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CEL Shader: Chapter 2 Added on: Tue Dec 19 2000 |
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Now go up one level and copy that material into the other two colour slots. Now go back into colour #2 and adjust the angle of Z to 45.0 instead of negative 45.0, go back up again and go to colour #3 and make it's angle 22.5.
This makes up the overall outer ink texture.
Go up to the top diffuse level and go into the front texture slot. Give it a shadow light texture, leave the settings as default but adjust the white 'lit' colour to a light white creamy colour, and click on the dark slot and when the material/map browser pops up click on the browse from 'MTL editor' slot and choose the old cellular with 3 sub cellular
textures texture, and choose copy.
![](http://www2.3dluvr.com/11/79/S11A79FIL11.jpg)
Adjust the value of the new parent cellular texture's iteration value to 1.5. Adjust it's tiling settings so X: is 0.0 Y: is 0.25 and Z: is 0.0. And theY angle is `45.0 and Z angle is -45.0.
Go into the sub material #1 and change the tiling to X:1.0 Y:0.01 Z:0.0 and angle X:0.0 Y: 0.0 Z:-45.0
Do the same for the next colour slot but make the Z angle 45.0 and for the last one make it have 22.5 angle.
Assign this to a teapot and render and take a look, make sure you make your background colour white first.
You can download a sample max scene HERE, if you want to check it out in depth.
![](http://www2.3dluvr.com/11/79/S11A79FIL12_s.jpg)
That's pretty much it, sorry if this tutorial is messy or doesn't make sense. I've been trying to put it together every couple of days and I kept getting lost as to where I was up to.
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