Reflections will frequently be inconsistent across a surface. Wear and tear will smudge, or remove, reflection from those damaged sections of an object. With environment map reflections we have to develop strategies to simulate that variation because there is no simple command or button to do this for us. However, we can employ masks to achieve some really quite realistic results using environment maps.
You will need to extract the faucet-blank.blend
file from the faucet-blank.zip
, downloaded in the earlier recipe Creating a mesh object to provide good reflective surfaces. If you have already downloaded and unzipped that file, open it in Blender and rename it as faucet-old-copper-01.blend
. Save this file before continuing with the recipe.
The recipe uses the same environment map as used for the previous exercise. This should be located in the textures sub-directory below where you extracted the zip file. Please...