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blender-manual-2.49a-1ark.i586.rpm

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>Blender Documentation Volume I - User Guide: Last modified April 29 2004 S68</TH
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>Materials and textures</TD
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><DIV
CLASS="section"
><H1
CLASS="section"
><A
NAME="materials_in_practice"
></A
>Materials in practice</H1
><P
>In this section we look at how to set up the various
material parameters in Blender, and what you should expect as a result.
</P
><DIV
CLASS="figure"
><A
NAME="BSG.MAT.F.S68.200"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartM/materials/gfx/NewMaterial.png"></P
></DIV
><P
><B
>Figure 4. Add new material.</B
></P
></DIV
><P
>Once an Object is selected, by pressing the <B
CLASS="keycap"
>F5</B
> key or 
<B
CLASS="guiicon"
>&#13;<IMG
SRC="PartM/materials/gfx/MatButton.png">
</B
> you switch to Shading context and the material buttons window appears. This window will appear
terribly empty, unless the Object already has a material linked to it.
If there is no linked material, add a new one with the menu button
(<A
HREF="x4021.html#BSG.MAT.F.S68.200"
>Figure 4</A
>). 
</P
><P
>&#13;Once
you have added a material the buttons will appear as shown in <A
HREF="x4021.html#BSG.MAT.F.S68.201"
>Figure 5</A
>. 
Four panels are present, left to right: a <TT
CLASS="literal"
>Preview</TT
> panel,
a <TT
CLASS="literal"
>Material</TT
> panel, a <TT
CLASS="literal"
>Shader</TT
> panel
and a <TT
CLASS="literal"
>Texture</TT
> panel. 
We will concentrate on the first three, for now.
</P
><DIV
CLASS="figure"
><A
NAME="BSG.MAT.F.S68.201"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartM/materials/gfx/MatButtons.png"></P
></DIV
><P
><B
>Figure 5. Material Buttons.</B
></P
></DIV
><P
>&#13;The <TT
CLASS="literal"
>Preview</TT
> panel shows the material preview. By default
it shows a plane seen from the top, but it can be set to a sphere or a cube with
the buttons on the right of the panel (<A
HREF="x4021.html#BSG.MAT.F.S68.203"
>Figure 6</A
>).
</P
><DIV
CLASS="figure"
><A
NAME="BSG.MAT.F.S68.203"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartM/materials/gfx/MatPreview.png"></P
></DIV
><P
><B
>Figure 6. Material Preview, plane (left) sphere (middle) and cube 
(right).</B
></P
></DIV
><DIV
CLASS="section"
><H2
CLASS="section"
><A
NAME="materials_colors"
></A
>Material Colors</H2
><P
>&#13;The panel, <TT
CLASS="literal"
>Material</TT
>(<A
HREF="x4021.html#BSG.MAT.F.S68.204"
>Figure 7</A
>) 
allows, among other things, setting of the material colors.
</P
><DIV
CLASS="figure"
><A
NAME="BSG.MAT.F.S68.204"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartM/materials/gfx/ColorButtons.png"></P
></DIV
><P
><B
>Figure 7. Material colors buttons.</B
></P
></DIV
><P
>&#13;Each material can exhibit up to three colors:
</P
><P
></P
><UL
><LI
><P
><I
CLASS="emphasis"
>The basic material color</I
>, or the Diffuse 
color,
or, briefly the <I
CLASS="emphasis"
>Color</I
> tout court (<TT
CLASS="literal"
>Col</TT
> 
button
in the interface) which is the color used 
by the diffuse shader.</P
></LI
><LI
><P
><I
CLASS="emphasis"
>The Specular color</I
>,
indicated by the <TT
CLASS="literal"
>Spe</TT
> button
in the interface, is the color used
by the specular shader.</P
></LI
><LI
><P
><I
CLASS="emphasis"
>The Mirror color</I
>,
indicated by the <TT
CLASS="literal"
>Mir</TT
> button
in the interface, is the color used
by special textures to fake mirror reflections. (You'll find more
information on this in the Environment Mapping
section).</P
></LI
></UL
><P
>&#13;The aforementioned buttons select the pertinent color, which is shown
in preview immediately to the left of each button. The three sliders at the right
allow you to change the values for the <I
CLASS="emphasis"
>active</I
>
color in both a RGB scheme
and in a HSV scheme. You can select these schemes via the 
<TT
CLASS="literal"
>RGB</TT
> and <TT
CLASS="literal"
>HSV</TT
> buttons at the bottom.
</P
><P
>&#13;The <TT
CLASS="literal"
>DYN</TT
> button is used to set the Dynamic properties
of the Object in the RealTime engine (which is outside the scope
of this book), while the four buttons above
relate to advanced <I
CLASS="emphasis"
>Vertex Paint</I
> and
<I
CLASS="emphasis"
>UV Texture</I
>.
</P
></DIV
><DIV
CLASS="section"
><H2
CLASS="section"
><A
NAME="materials_shaders"
></A
>The Shaders</H2
><P
>&#13;The <TT
CLASS="literal"
>Shader</TT
> panel
(<A
HREF="x4021.html#BSG.MAT.F.S68.205"
>Figure 8</A
>)
displays two MenuButtons allowing you to select one
diffuse shader (on the right, <A
HREF="x4021.html#BSG.MAT.F.S68.206"
>Figure 9</A
>)
and one specular shader (on the left, <A
HREF="x4021.html#BSG.MAT.F.S68.207"
>Figure 10</A
>).
</P
><DIV
CLASS="figure"
><A
NAME="BSG.MAT.F.S68.205"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartM/materials/gfx/ShaderButtons.png"></P
></DIV
><P
><B
>Figure 8. Material Shader buttons.</B
></P
></DIV
><DIV
CLASS="figure"
><A
NAME="BSG.MAT.F.S68.206"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartM/materials/gfx/MatDiffuseShaders.png"></P
></DIV
><P
><B
>Figure 9. Material Diffuse shaders.</B
></P
></DIV
><DIV
CLASS="figure"
><A
NAME="BSG.MAT.F.S68.207"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartM/materials/gfx/MatSpecularShaders.png"></P
></DIV
><P
><B
>Figure 10. Material Specular shaders.</B
></P
></DIV
><P
>&#13;The two sliders on the side, valid for all shaders, determine the intensity
of the Diffusion and Specular phenomena. The <TT
CLASS="literal"
>Ref</TT
> slider
has a 0 to 1 range whereas the <TT
CLASS="literal"
>Spec</TT
> has a 0 to 2 range.
Speaking in strictly physical terms, if <I
CLASS="emphasis"
>A</I
>
 is the light energy impinging on the object. <I
CLASS="emphasis"
>Ref</I
> times 
<I
CLASS="emphasis"
>A</I
> is the energy diffused and <I
CLASS="emphasis"
>Spec</I
> 
times <I
CLASS="emphasis"
>A</I
> is the energy specularly reflected. To be 
physically correct this must be <I
CLASS="emphasis"
>Ref</I
> + 
<I
CLASS="emphasis"
>Spec</I
> &#60; 1 or the object
would radiate more energy than it receives. But this is CG, so don't be too
strict on physics.
</P
><P
>&#13;Depending on the chosen shader other sliders may be present, allowing you
to set the various parameters discussed in the introduction.
</P
><P
>&#13;For the sake of completeness, <A
HREF="x4021.html#BSG.MAT.F.S68.208"
>Figure 11</A
>
shows all possible combinations. Of course, since there
are so many parameters, these are just a small sample.
</P
><DIV
CLASS="figure"
><A
NAME="BSG.MAT.F.S68.208"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartM/materials/gfx/MatShaders.png"></P
></DIV
><P
><B
>Figure 11. Shader overview.</B
></P
></DIV
></DIV
><DIV
CLASS="section"
><H2
CLASS="section"
><A
NAME="AEN4126"
></A
>Tweaking Materials</H2
><P
>&#13;The remaining material buttons both in the <TT
CLASS="literal"
>Material</TT
> and
<TT
CLASS="literal"
>Shaders</TT
> panels perform some interesting effects.
</P
><DIV
CLASS="figure"
><A
NAME="BSG.MAT.F.S68.209"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartM/materials/gfx/MatButtons1.png"></P
></DIV
><P
><B
>Figure 12. Additional material sliders.</B
></P
></DIV
><P
>&#13;<A
HREF="x4021.html#BSG.MAT.F.S68.209"
>Figure 12</A
> shows some interesting sliders. 
<TT
CLASS="literal"
>Alpha</TT
> governs the opacity of
the material; 1 is fully opaque and 0 is fully
transparent. <TT
CLASS="literal"
>SpecTra</TT
> forces specularity highlights
on transparent bodies to be opaque.
<TT
CLASS="literal"
>Shadeless</TT
> makes the material insensitive to its
shading, giving it a uniformly diffuse color.
</P
><P
>&#13;In the <TT
CLASS="literal"
>Shaders</TT
> panel,
the <TT
CLASS="literal"
>Emit</TT
> slider gives, if non zero,
an emitting property to the material. This property makes material visible even without
lights and can be itself a source of light if the Radiosity engine
is used. (<A
HREF="x4021.html#BSG.MAT.F.S68.210"
>Figure 13</A
>).
</P
><DIV
CLASS="figure"
><A
NAME="BSG.MAT.F.S68.210"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartM/materials/gfx/MatExamples.png"></P
></DIV
><P
><B
>Figure 13. Regular material (left), material with Alpha &#60; 1 (center)
and material with Emit &#62; 0 (right).</B
></P
></DIV
><P
>&#13;The remaining column of buttons (<A
HREF="x4021.html#BSG.MAT.F.S68.211"
>Figure 14</A
>)
activates some special features. Top <TT
CLASS="literal"
>Halo</TT
> Button
makes the material an 'Halo' material, which will be described later on.
By default the
<TT
CLASS="literal"
>Traceable</TT
>, <TT
CLASS="literal"
>Shadows</TT
> and <TT
CLASS="literal"
>Radio</TT
>
are activated. The first allows the material to <I
CLASS="emphasis"
>cast</I
>
shadows, while the second allows the material to <I
CLASS="emphasis"
>receive</I
>
shadows; the third allows the material to be taken into account if
a Radiosity rendering is performed. 
</P
><DIV
CLASS="figure"
><A
NAME="BSG.MAT.F.S68.211"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartM/materials/gfx/MatButtons2.png"></P
></DIV
><P
><B
>Figure 14. Material special buttons.</B
></P
></DIV
><P
>&#13;<TT
CLASS="literal"
>Wire</TT
> renders the Object as a wireframe. 
<TT
CLASS="literal"
>ZTransp</TT
> is necessary to activate
the Alpha transparency effect.
</P
><P
>&#13;The other buttons are not used that often and are described
in the reference section at the end of the book.
</P
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