammeters rollout choose the resolution you like and press render you got a nice set of speakers.

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