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Textures, shaders and postproduction<br />
Proper textures and shaders will really bring your plants to life<br />
Texporter<br />
Texporter is a<br />
plug-in that helps<br />
you to create<br />
basic templates<br />
for textures.<br />
Please remember<br />
to keep the<br />
resolution ratio<br />
(width and<br />
height) the same<br />
as in the UVW<br />
you have applied<br />
to an object.<br />
Once the<br />
template is done,<br />
save it and paint the<br />
texture in your favourite<br />
software. In the end, the<br />
texture will perfectly fit<br />
your object.<br />
Utilise the Texporter<br />
script to produce masks<br />
for your textures<br />
k<br />
11 Paint the textures<br />
In the early steps we applied UVW box mapping to the main<br />
components, such as the flower and stalk. It’s a massive<br />
help to have reference pictures taken from orthogonal views<br />
for the elements you are about to texture. There is a great<br />
plug-in called Texporter (www.cuneytozdas.com), which<br />
may help when creating texture templates. Once the<br />
template is ready, you can simply copy a p<strong>art</strong> of the<br />
reference picture and fit it to the comp. In some cases it’s<br />
even better to paint the textures from scratch – as this will<br />
give you more control over the size and placement k.<br />
12 Create materials<br />
After your diffuse textures are done, copy the layers and<br />
desaturate them. Tweak the contrast and brightness to<br />
prepare the Bump, Reflection and Translucent maps in<br />
Photoshop. Once all the textures are set, choose the<br />
VRayMtl and organise the channels as shown. To get more<br />
control over the shaders’ behaviour, use the ColorCorrect<br />
parameters with all created textures L.<br />
Rendering additional<br />
channels & postproduction<br />
A standard Direct light with area shadows was used as<br />
the main light source, clipped with VRaySky in the<br />
environment and reflection override. In the<br />
VRayPhysicalCamera, enable the depth-of-field<br />
checkbox and set the correct focus distance. Add some<br />
extra channels in the VRay: Frame buffer, as follows:<br />
Alpha channel, Z-Depth, V-Ray raw reflection and the<br />
Reflection filter.<br />
In postproduction, control the reflection amount using<br />
the ref. filter channel. Apply a Lens Blur filter in<br />
Photoshop with a Z-Depth map. Finally, tweak the<br />
setting to achieve an extra stylish bokeh effect.<br />
Using additional passes, such as Alpha and Z-Depth channels,<br />
hone the lighting and other effects in postproduction<br />
k Use the orthogonal reference<br />
photos for texture creation<br />
L Control the shader’s<br />
behaviour using the<br />
ColorCorrect parameters<br />
L<br />
Paweł Podwojewski<br />
After several years of collaborating with<br />
architectural studios, in 2008 I decided to<br />
open MOTYW (MOTIVE). Working with<br />
clients all over the world, I have become<br />
very experienced in different types of<br />
projects. I’m always looking for a<br />
challenge in my work, to improve myself<br />
and to evolve.<br />
Housing in Bordeaux <strong>3d</strong>s Max, V-Ray, Photoshop<br />
(2010) An autumn dusk scene. I love to play with the<br />
atmosphere of my scenes; nearly every time I am<br />
surprised by the results.<br />
Winter in the city <strong>3d</strong>s Max, V-Ray, Photoshop<br />
(2010) An urban environment in the winter. I spent<br />
some time working on the street textures, painting a lot<br />
of Displacement maps to achieve this effect.<br />
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