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Part of learning 3D also means understanding the real world and how things react to their environment. An ocean perhaps might have a lot of different properties, such as transparencies and glossiness and specularity for shine. So let me show you how we're going to set that up. I've loaded up the 05_09_OceanSpecBegin file. This is an ocean file from Video 8, and what we're going to do is change this view to a Viewport Preview Render just by selecting VPR.
And here's the ocean object with a displacement map and a bump map applied. That looks pretty flat. There's not much we can do with it, but what's going to really give us some realism is putting specularity, putting some shine onto it. So I am going to open up the Surface Editor and I am going to select the ocean surface, and we're going to add some specularity. Just going to drag that up and look what happens. You suddenly get this nice highlight all the way down. It looks really nice, but at the same time, it's affecting the whole surface.
And really, if this were truly bumped out, which it is for some parts of it, but the small little tiny bumps are fake. Remember it's a bump map. So we need that light to fall in and out of those grooves. And the way to do that is with a specularity map. So from the Bump map channel, I am going to click the T button. It opens up our Texture Editor for bump. I am going to copy this crumpled layer. We say Copy Selected layers. Then we'll click Use Texture just to close that. And then for Specularity, we'll click Texture.
Again, the same panel pops up, but it's going to have a different effect because it's on the Specularity channel. And we're going to paste that copied layer down. And we'll click Use Texture. From there, we're going to go to the Glossiness channel and do the exact same thing. We're going to paste that channel down, and look what happens. Now that light affects more at the surface, but it also falls in and out of those grooves, giving it even more realism. From there, we can just kind of tweak the Glossiness a little bit, making it a little bit stronger like that.
So a higher gloss for the water. And it also richens it up and gives it a little bit of contrast. And then the Specularity, the brightness, we can turn that down just a little bit. And then we can go back our color and just tweak that a little bit. So, by doing these bumps and specularity maps and glossiness maps, the color, the environment all play a role. A lot of times reflection is a role too, so we'll cover that. But you should consider the real-world environment, consider the specularity, consider the bump maps because the light falls in and out of those grooves, and that's always going to help you create that realism in your surfaces.
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