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Step 2: Materializer. To create the folds in our cloth, we're going to use KPT6 Materializer. Materializer applies bump maps to images and those bump maps can be used to create the kind of distortions we need for slightly rippled cloth.
Materializer will only ripple the edges of the rectangle if it is not selected. If there is a selection active, it will only work inside that selection.
At this point you could just load the Cloth Basics preset that accompanies this tutorial. We'll go through the settings anyway. The most important panels here are the Texture, 3-D Lighting, and Material Panels. The Texture panel defines what bump map will be used to create the effect, the Material Panel defines the surface properties of the result, and the 3-D Lighting panel defines how the light plays over the material result. The first thing we'll do is set up the Texture panel.
You have now loaded a greyscale texture map that defines the bumps and dents in the surface of our material. The Scale of the map is increased to make larger folds, the Rotation is changed to make the bumps run from the top left to the bottom right, and the Smoothing slider smooths out the roughness of the bumps. If you like, you can also change the Horizontal and Vertical Offset sliders. These control which part of the bump map you see in the material. We set ours to 79% Horizontal, 55% Vertical to get the effect we wanted. |
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Now we move on to the Material Panel to set up the properties of the surface.
The last two slider settings make sure that the folds in the cloth are not too deep, and that the ripples at the edges are not too severe. If the ripples look too strong in the preview, adjust the Distort Amount slider down. |
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Now let's move on to the 3-D Lighting Panel. The first thing we'll do is delete all the lights so that we have a dark surface to start off with.
Now we can add a light. Our aim here is to light up the surface enough that it's fairly bright, with areas of shadow and highlight.
The Sharp/Diffuse button is the bottom of the three buttons to the right of the panel. It defines whether the light should cast a sharp edged wet highlight, or a smoother highlight. In this case we want our main highlight to be smooth because cloth is a 'diffuse' surface. A material such as satin might use a sharp highlight. A light is set to diffuse when the right hand half of the button is white and the left is black. |
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One other thing to do quickly is make sure that the preview in the Environment Panel is completely black (there should be no environment map loaded as cloth does not reflect things). If it is not, press the Clear button in the Environment Panel. Now press the Apply button and we'll move on to the next stage. To spice up the image, we can add a drop shadow to the bottom cloth layer.
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