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30 mins<br />
render time<br />
Resolution:<br />
3,888 x 2,592<br />
o The texture maps once<br />
added to the material<br />
p Adding the sky image<br />
for lighting reference<br />
q Preparing the Spitfire<br />
to render in layers<br />
r Rendering the Spitfire<br />
Rendering<br />
Bringing the Spitfire to life<br />
20 Assembling the textures in modo<br />
In modo, if you haven’t done so already, assign the Spitfire<br />
a material with a unique name. Expand the Material group<br />
and use the Add Layer tab, then scroll down to Image Map<br />
and load one of the textures that you created. Do this for<br />
each map thereafter until all of the textures are loaded o.<br />
21 Adding the sky<br />
We now have to decide on how to light the Spitfire. We’ll<br />
use our backplate as reference in modo. In the Shader<br />
Tree, expand the Environment group. Use the Add Layer<br />
tab to load the ‘sky.jpg’ image. In the Texture Locator tab,<br />
change the Projection Type to Front p.<br />
22 Boosting the lighting<br />
We already have a Directional light, but we’ll add two<br />
Area lights to help fill in some of the darker areas. The<br />
first will be positioned below, to create simulated light<br />
bounce from the clouds, and the second as a light fill<br />
opposing the Directional light. Set to Physical Sun with<br />
London as a location and set the time to 17:30 with the<br />
North Offset at 150.<br />
23 Adding render outputs<br />
The Spitfire will be rendered in layers. Expand the Render<br />
group and use the Add Layer pull-down to add a new<br />
render output and set it to Ambient Occlusion. Do the<br />
same to add Reflection Shading, Specular Shading,<br />
Transparent Shading and Diffuse Shading (Total). In<br />
the Render properties, enable Indirect Illumination q.<br />
24 Rendering<br />
Hide the sky layer for now. Rendering will be done in two<br />
stages. The Spitfire first, then without moving your render<br />
camera, the propeller place holder, which will be used in<br />
Photoshop when we add the propeller blur. The default<br />
options will be okay, but Antialiasing can be turned higher<br />
to 32 samples/pixel if you prefer r.<br />
Target the lights<br />
To make it easier to keep the Area lights concentrated on<br />
the Spitfire, create a locator by going to New Item>Locator.<br />
Select the Area light and then the locator and, in the<br />
properties of the light, select Set Target. Now when you<br />
rotate the lights, they will move wherever the locator<br />
moves. Just add the locator to your Spitfire group.<br />
p<br />
q<br />
o<br />
r<br />
232