During rendering the data is substituted, automatically turned into 3D text objects and animated just like the original. If you are interested in making money, this is the feature for you. Text substitution lets you set up an animation once then create variations by simply changing the words in a text file.
In this section, we describe how to bump map a tessellated torus, as depicted in Figure 8-6. Bump mapping a Color Bump torus is more involved than bump mapping a brick wall because the surface of a torus curves. That curvature means that there isn’t a single, fixed rotation from object space to texture space for the entire torus. This means that the rotation matrix required for the wall, and the other rotation matrix required for the floor, are uniform across each flat surface. The C8E5v_bumpAny program permits distinct tangent and normal vectors for every vertex. Figure 8-5 shows how a curved triangular shape requires distinct normal, tangent, and binormal vectors at each vertex.
In DAZ Studio there are 5 different types of shaders including Surface, Light, Volume, Imager and Displacement – with surface shaders being the most common. For the scope of this User Guide, we will only cover surface shaders. Before we jump into the process of applying textures to your figure there are a few concepts we will cover as a foundation. The first concept to understand – what a “Surface” is. It isn’t a terribly difficult concept to master, and you don’t need a vast knowledge of the subject to be successful in DAZ Studio. Having used a 3D printer before, I’m fairly certain that level of detail won’t be noticed in the final print.
After a while, you will need to think more and push your way through enemies. This next texture comes in handy to illustrate the subtlety of Normal Maps. These are textures that simulate relief, called Bump Maps. By definition, they must be black and white, since the grey scale indicating the texture level is the only information available. This texture is basically a shortcut allowing you to show relief on a surface without adding polygons to the model. As an illustration, let’s take a simple, flat, square surface, defined by four interrelated vertices.
Higher values mean that smoother transitions between face normals can also generate a line. Setting this value to 1.0 fills curved objects completely. Custom – Allows for the use of a custom texture as base application material map.