35// High Flyer
- Rikki Henry
- Feb 4, 2021
- 1 min read

Steps. Get a ball from the content browser. Added a softbox light fron GSG, then added a floor and added a blue shader to it. Changes the textures of the ball, also: I did this through instinct so there are no specific numbers, add a texture which I found, I searched for a bump texture:

- In google - added the texture to the displacement shader, then increases the black points inside the shader options, so it was really dark, in hindsight I should have made it darker. I'll keep working on it. Then I changed the specular and texture things on the red lace of the baseball. I added a landscape primitive, in the attributes menu of the object, I checked the box spherical, to make it so. Then fiddled with the option decreasing the segment point etc.. then I added a brown texture with the bump, no specular. Basically made it look like debris, dirt. Then went on to add an emitter object in the Simulate menu, make them a child of the green emitter object (because it is a generator object which makes geometry), the object will now spit out these debris things which you have made. Happy Days! Then align these up with the back of the ball in the viewport, so it looks like the ball is flying through space. TBC.
(ps I also added an Omni light which is in the opposite position to the softbox, which at present is too bright, so it overexposes the ball a bit much. There is also a camera in the scene, which should have DOF on but doesn't seem to be doing much).
תגובות