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Faking Window-Shaped Highlights
Added on: Mon Dec 17 2001
Page: 1 3 

Step three, creating the shaders

Open the Material Editor. We will start with the simple material for the windowpanes. Make the Diffuse Color completely white and set Self-Illumination to 100. Assign the Material to the group. You now have four incandescent planes, shining bright white (NOTE, these planes don't actually emit any light, they are only rendered as completely white).

Next, make another material. This will be the surface material of the sphere you've got. Make it a nice red color, then set both "Specular Level" and "Glossiness" to 0, (You want to make your own highlights). Now assign the Material to the sphere and render it. It should look something like this:

Now, go back to the Material Editor, add a map to the Reflection Man slot. Pick Raytrace. This technique works like this, we raytrace the windowpanes and exludes everything else.
Click the Global Exclude button under Raytrace Parameters in the Raytrace map settings. Change the radiobuttons from "Exclude" to "Include", then double-click the group that holds your windowpanes. This will make it so this material will only raytrace the windopanes.

Render the scene again. You should get something like this:

Step four, adding detail

This shader looks a bit too perfect, doesn't it? We can add a little realism by using the standard specular highlight, though very subtly and by using the Glow Render Effect. Then you'll get something like this:

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