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	<title>Attic:Old/Manual/PartIV/Environment Maps 2.31 - 版の履歴</title>
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		<title>Yamyam: 1版 をインポートしました</title>
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		<updated>2018-06-28T17:46:39Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
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		<author><name>Yamyam</name></author>
		
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		<id>https://wiki.blender.jp/index.php?title=Attic:Old/Manual/PartIV/Environment_Maps_2.31&amp;diff=45181&amp;oldid=prev</id>
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&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Page/Header|2.31|Manual/PartIV/Bump and Normal Maps|Manual/PartIV/Displacement Maps}}&lt;br /&gt;
&lt;br /&gt;
[[Doc:Manual/Textures/Types/Environment Maps|A newer version of this section is available.]]&lt;br /&gt;
&lt;br /&gt;
The shiny surfaces that Blender generates show specular highlights. The&lt;br /&gt;
ironic thing about these specular shaders, though, is that they are&lt;br /&gt;
sensitive only to lamps. Specifically, specular shaders surfaces show&lt;br /&gt;
you a bright spot as a mirror-like reflection of a lamp.&lt;br /&gt;
This all makes&lt;br /&gt;
sense except that if you turn the camera directly toward the lamp&lt;br /&gt;
you won't see it! The camera sees this light only if it is being&lt;br /&gt;
reflected by a specular shader, not directly. On the other hand, objects&lt;br /&gt;
that appear very bright in your scene (that reflect a lot of&lt;br /&gt;
light to the camera) but are not lamps don't show up in these highlights.&lt;br /&gt;
It is easy enough to make a lamp which is directly&lt;br /&gt;
visible to the camera by placing some renderable object in the scene&lt;br /&gt;
which looks like some appropriate sort of lamp fixture, flame, sun,&lt;br /&gt;
and so on. However, there is no immediate fix for the fact that&lt;br /&gt;
surrounding objects do not show up on specular highlights.&lt;br /&gt;
In a word, we lack ''reflections''. This is the sort of&lt;br /&gt;
problem we will&lt;br /&gt;
address using the technique of environment mapping.&lt;br /&gt;
Just as we render the light that reaches the viewing plane using&lt;br /&gt;
the camera to define a viewpoint, we can render the light that reaches the&lt;br /&gt;
surface of an object (and hence, the light that might ultimately be&lt;br /&gt;
reflected to the camera).&lt;br /&gt;
Blender's environment mapping renders a&lt;br /&gt;
cubic image map of the scene in the six cardinal directions from any&lt;br /&gt;
point. When the six tiles of the image are mapped onto an object using&lt;br /&gt;
the {{Literal|Refl}} input coordinates, they create the visual&lt;br /&gt;
complexity that the eye expects to see from shiny reflections.&lt;br /&gt;
&lt;br /&gt;
{{Note|Note|&lt;br /&gt;
It's useful to remember here that the true goal of this technique is&lt;br /&gt;
''believability'', not ''accuracy''. The&lt;br /&gt;
eye doesn't need a&lt;br /&gt;
physically accurate simulation of the light's travel; it just needs to&lt;br /&gt;
be lulled into believing that the scene is real by seeing the complexity&lt;br /&gt;
it expects. The&lt;br /&gt;
most unbelievable thing about most rendered images is the sterility,&lt;br /&gt;
not the inaccuracy.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The first step to follow when creating an environment map is to define the&lt;br /&gt;
viewpoint for the map. To begin, add an empty to the scene and place it&lt;br /&gt;
''in the specular position of the camera with respect to&lt;br /&gt;
the reflecting surface''. (This is possible, strictly speaking,&lt;br /&gt;
only for planar reflecting surfaces.)&lt;br /&gt;
Ideally, the location of the empty would mirror&lt;br /&gt;
the location of the camera across the plane of the polygon onto which&lt;br /&gt;
it is being mapped. It would be ridiculously difficult to create a&lt;br /&gt;
separate environment map for every polygon of a detailed mesh, so we&lt;br /&gt;
take advantage of the fact that the human eye is very gullible.&lt;br /&gt;
In particular, for relatively small and complex objects,&lt;br /&gt;
we can get away with simply placing the empty near the&lt;br /&gt;
center. We name the empty {{Literal|env}} so that we can refer to&lt;br /&gt;
it by name&lt;br /&gt;
in the environment map settings.&lt;br /&gt;
We will create a reflective sphere over a reflective plane, using the set&lt;br /&gt;
up depicted in&lt;br /&gt;
''Environment Map utilization example''.&lt;br /&gt;
[[Image:Manual-Part-IV-EnvMap01.png|frame|none|Environment Map utilization example]]&lt;br /&gt;
Note the 'env' Empty is placed exactly below the camera, at a distance&lt;br /&gt;
from the reflecting plane&lt;br /&gt;
equal to 3 blender units, which is equal to the height of the camera over&lt;br /&gt;
the same plane.&lt;br /&gt;
Now, let's place some lights, leave the sphere without a given&lt;br /&gt;
material,&lt;br /&gt;
and move the plane to a ''different layer''. For&lt;br /&gt;
example, say that everything is&lt;br /&gt;
on layer 1, except for the plane which is in layer 2.&lt;br /&gt;
Give the plane a low {{Literal|Ref}} and&lt;br /&gt;
{{Literal|Spec}} material&lt;br /&gt;
and add a texture on channel two with the parameters in ''Reflecting plane material.''.&lt;br /&gt;
[[Image:Manual-Part-IV-EnvMap02.png|frame|none|Reflecting plane material.]]&lt;br /&gt;
Note both the {{Literal|Refl}} mapping and the&lt;br /&gt;
{{Literal|Cmir}} effect.&lt;br /&gt;
We use channel 2 and not 1 because we will need channel 1 later on&lt;br /&gt;
in this example.&lt;br /&gt;
[[Image:Manual-Part-IV-EnvMap03.png|frame|none|Reflecting plane EnvMap settings.]]&lt;br /&gt;
Now define the newly assigned texture as an&lt;br /&gt;
{{Literal|EnvMap}}&lt;br /&gt;
in the Texture Buttons ({{shortcut|F6}}) (''Reflecting plane EnvMap settings.'').&lt;br /&gt;
In the {{Literal|Envmap}} Panel, note the {{Literal|Ob:}} field containing the name&lt;br /&gt;
of the Empty with respect to which we compute the EnvMap. Note also&lt;br /&gt;
the resolution of the cube on which the EnvMap will be computed and,&lt;br /&gt;
most important, the {{Literal|Don't render layer:}} buttons.&lt;br /&gt;
Because the EnvMap is computed from the Empty location it must have&lt;br /&gt;
an&lt;br /&gt;
unobstructed view of the scene. Since the reflecting plane would&lt;br /&gt;
completely&lt;br /&gt;
hide the sphere, it must be on its own layer&lt;br /&gt;
which must be marked as 'Not renderable' for the EnvMap calculation.&lt;br /&gt;
Pressing {{shortcut|F12}} starts the rendering process. First, six different&lt;br /&gt;
square images comprising&lt;br /&gt;
the EnvMap are computed, after which the final image is produced, of&lt;br /&gt;
the sphere reflected over the&lt;br /&gt;
plane.&lt;br /&gt;
[[Image:Manual-Part-IV-EnvMap04.png|frame|none|Sphere on a reflecting surface.]]&lt;br /&gt;
To add more visual appeal to the scene, add a big sphere&lt;br /&gt;
encompassing&lt;br /&gt;
the whole scene and map a sky image onto it to fake a real, cloudy&lt;br /&gt;
world. Then add a new Empty in the center of the Sphere and move the&lt;br /&gt;
Sphere&lt;br /&gt;
to Layer 3. Next, give the sphere an EnvMap exactly as you did for&lt;br /&gt;
the plane (but this time&lt;br /&gt;
layer 3 must not be rendered!)&lt;br /&gt;
Now add some cylinders, to make the environment even more&lt;br /&gt;
interesting,&lt;br /&gt;
and, before pressing {{shortcut|F12}} return to the plane's texture and press&lt;br /&gt;
the {{Literal|Free Data}} button. This will force Blender to&lt;br /&gt;
recalculate the EnvMap&lt;br /&gt;
for the new, different, environment.&lt;br /&gt;
This time in the rendering process twelve images, six for each&lt;br /&gt;
EnvMap, will&lt;br /&gt;
be computed. The result is in ''Reflecting sphere on a reflecting surface.''.&lt;br /&gt;
The sphere is shiner than the plane due to slightly different&lt;br /&gt;
settings in the materials.&lt;br /&gt;
[[Image:Manual-Part-IV-EnvMap05.png|frame|none|Reflecting sphere on a reflecting surface.]]&lt;br /&gt;
But wait, there is a problem! The Sphere reflects the Plane, but the&lt;br /&gt;
Plane reflects a dull grey Sphere!&lt;br /&gt;
This is because the Plane EnvMap is computed&lt;br /&gt;
''before''&lt;br /&gt;
the sphere EnvMap. As such, when it is computed the sphere&lt;br /&gt;
is still dull grey, while when the Sphere EnvMap is computed the&lt;br /&gt;
plane&lt;br /&gt;
already has its Reflection.&lt;br /&gt;
To fix this locate the {{Literal|Depth}} Num Button&lt;br /&gt;
in the {{Literal|Envmap}} panel of the Texture buttons&lt;br /&gt;
and set it to 1 both for the plane and the sphere EnvMap texture.&lt;br /&gt;
This force recursive computation of EnvMaps. Each EnvMap is&lt;br /&gt;
computed, then they are recomputed as many times as 'Depth' is&lt;br /&gt;
set to, always one after the other. The result is in&lt;br /&gt;
to fix this ''Reflecting sphere on a reflecting surface with multiple&lt;br /&gt;
reflections.''.&lt;br /&gt;
[[Image:Manual-Part-IV-EnvMap06.png|frame|none|Reflecting sphere on a reflecting surface with multiple&lt;br /&gt;
reflections.]]&lt;br /&gt;
Now, if you are still wondering why the first texture channel of the&lt;br /&gt;
Plane material&lt;br /&gt;
was kept empty...&lt;br /&gt;
Add a new texture to the first channel of the plane material.&lt;br /&gt;
Make it {{Literal|Glob}}, affecting the&lt;br /&gt;
{{Literal|Nor}}&lt;br /&gt;
with a 0.25 intensity (''Additional texture set-up for BumpMapping.'').&lt;br /&gt;
[[Image:Manual-Part-IV-EnvMap07.png|frame|none|Additional texture set-up for BumpMapping.]]&lt;br /&gt;
This new texture should be of {{Literal|Stucci}} type; tune&lt;br /&gt;
the {{Literal|Noise Size}} down to 0.15 or so.&lt;br /&gt;
If you now render the image the plane will look like rippled water&lt;br /&gt;
(''Reflecting sphere on a reflecting water with multiple&lt;br /&gt;
reflections.'').&lt;br /&gt;
[[Image:Manual-Part-IV-EnvMap08.png|frame|none|Reflecting sphere on a reflecting water with multiple&lt;br /&gt;
reflections.]]&lt;br /&gt;
You must have the BumpMap on a channel preceding the EnvMap because&lt;br /&gt;
textures are applied in sequence. If you were to do this the other&lt;br /&gt;
way around the reflection&lt;br /&gt;
would appear to be broken by waves.&lt;br /&gt;
You can save EnvMaps for later use and load them with&lt;br /&gt;
the pertinent buttons in the Texture Buttons. You can also&lt;br /&gt;
build your own envmap. The standard is to place the six&lt;br /&gt;
images mapped on the cube on two&lt;br /&gt;
rows of three images each, as in ''The EnvMap as it is stored.''.&lt;br /&gt;
[[Image:Manual-Part-IV-EnvMap09.png|frame|none|The EnvMap as it is stored.]]&lt;br /&gt;
Blender allows three types of environment maps, as you can see in ''Reflecting plane EnvMap settings.'':&lt;br /&gt;
&lt;br /&gt;
*{{Literal|Static}} - The map is only calculated once during an animation or after loading a file.&lt;br /&gt;
*{{Literal|Anim}} - The map is calculated each time a rendering takes place. This means moving Objects are displayed correctly in mirroring surfaces.&lt;br /&gt;
*{{Literal|Load}} - When saved as an image file, environment maps can be loaded from disk. This option allows the fastest rendering with environment maps.&lt;br /&gt;
&lt;br /&gt;
{{Note|Note|&lt;br /&gt;
You can animate the water of the previous example&lt;br /&gt;
by setting an IPO for the {{Literal|ofsX}}&lt;br /&gt;
and {{Literal|ofsY}} values of the texture placement&lt;br /&gt;
in the Material Buttons. Rendering the animation would then show&lt;br /&gt;
moving ripples on the surface, with reflections changing accordingly!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Note|Note|&lt;br /&gt;
The EnvMap of the Plane needs to be computed only once&lt;br /&gt;
at the beginning if nothing else moves! Hence it can be&lt;br /&gt;
{{Literal|static}}.&lt;br /&gt;
The Envmap on the sphere is another matter, since it won't reflect&lt;br /&gt;
the changes in the reflections in the water unless it is computed&lt;br /&gt;
at each frame of the animation. Hence it should be of type&lt;br /&gt;
{{Literal|Anim}}.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If the camera is the only moving object and you have a reflecting&lt;br /&gt;
plane, the Empty must move too and you must use&lt;br /&gt;
{{Literal|Anim}}&lt;br /&gt;
EnvMaps. If the object is small and the Empty is in its center, the&lt;br /&gt;
EnvMap can be&lt;br /&gt;
{{Literal|Static}}, even if the object itself rotates since&lt;br /&gt;
the Empty does not move. If, on the other&lt;br /&gt;
hand, the Object translates the Empty should follow it and the&lt;br /&gt;
EnvMap be&lt;br /&gt;
of {{Literal|Anim}} type.&lt;br /&gt;
Other settings are:&lt;br /&gt;
&lt;br /&gt;
*{{Literal|Filter: }} - With this value you can adjust the sharpness or blurriness of the reflection.&lt;br /&gt;
*{{Literal|Clipsta, ClipEnd}} - These values define the clipping boundaries when rendering the environment map images.&lt;br /&gt;
&lt;br /&gt;
{{Note|Note|&lt;br /&gt;
EnvMap calculation can be disabled at a global level by&lt;br /&gt;
the {{Literal|EnvMap}} Tog Button in the {{Literal|Render}}&lt;br /&gt;
Panel of the Rendering Buttons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Page/Footer|Manual/PartIV/Bump and Normal Maps|Manual/PartIV/Displacement Maps}}&lt;/div&gt;</summary>
		<author><name>wiki&gt;Mindrones bot</name></author>
		
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