This is a quick tip of for extending the Materials diversity when using Blender with the Cycles render engine. To demonstrate this, we have a somewhat melted cube looking subject, with a reflective floor and an emmissive background. The back wall is the sole light source, with an Emmissive material, and the ice cube has a solid Glass material. The floor however, we want to be Glossy, but not perfectly glossy, something in between that and a Diffuse. So we we use the Mix Shader material.
Instead of using one of the standard built in Materials, simply choose Mix Shader, and you can select two of the standard types and blend between them adjusting the Fac: value.
The final render of this simple scene shows the glass cube, the emmissive background, and the half diffuse, half glossy floor.
The inspiration for this entry came from http://www.blenderguru.com/videos/create-a-realistic-water-simulation
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