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This course provides an overview of modeling, animating, and rendering 3D graphics in the open-source software Blender 2.6. Beginning with a tour of the Blender interface, author George Maestri shows how to create and edit basic objects, work with modifiers and subdivision surfaces, and apply materials and textures. The course also demonstrates lighting 3D scenes, setting up and using cameras, animating objects, and assembling basic character rigs.
Textures can also be used to create normal and bump maps, and these will allow you to create the illusion of a rough surface. So I have a simple sphere here and it already has a material applied. Let's go ahead and add in a texture and turn that into a bump map. So I am going to just go ahead and click on New. And right now we have Clouds as the default, but let's go ahead and scroll down and select Wood. And I like this because it has these nice stripes here.
Now, we can certainly modify this as we want, but let's just use this basic standard wood material here. And you can see how it is mapped to the object, and so we can get a few more stripes here. Let's just put this on Object mode, and let's just do a quick test render here to see what we have. So we've got the stripes going around our object. I am going to go ahead and expand this so we can see it. Now we can set bump mapping here in the Influence tab.
All we have to do is just click under Geometry > Normal. It's actually normal and bump mapping, and as soon as we do, look at what happens to the material. We have a bumpy surface. And if I were to render this, you could see I have a pretty good approximation of that bump map. But also notice how we're getting a little bit of aliasing here, and that's because of the resolution of our mesh. If we wanted to get a little bit more resolution, we could actually subdivide this, so let's go ahead and do that.
We are going to go into our Modifiers and select Subdivision Surface and turn the Render up to about 3. I am going to go back over to my Textures here, and let's go ahead and do a quick render. Notice how this takes a little bit longer to render. That's because you have more surface to work with. But as we add in subdivisions, you can see how we get a much better look here. Now we can affect the bump mapping either by the normal size, so basically how much normal mapping we have.
So if we turn this up a lot, you will see we get a much deeper effect. I am going to turn that back down to about 1. And we also have the method of bump mapping. Do we want to just do the default method? We have another one called Compatible which is compatible with other bump maps, the Default method, another one here called Best Quality, which actually does give you the best quality, again at the sacrifice of render time. So we can also, if we want to, go over here and make it a negative bump map, in another words make the bumps into holes.
Now with bump mapping, just remember that the light colors are what's creating the bumps. Dark colors create no bumps; light colors create bumps. And you can use not only these procedural texture, such as wood, but you can also use bitmaps or really any sort of image map.
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