Anyway where did we leave it last time....
Time to go more into detail about the plates, these were really fun for me as I decided to sit down and make my own cycles material for them, these plates were an
interesting creation, they are quite simply made from a circle which
was extruded up along the Z axis and scaled out and then back in, the
material however for the plates was one of the funniest I have made I
really studied ceramics and porcelain plates to try and get the look
I was going for.
See above the
reference images I used when designing the ceramic material, in the
end the material wasn’t that hard to create and it looked very
effective.
See below my ceramic cycle’s
shader, the model it is displayed on is the Blender official cycle
material test model which can be downloaded and used for free on the
blender foundation website. The idea behind the model is when you
create your own cycles materials they can be applied to this model
and be shown off in the “perfect” cycles setting.
The material is
created from two shaders mixed together, the first one is a diffuse
shader which gives the ceramic its white colour and the second shader
is a Glossy one which gives the ceramic its glossy like look, however
the glossy shader has a slight roughness applied to the model so the
ceramics glossy look is not perfect and unrealistic the mix shader
also has its fraction setting changed slightly so both the shaders do
not overpower each other and blend to much after testing I found that
a setting of 0.150 mixes the shaders just enough as to not over power
each other and ruin the effect. I have also used this shader on a lot of models on my portfilo site...
http://pixeldreamsandvertexlove.blogspot.co.uk/
http://pixeldreamsandvertexlove.blogspot.co.uk/
The next key part of
my scene is the flooring, which is a normal plane scaled and I
applied a wood texture to this plane, of course when I first applied
it the texture looked quite fake as it was flat and unrealistic of
course a good way to fix this would be to create a bump map however
with my current skill set I didn’t know how to create bump maps and
thus had to think of a work around which gave the same effect but
without bump mapping which was very hard to do.
After lots of
searching around on forums and different tutorials I found out about
the math nodes, these nodes can change the look of a material in
different and quite interesting ways, I eventually found out about a
math node called “Power” this node causes the texture or the
material to become bumpy, the level of bumpiness depends on how high
the power setting and what it is it applied to, in my case I was
using a wood floor type texture so the power node made the grooves in
the wood stand out and become more 3D which made the scene ten times
more realistic.
Node setup for the ground plane.
And finally...
The centrepiece of
my table contains a small nicely formed candle holder with one
candle, the holder itself was formed from a plane which was modelled
around a reference image of a candle holder, and the outline was then
modified using the spin tool to create the final holder.
The actual material
applied to the holder is meant to be a mix between a glossy brass
colour slightly worn out.
And there we have it, dinner for two anyone?
Till next time.
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