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First of all I usually
start by setting the viewport to
default values.
You can do that by pressing the
N shaped icon.
I also prefer working using a
parallel projection.
The lower red arrow in the screenshot
points to the icon that can be used
to switch between parallel and perspective
projection.
The screenshot shows the position
for parallel projection. |
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In the Select
window, select the second tab that
gives access to the materials library
which is currently loaded in the
program.
We are going to create a new VSL
material. While your pointer is
over the materials, press the right
mouse button.
This opens a menu. Now select New
and then VSL Material. |
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A new, black material
preview box is inserted in the library.
This is your new material and it
is given a random name; in this
case Material115. |
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It is possible that
your materials library looks like
this, instead of the previews shown
in the previous screenshots.
This can be fixed easily :) |
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While you
are with your mouse pointer over the
materials list, press the right mouse
button. From the pop-up menu select
'Show previews'
Now all loaded materials are shown
in all their glory :) |
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We are now ready
to create the material. To define
the material properties, we need
to open the property window.
This is done by double clicking
on the material we just created.
When the property window has opened,
check the 'Preview'
box, so you can see the effect of
changes you have made to your material.
In this case the preview will show
a white sphere on a checkered floor. |
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Click on the text in
the Name box. This allows you to change
the name into something more appropriate.
For this tutorial change it in Wood-and-bump.
Next we are going to assign some
properties to our material. The
first thing we add will be the texturemap
that defines our woodtexture. We
will use the wizard for this. Click
on the small triangle at the end
of the Wizard box and select Texture
map from the drop down
list. |
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After you selected
Texture map from the list, click
the Add button.
This will add a simple user interface
thats allows us to define more specific
properties of our material. |
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Next
we will add the picture that defines
what our wood will look like.
Click on the icon which is indicated
by the red arrow in the upper part
of the screenshot.
A file requester will open and
you can select your color picture.
In my case the picture can be found
in the Realsoft/Textures library
and it is called 'wood-texture'.
Select your color picture and click
Open to load it
into Realsoft3D. |
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When you have loaded
the imagefile, you can see that
the preview window for your texture
is updated.
We will now add the bumpmap for
the wood. Click again on the small
triangle at the end of the Wizard
box.
This time we select Bump
map from the drop down list and
press the Add icon.
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Again
we need to add a picture file; in
this case the greyscale image of
our woodtexture.
So open the file requester again
and select your greyscale image
and click on the Open
button.
In my case this greyscale image
is called wood-bump. |
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We now have created
a material that has two properties:
texture and bump.
Both properties use a picture to
create the desired effect.
To make the bumpmap a bit stronger
and more dramatic, we can change
the bump height value.
By default this is set to 1. Set
it at a value of 3. Make sure all
other settings of the material are
the same as in this screenshot. |
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In the select window,
go to the Geometric Objects
tab (the one with the small sphere
icon on top).
We need a simple object to map
the new material on.
Go to a front view and let's create
an Analytic cube. |
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When the cube is
created, make sure it is selected
in the Selection window.
We are going to add our wood-material
to our cube object. |
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With
the cube selected in the Select
window, go back to the materials
tab.
Select your new woodmaterial and
press the right mouse button.
This opens a menu, where you can
select the mapping type.
Realsoft3D supports different mapping
types as you can see in the screenshot.
Select the Parallel
mapping type from the list. |
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In the view window
you can now create a mapping object.
Click a little outside the top-left
corner of your cube and click again
at the lower-right corner of the
cube.
The result will be similar to the
screenshot on the left.
The red arrow points at the cube;
the yellow arrow points at the mapping
object.
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When
you now go back to the Geometric
Objects tab, you can see that the
structure has changed a bit.
The cube object and the mapping
object are now put together in a
level and this level has got a new
name. |
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When you click onthe
small 'plus sign' you can open the
level and see what is inside.
There we see our cube and mapping
object. You can add as many mapping
objects as you like (and as much
as your computer's memory capacity
allows) |
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It is time to complete
the scene by adding a lightsource.
Go to a top view in the view window.
Click on the lightsources tab in the
Toolbar and select a point light.
We need a lightsource that generates
nice shadows to show the bumpmaps.
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Before
we render our scene, we do also a
little trick. First we go to a side
view and then we select the mapping
object in the select window. Now wemodify
the mapping object, so it is small
and positioned as shown above. You
can use the transformation handles
to move objects around and adjust
size in a specific axis. To resize
the depth of the mapping object double
click at the end of the blue transformation
handle (shown by blue arrow number
1). Now move your mouse horizontally
and watch the mapping object transform
along the Z axis. When done, click
again. To move the mapping object
click-and-drag the blue transformation
handle, on the position shown by blue
arrow number 2. |
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The final
step before rendering the view window.
Make sure you are in the Geometric
Objects tab of the select window.
Select the mapping object and double
click on it, so it opens the Property
Window of the mapping object.
Go to the Spec tab and
check the box for Finite
Z (shown by the red arrow).
This limits the depth of the mapping
object in the Z axis. Close the
property window. |
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Now select
a nice camera position, go into
Perspective projection mode and
render the view.
Done! You can see the effect of
the previous step; the mapping is
only limited to the front face of
the cube.
If you were to skip the previous
step (or undo it) the cube would
show texture on all faces.
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