Datasheet

Project: Applying Textures 23
2. Open the Hypershade. Create a new Blinn material. Name
the new Blinn Leather_Pad_Edge or something equally
appropriate. Return to the UV Texture Editor. Clear the
face selection by clicking on an empty area of the UV space.
LMB+drag a selection box around the bottom square shell.
All the edge faces are selected. Return to the Hypershade.
RMB+click the new Blinn node and choose Assign Material
To Selection. Although the pads UV texture space contains
the faces for the entire pad, only the selected edge faces are
assigned to the new Blinn. The old materials assignments of
the remainder of the pad are not changed.
3. Open the new Blinn node’s Attribute Editor tab. Change
the attributes to match the material assigned to the remain-
der of the pad. (The included sample scene files use the
Leather_Head_Pad material.) Click the checkered Map
button beside the Bump Mapping attribute. In the Create
Render Node window, click the Grid texture icon. Grid,
Bump 2d, and 2d Placement nodes are added to the Blinn’s
shading network. Render a test. Small divots appear along
the pad edges (see Figure 1.25).
4. To refine the bump pattern, open the new 2d Placement nodes Attribute Editor tab.
Change the Rotate UV attribute to 45. This creates diagonal grid lines. Open the Grid
node’s Attribute Editor tab. Change UV Width to 0.3, 0.3. This thickens the grid lines
so they will become more visible. To further exaggerate the bump, readjust the Blinn
node’s attributes. For example, the render on the right side of Figure 1.25 sets Diffuse
to 0.2, Eccentricity to 0.16, and Specular Roll Off to 0.4. Render a test. An impression
of stitching is created.
Figure 1.24
The UV shells of the Head_Pad surface
Figure 1.25
(Left) Detail of ren-
der after addition of
the Grid texture as a
bump map. (Right)
Render after the
adjustment of the 2d
Placement and Blinn
node attributes. A
sample file is saved
as headphones
-step7.ma on
the DVD.
903278c01.indd 23 4/13/11 10:08:55 AM