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Chapter 8: Map Tab 253Baking OpenGL Shading)With Vertex Paint, you can “bake” OpenGL color information(including light source calculation) to a vertex color map. You cansee the shading status to be baked using the Lighting Shadedisplay mode. Adjust the light strength, location and other settingson the Light tab before baking.To bake the colors, first create a vertex color map, then with theColor tab selected, choose Edit > Burn Shading Colors.NOTE: You have to set your view so that the entireobject is visible in the 3D view. If not, the partoutside the view will be omitted from the colorcalculations, or an error will occur.Reset to Surface ColorExecuting “Reset To Surface Colors” from the “Edit” menuresets vertex color to surface color.Adjusting VertexVertex Paint has several tools for adjusting vertex colors baked byBurn Shading Colors or the Shader Baker layout plugin.Adjusting Brightness and ContrastWith the Color tab selected, choosing Edit > Brightness/Contrast displays the following dialog box, where you can adjustbrightness and contrast.When you move the sliders, the change in brightness or contrastis previewd on the display in realtime. However, the change is notsaved until you click the Apply button.Adjusting BalanceThe Lighting Shade display mode. The light source is calculated.With the Color tab selected, choosing Edit > Color Balancedisplays the following dialog box, where you can adjust each RGBcomponent separately.Adjusting Hue, Saturation and ValueThe Wireframe Color display mode, displaying vertex color thatwas baked by the Burn Shading Colors command.

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