Section outline

  • Spherical Blend Texture
    ::球形混合质地

    This technique maps a spherical blend texture to the outsides of an object.
    ::这种技术将球形混合质感映射到物体的外面.

    Create a new material and name it something intelligent. Create a new texture for this material, change the texture type to Blend, and then in the texture properties, change the blend shape to "Sphere".
    ::创建一个新的材料并给它命名为智能. 创建一个新的质地, 将质地类型更改为Blend, 然后在质地属性中, 将混合形状更改为"球体".


    Back in the material buttons, go the "MapInput" tab and change the texture coordinates to Blank-Blank-Z and Nor and as demonstrated in the next screenshot: 
    ::在材料按中,请进入"MapInput"选项卡,并将纹理坐标更改为Blank-Blank-Z和Nor,如下面的截图所示:


    Finally go the "MapTop" tab, and depress the Emit button and set the Texture Blending Mode to "Add": 
    ::按下发送按,并将纹理混合模式设置为"添加":

    That's all there is to it, and here is how it looks: 
    ::这就是它所要做的,


    Backlighting
    ::背光照明

    This is a technique that a rather famous blender user called "@ndy" uses. Very simple and effective.
    ::这是一个名为"@ndy"的混合器用户使用的技术.

    All you need to do is place a Hemi light BEHIND the object you want to light in respect to the active camera.
    ::您只需要在想要照射的物体后面放置一个 Hemi 灯,

    Breakdown: First add a Hemi lamp to your scene:
    ::细分:首先在你的场景中添加一个Hemi灯:



    Next, Select the lamp THEN press and hold down the Shift key, and select the Camera. Press Control-C to bring up the copy attributes menu, and copy location AND rotation.
    ::接下来,选择灯然后按住Shift键,选择摄像头. 按C控键显示复制属性菜单,复制位置和旋转.



    Now select JUST your lamp, press R to rotate it, then press the X key TWICE to rotate around the local X axis. Using your numpad, key in "180" to rotate the object 180Degrees.
    ::现在选择你的灯,按R旋转它,然后按X键两次旋转在当地的X轴. 使用你的板,键在"180"旋转对象180度.

    All that remains to do is to press G to grab the lamp, then press Z TWICE to move along the local Z axis, and move the lamp until it is past and behind the object of interest. your resulting setup should look something like this:
    ::剩下的就是按G抓住灯,然后按Z两次沿着当地的Z轴移动,并移动灯直到它过去和后面的兴趣对象.



    And here is the rendered result: 
    ::这里是染结果:





    • Color ramp  with input set to normal.
      ::输入设置为正常.

    Pretty straighforward, but many advise against it.
    ::虽然很直接, 但很多人建议不要这样做.

    • Minnaert shader
      ::的影子

    Available in 2.37, "Darkness"<1 actually brightens edge. A cool shader, but not very useful for this purpose.
    ::提供2.37版本, "黑暗"<1实际上会亮出边缘. 一个很酷的遮光器,但不太适合这个目的.