Datasheet
22 Chapter 1: Texturing and Lighting a Product, Part 1
4. Open the new Leather node’s Attribute Editor tab. Reduce the Cell Size to 0.8 to
enlarge the overall size of the pattern. Despite this adjustment, vertical lines appear
across the surface. This is because of the regularity of the leather cells. To defeat this,
change the Leather’s Randomness attribute to 1.0 (see Figure 1.23).
Although the addition of the Leather bump map increases the realism of the head pad,
it does not create the illusion that the pad was constructed out of multiple pieces. To cre-
ate the illusion that the edges of the pad are stitched, you can apply a Grid texture as a
bump map with the following steps:
1. Select the Head_Pad surface and choose Window
UV Texture Editor. Note how
the surface is split into multiple UV shells (see Figure 1.24). The top shell contains the
polygons sitting on the top of the pad. The middle shell contains the polygons sitting
on the bottom of the pad. The bottom shell, which takes the form of a square, includes
all the polygon faces along the forward and back edges of the pad. To see which poly-
gon faces a shell includes, RMB+click in the UV Texture Editor and choose Face
from the marking menu. Proceed to select faces in the UV Texture Editor by either
LMB+clicking individual faces or LMB+dragging a selection box around multiple
faces. The selected faces are highlighted in the view panels. Note that each of the
edge faces shares exactly the same UV texture space. This means that every edge
face will receive the same exact part of the texture assigned to the surface.
Figure 1.23
(Top) Detail of ren-
der after addition of
the Leather texture
as a bump map.
(Bottom) Render
after the adjust-
ment of the Bump
3d and Leather
node attributes. A
sample file is saved
as headphones
-step6.ma on
the DVD.
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