nomuse opened this issue on Sep 16, 2005 ยท 31 posts
nomuse posted Thu, 29 September 2005 at 3:28 PM
For this image I wrote a simpler greeble for the deck plating, and added another procedural shader to the Anything Grooves objects; it changes both color and highlight value via the Shader Ops "Squares" generator, and adds a bit of bump-mapping.
There are two lights; a distant light, and an Anything Glows object suspended over the girl just out of camera range. The StarBright stars were comped in with an alpha channel render.
The girl also has a bit of shader fun on her. The skin shader uses a multi-channel mixer to apply two colorized versions of the base texture from Thorne, with Fake Fresnel controlling the blend. There is a slight glow in the "away from camera" channel as well. In fact, all of the clothing has complex shaders applied to modify the texture maps; much of it using Fake Fresnel operators.
Working on ideas for massive concrete and rusted plates of steel now: for the next image in the series.