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Chapter 7. Introduction to Materials and... > Materials with Procedural Maps as Pa...

Materials with Procedural Maps as Patterns

In this section, you learn to create and assign a material to the landscape, water, and skydome objects in your shipyard scene. The land will be mostly open grassy areas with random patches of dirt, whereas the water will be sparkling and reflective, and the sky will fade from rich color above to hazy white at the horizon.

You learn the important feature of simulating geometry with materials. This technique uses the Luminance value, or brightness, of pixels in a map to create the illusion of added geometry detail. White pixels cause the effect to happen at maximum strength, black pixels do nothing, and gray pixels function somewhere at 256 levels in between. You can judge the Luminance values within grayscale maps much easier than by guessing the luminance values of color maps. In this particular example, you use bump maps to make the landscape look rough in areas. This technique is much more efficient than actually creating small geometry for roughness.


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