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Creating Realistic Water with Wakes Added on: Thu Aug 24 2000 |
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Modeling section (cont.)
9. click noise button
- tick fractal
- set z: 3
- scale: 4.5
10. click more button and choose xform from the list
11. on menu click tools and choose transform type in
- in absolute: world
- set z to 2.1
12. click more button on the modifier panel and then choose mask top from the list
- on the bitmap slot choose the wakes_00000.jpg sample file
- note: u can modify this map later if u want to fit your need
Texturing section
13. in the material editor choose an empty slot click the standard button
- choose terrain material from the list
- for the material name field type sea
- elevation: start : 0.35
- end : 5
- transition : 1
this means that the cap material will be applied to the section of the object that has height between 0.35 and 5 unit and the transition width will be 1 unit
- slope : start : -180
- slope : end : 180
- transition : 0
- exposure : start : 0
- exposure : end : 360
- transition : 0
- for coordinate system choose object
14. click the base material slot
- choose RayTrace from the list
- in the name field type: blue water
- click the diffuse color box
- diffuse red : 0
- diffuse green : 0
- diffuse blue : 0
- click the reflect color box
- reflect red : 65
- reflect green : 65
- reflect blue : 65
- click close
- set : shininess : 32
- shinestrength : 80
- bump : 30
15. click the environment material slot
- click the standard button and choose color correct from the list
- in the advanced panel
- set red : 0.0 and 80.0
- green : 0.0 and 80.0
- blue : 0.0 and 100.0
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