Forum Archive › BC1-1908 Homework, Mona Loren › Reply To: BC1-1908 Homework, Mona Loren
Week3-Day 1--Material Wood
Week3-Day 2 -Material Metal
There are not so much material settings but I am permanent tweaking the settings and couldn´t decide what will be the best;)
I guess I will make adjustments again and again until the end. I cannot decide.
Week 3-Day 3 Day of Instance Theory.
This is a tricky one but useful so I spent some hours to get familiar with this.
It easy to delete something that should not deleted 😉 Could be a little more comfortable.
But obviously I dive deep into the subject of data in this class 😉
Week 3 Day 4-Day of Light and some problems
1. UV Map and noise/bump node
Some parts of the UV layout are in x and some in y direction.
So the bump effect on the object is not correct.
Solution: I have made a new material for this part and only change the x-y direction at the noise-node
2. Camera
every time I use Num0 for Camera Setting one plank of the barrel left his place and was flying around.
Couldn´t find the reason why and at the end I killed it. Built a new one according my repetition code.
3. Camera again
For some reason I had to go into “view-camera” and set the selected object (camera) as camera.I cannot explain it in a better way, was very strange
Didn´t work otherwise and I deleted and add a lot of cameras today.
4. world material setting & first test render
My first test render showed some white areas wihtout texture.Took me a while to figure out why.
I selected the collection and use “instance to scene” and “M” for the collection I wanted.
But there were some “backups” in this collection – selection also viewport and render disable.
But it was copied to the instance and were overlapping my original mesh.
First Render Test

I surely will tweak all setting several times.
I am not sure If I like it. Perhaps I will make the planks bigger or in the other direction.
Change a little bit the overall color……
But at the moment I am hoping the compositing will not be so exiting as these settings so far 😉