Bluefish444 Create3D Manual de usuario Pagina 49

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Use as Mask:
You may also use a Material (and the Texture(s) applied on it) as a sort of mask covering
everything behind it. Let's assume that you use a Material for a Rectangle Object and
there is a 32-bit bitmap image set as Texture 1. If you check this option, all pixels covered
by the Rectangle Object that have an alpha value of 1 will show whatever was already
rendered, pixels with alpha=0 will be completely erased and those with in between alpha
values will become partially transparent. The effect is exactly the same as if you apply the
32-bit image on an Object the usual way. The difference is that a separate Object can be
used to mask any or all other Objects behind it. Really cool soft animated wipe effects
can be achieved this way because of course you can use an Image sequence as Texture
to be your mask.
Invert Mask:
This has the same effect as the previous setting except that it inverts the alpha values.
i.e. 0 = opaque, 1 = transparent, etc.
Depth Buffer:
If you switch this option off, the Object with this Material applied on it will be visible even if
it would have been covered partially or fully by any other Object in the scene.
texture 1, texture 2, texture 3, texture 4:
Modern graphic cards can handle quite a lot of textures simultaneously. In Nemo you can
define 4 textures as ordinary texture maps (or diffuse maps, as their colours would
replace or modify the colour you set as the diffuse colour of the Material). The creation
and properties of textures will be described in the next chapter, here you only need to
choose from the list.
gloss map:
This is another texture map, but for a special reason. Its pixels will modify the colours
calculated for the Specular colour. Only the intensity of the pixels are used, so it is
usually a map with only different shades of gray. With the gloss map, you can simulate
the effects of multiple lights shining on the surface without having to actually define
multiple lights, at the expense of a lot of rendering power.
normal map:
If you want to create a more realistic bumpy surface instead of a perfectly smooth one,
you can either design a complicated model with lots of polygons to create the bumps or
you can apply bump mapping. The latter is a lot easier to create and also renders a lot
faster. You don't need a complicated model, in fact, to create a brick wall you only need a
simple rectangle. But what you need is something called a normal map. Every pixel of
this map defines a normal vector (the vector that is perpendicular to the surface) at the
current point with its RGB colours (the most common normal vector points upwards with
values 0,0,1, ie. pure blue, hence a normal map always has a blueish tint).
During rendering, this normal vector is the basis for calculating the effect of lighting, and
by calculating it for every pixel of the map, the illusion is very close to a real bumpy
surface. Because the calculation is per pixel, you also have to switch on the per pixel
rendering switch for the object on which you want the material applied.
height map:
You can further improve the effect with the help of the so called parallax mapping that
takes advantage of the parallax effect. For this to work, you either need a separate height
map that defines the height of every pixel from the level of the surface (calculated based
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