Okay, load up Layout, then select “Add – Load Object”, select the
“MansionScene.lwo” object and load it in. The first thing we will
adjust is the grid size. Open up the Display Options Panel by hitting
“d” and set the grid size to 50cm. Select the Camera as selected Item
at the bottom of Layout and then activate the Move Tool, use the
following values in the Position Window.
Create a keyframe when you’ve entered the values (Just press
“Enter” twice to create a key on the current frame). Select the Rotate
Tool and use the following values in the Rotate Window.
Create a keyframe when you’ve entered the values. Now choose to
view the Universe from the Cameras point of view, and what you see on
your screen now should look something like picture 67.
Picture 67: The Cameras point of view (Click to enlarge)
Texturing the Mansion Hall
Carpet_Gold & Door_Knob
Open up the Surface Editor so we can change the way our surfaces
will look in the final render. We will start out with the Carpet_Gold
surface, so select that one in the list and use the following basic
values.
Colour: R: 230 G: 160 B: 30
Luminosity: 0%
Diffuse: 50%
Specularity: 70%
Glossiness: 20%
Reflection: 80%
Transparency: 0%
Translucency: 0%
Bump: 100%
Smoothing: ON (89,5°)
Enter the Shaders Tab and add the Fast Fresnel Shader. Use the following settings.
Minimum Glancing Angle: 25
Reflectivity: 100%
Specular: 100%
Turn the other settings off.
Open up your Presets Panel, then double click on the surface
preview window. This will copy a sample of the surface to your Presets
Shelf. We will use this surface for the Door_Knob as well, so switch to
that surface and then double click on the saved sample in the Presets
Shelf. You will be asked if you want to load the settings so just click
yes.
Carpet_Red
Switch to the Carpet_Red Surface, and in the Basic section, enter the following values.
Surface Colour: R: 255 G: 0 B: 0
Luminosity: 0%
Diffuse: 100%
Specularity: 0%
Glossiness: OFF
Reflection: 0%
Transparency: 0%
Translucency: 0%
Bump: 100%
Smoothing: OFF
We will make this Surface a bit more advanced than the last one, so
click the Texture Button for the Colour Channel, and then enter the
following values. As for the image we’re using here, just select “Load
Image” and load it from your Hard drive.
Layer Type: Image Map
Blending Mode: Normal
Layer Opacity: 70%
Projection: Cubic
Image: Carpet2.iff
Width Tile: Repeat
Height Tile: Repeat
Pixel Blending: ON
Texture AntiAliasing: OFF
Texture Size/Scaling
X: 30cm
Y: 30cm
Z: 30cm
Leave the rest to the default settings and click OK. That’s it for
the Colour Channel, now click the Texture Button for the Diffuse
Channel and enter the following values.
Layer Type: Procedural
Blending Mode: Normal
Layer Opacity: 50%
Procedural Type: Turbulence
Texture Value: 50%
Frequencies: 5
Contrast: 20%
Small Power: 0.6
Texture Size/Scaling
X: 40cm
Y: 2cm
Z: 2cm
When you’ve entered all these values, select “Copy – Current Layer” and then select “Paste – Add to Layer”.
You will now have two layers for the Diffuse Channel with the same
settings, but lets change this last one a bit. Enter the following
values for size/scaling.
Texture Size/Scaling
X: 2cm
Y: 2cm
Z: 40cm
Click Use Texture, we are finished with the Diffuse Channel.
We will also add a Bump Map to this Surface, so click the Texture
Button for the Bump Map Channel and then use the following settings.
Layer Type: Image Map
Blending Mode: Additive
Layer Opacity: 70%
Projection: Cubic
Texture Amplitude: 1.0
Image: Carpet2.iff
Width Tile: Repeat
Height Tile: Repeat
Pixel Blending: ON
Texture AntiAliasing: OFF
Texture Size/Scaling
X: 30cm
Y: 30cm
Z: 30cm
Click OK and the Carpet_Red Surface is finished. You can render a sample to see what it looks like at this point.
Doors
Select the Doors surface and use the following values in the Basic settings Tab.
Surface Colour: R: 90 G: 45 B: 30
Luminosity: 0%
Diffuse: 100%
Specularity: 35%
Glossiness: 30%
Reflection: 0%
Transparency: 0%
Translucency: 0%
Bump: 100%
Smoothing: OFF
Click the Texture button for the Colour Channel and use the following settings.
Layer Type: Procedural
Blending Mode: Normal
Layer Opacity: 30%
Procedural Type: Turbulence
Texture Colour: R: 110 G: 50 B: 40
Frequencies: 5
Contrast: 20%
Small Power: 0.7
Texture Size/Scaling
X: 10mm
Y: 20cm
Z: 10mm
Click Use Texture and then click the Texture button for the Diffuse Channel, use the following settings.
Layer Type: Procedural
Blending Mode: Normal
Layer Opacity: 20%
Procedural Type: Turbulence
Texture Value: 50%
Frequencies: 4
Contrast: 0%
Small Power: 1.0
Texture Size/Scaling
X: 8mm
Y: 30cm
Z: 8mm
Click Use Texture and that’s it for the Door Surface.
Floor
Select the Floor Surface and use the following settings in the Basic Tab.
Surface Colour: R: 150 G: 75 B: 60
Luminosity: 0%
Diffuse: 100%
Specularity: 50%
Glossiness: 20%
Reflection: 20%
Transparency: 0%
Translucency: 0%
Bump: 100%
Smoothing: OFF
Click the Texture button for the Colour Channel and use the following settings.
Layer Type: Procedural
Blending Mode: Normal
Layer Opacity: 30%
Procedural Type: Turbulence
Texture Colour: R: 50 G: 35 B: 30
Frequencies: 5
Contrast: 20%
Small Power: 0.7
Texture Size/Scaling
X: 50cm
Y: 10cm
Z: 10cm
Click Use Texture, then click the Texture button for the Diffuse Channel and use the following settings.
Layer Type: Image Map
Blending Mode: Normal
Layer Opacity: 100%
Projection: Planar
Image: floor_diffuse2.jpg
Width Tile: Repeat
Height Tile: Repeat
Pixel Blending: ON
Texture AntiAliasing: 0,2
Texture Axis: Y
Texture Size/Scaling
X:1m
Y:1m
Z:1m
Add another Layer in the same channel and use the following settings.
Layer Type: Procedural
Blending Mode: Additive
Layer Opacity: 50%
Procedural Type: Turbulence
Texture Value: 50%
Frequencies: 5
Contrast: 30%
Small Power: 1.0
Texture Size/Scaling
X: 10cm
Y: 1mm
Z: 1mm
Click Use Texture when you are done. Click the Texture button for the Specularity Channel and use the following settings.
Layer Type: Image Map
Blending Mode: Normal
Layer Opacity: 50%
Projection: Planar
Image: floor_diffuse2.jpg
Width Tile: Repeat
Height Tile: Repeat
Pixel Blending: ON
Texture AntiAliasing: OFF
Texture Axis: Y
Texture Size/Scaling
X: 1m
Y: 1m
Z: 1m
Click Use Texture and we are done with the Specularity Channel. Now
we just need to add some bumps to our floor, so click the Texture
Button for the Bump Channel and use the following settings.
Layer Type: Image Map
Blending Mode: Normal
Layer Opacity: 100%
Projection: Planar
Texture Amplitude: 1.0
Image: floor_bump.jpg
Width Tile: Repeat
Height Tile: Repeat
Pixel Blending: ON
Texture AntiAliasing: OFF
Texture Axis: Y
Texture Size/Scaling
X: 1m
Y: 1m
Z: 1m
Copy this Layer and select “Paste – Add to Layers”. Change the settings of this new layer to the following.
Layer Type: Image Map
Blending Mode: Subtractive
Layer Opacity: 100%
Projection: Planar
Texture Amplitude: 0.3
Image: floor_bump2.jpg
Width Tile: Repeat
Height Tile: Repeat
Pixel Blending: ON
Texture AntiAliasing: OFF
Texture Axis: Y
Texture Size/Scaling
X: 1m
Y: 1m
Z: 1m
Click Use Texture and we are done with the Floor Surface.
Rails
Okay lets texture the Rails-Holders. Use the following settings in the Basic Tab.
Surface Colour: R: 60 G: 25 B: 20
Luminosity: 0%
Diffuse:100%
Specularity: 50%
Glossiness: 20%
Reflection: 25%
Transparency: 0%
Translucency: 0%
Bump: 100%
Smoothing: ON (30 degrees)
Click the Texture Button for the Colour Channel and use the following settings.
Layer Type: Procedural
Blending Mode: Normal
Layer Opacity: 75%
Procedural Type: Wood
Texture Colour: R: 90 G: 50 B: 40
Frequencies: 4
Turbulence: 2.0
Ring Spacing: 0.01
Ring Sharpness: 3.0
Texture Axis: Y
Texture Size/Scaling
X: 10cm
Y: 10cm
Z: 10cm
Copy this Layer and then select “Paste – Add to Layers”. Change the new Layer to the following.
Layer Type: Procedural
Blending Mode: Normal
Layer Opacity: 75%
Procedural Type: Wood
Texture Colour: R: 110 G: 60 B: 40
Frequencies: 4
Turbulence: 1.0
Ring Spacing: 0.01
Ring Sharpness: 3.0
Texture Axis: Y
Texture Size/Scaling
X: 15cm
Y: 15cm
Z: 15cm
Add yet another Layer and use the following settings.
Layer Type: Procedural
Blending Mode: Normal
Layer Opacity: 50%
Procedural Type: Turbulence
Texture Colour: R: 120 G: 50 B: 40
Frequencies: 5
Contrast: 1.0
Small Power: 0.7
Texture Size/Scaling
X: 10mm
Y: 10cm
Z: 10mm
Now click Use Texture and we are finished with the Rails Surface.