shadowrelm opened this issue on Sep 13, 2009 · 19 posts
replicand posted Sun, 13 September 2009 at 1:25 PM
The wall texture, like the other one, is procedural. The wall geometry was exported from a modeler, everything else is straight Poser.
There is a low intensity IBL set to dark blue. There is a low intensity infinite light set to the same dark blue with its diffuse component dialed down. And of course there's an orange spot light, which has a 4X multiply node into light intensity in order to see it's affect on the wall. This unfortunately blows out the specular, which dialed way down.
I still like the first image better and it took far less time to tune.