Painting - Shading 1
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| Paint: |
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| Selecting Paint Object paints the selected object with the current material. | |
| Selecting Paint Over Existing Material paints over all faces of the object that have the same material as the face clicked on. If multiple materials have been used, each face with a different material will need to be clicked on. | |
| Selecting Paint Face paints the selected material on the face clicked on. | |
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Selecting Paint Vertices paints the selected material on the faces surrounding the selected vertex. |
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Selecting Inspect and clicking on a face determines the current material on the face and sets it as the current material in the Material properties panels. |
| Materials Panels: |
Selecting any paint button, except Paint Object, brings up the Material panels for immediate use. The panels can also be brought up by right-clicking on the current paint button. |
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| Set Material Color: |
Left-click on the color cube to change the material color. |
| RGB Sliders: |
Right-click on the color cube to bring up the RGB sliders. |
| Changing the Value: |
Moving the slider next to the color cube changes the color value from light to dark. |
| Faceted: |
Left-clicking on Faceted means that no smoothing is performed on the object, but shading is performed on each individual face. |
| Auto Facet: |
Left-clicking on Auto Facet smooths the object based on the Autofacet Angle (right-click on Auto Facet button). |
| Smooth: |
Left-clicking on Smooth means that all edges are smoothed, independent of the Autofacet Angle. |
| Flat Shaded: |
Left-clicking on Flat Shaded means that the color is rendered with no shading. |
| Phong Shaded: |
Left-clicking on Phong Shaded means that the color is smoothly shaded with highlights. |
| Metal Shaded: |
Left-clicking on Metal Shaded means that the color is rendered with a highly reflective surface to produce metals and glass. |
| Use Texture Map: |
Left-clicking on Use Texture Map applies the current texture map to the object. The default is 'checker'. |
| Choosing a Texture Map: |
Right-clicking on the Use Texture Map brings up the texture map menu. To choose a different texture map, right-click on the texture map name button, in this case 'checker'. A window will come up where you can choose and load a different texture map. Maps can be in .tga, .bmp, .jpg, .avi, and .txr format. |
| Repeating the Texture Map: | You can choose how often to repeat the map across the object by entering the number of repeats horizontally in the U Repts field and vertically in the V Repts field. Values of less than 1 will magnify the image being used as the texture map. |
| Offsetting the Texture Map: | The Offset setting determines the distance the texture map is moved from it's default starting point. U Offset moves the texture map horizontally across the object, while V Offset does so vertically. Positive values move the texture map up and/or right, while negative values move it down and/or left. |
| Using Overlay: | The Overlay setting tells tS2 how to use the transparency in 32-bit images contained in an alpha channel. Transparency map information is contained in the white pixels of an image. Click in the Overlay box to use this setting. |
| Using Animation: | The Anim setting is used during animation. I may do a basic animation section and if so, this setting will be discussed. |
| Use Bump Map: |
Left-clicking on Use Bump Map applies the current bump map to the object. The default is 'orange'. Make sure that you are in wireframe view since 3DR does not render bump maps. |
| Choosing a Bump Map: |
Right-clicking on the Use Bump Map button brings up the bump map menu. To choose a different bump map, right-click on the bump map name button. A window will come up where you can choose and load a different bump map. Maps can be in .tga, .bmp, .jpg, .avi, .txr, and .tab format. Remember that color on the bump map is ignored since tS2 uses the light and dark properties of the map to determine the bump. |
| Repeating and Offsetting: | The U Repts, V Repts, U Offset, and V Offset work the same for bump maps as they do for texture maps. |
| Applying Amplitude: | Amplitude determines how high or low the different areas of the bump map are applied. By default, where the bump map is lighter, the bumps are higher on the object and where the bump map is darker, the bumps are lower on the object. Entering a negative amplitude value switches how the bump map is applied - light areas become the lower areas of the bump map while dark areas become the higher areas. |
| For example, to apply text to an object, where the text on the bump map is black, use a positive value to etch the text into the object and a negative value to emboss the text onto the object. | |
| The Shading 2 page deals with Shader attributes such as transparency and metallicity. The Mapping pages deal with applying texture, bump, and environment maps. The Procedural pages deal with using granite marble and wood. | |
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