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In this video, I'd like to show you how you can use a bitmap to actually apply a reflection
to a surface. Let's check it out.
Now, we are actually just continuing from our latest video.
This is a project called Complex Materials; you can find that in the Chapter 1 folder
over in the Exercise Files. If you were with us in the last video, you
recall that we've simply turned off a couple of different maps
that we got loaded in here, but have temporarily disabled.
So at this point, we're really riding only on the Diffuse color swatch here.
Let's go ahead and change that to maybe a darker blue.
I'm going to squeeze out some of the green and then also lower my value here.
Let's quick render to see we're starting with. Okay. Now, in this instance, we're going to
go back to our tree analogy. So let's go back down, look at our map branches
here and which of these do you think is going to be able
to control a reflection out of the surface. Well, right below Bump, we've got Reflection.
We'll use the very same routine as we've used on the previous two branches.
Let's go ahead and click on the None button. From here, we'll say Bitmap and this time
around, why don't we go ahead and choose the map called HONGKONG.
Again, it looks like this. So, what's going to happen here is we're going
to see whether or not we can't get this image to reflect
out of now this blue surface? Let's close that up, we'll go ahead and load
the image. Now, check out what it has done to the sample
sphere here, quite of difference. Let's go ahead and render that and see what
turns out the results, Bump. Now, even though this object is kind of twisted
around here a little but you can actually see the skyline directly
coming out of the reflection. The reflection though is so high that it almost
looks like it's a piece of twisted mirror. Let's lower that a little bit, we'll close
up the rendering. You'll get noticed that we're on a particular
branch. In this case, the Reflection branch, there
is our Bitmap. Again, here is the name HONGKONG down here.
Let's go down to the base of our tree by clicking out Go to Parent.
Now from here, we can adjust the Reflection amount.
Why don't we lower this to about 33? Very good, we'll render again and you can
see the difference that has made. Let's experiment and see what happens if we
go back and re-apply the Bump mapping that we previously had in place.
We'll close that. We'll simply click on the Bump and let's render.
Now, what you see is the Bump mapping coming from the cedar planks
and the little HONGKONG image reflecting out of the surface.
Why don't we now go back and re-apply the main body color?
So again, we'll close that out and we'll simply click now on the check box to the left to
Diffuse Color. Sample ball returns to its original cedar
wood appearance and let's go, hit Render and look at that.
Now, check out what's happening here. We have three different maps that have been
built into the surface. One controlling the main body color, another
just happens to be that cedar map again controlling the bump
and then we have the HONGKONG image reflecting out of the surface.
So again, you see the layering effect work. Now, that we've got that in place, let's scud
on to the next video, we're going to start talking about using transparency
maps. I'll see you there.