Chapter 7, "Importing and Exporting Models" describes how to work with external 3D objects that can be purchased, or created in other products, and added to your 3D scene. You will see also how to take objects such as clouds and terrain and export them for use in other settings. You will also learn of Poser integration.
Chapter 8, "Creating Your Own Materials" is another one of the features that makes Vue such a great product - its unlimited ability to create what you don't have. With Vue's Material Editor, you can create any texture you can imagine from skin and car paint to cookies and milk.
Chapter 9, "Fun with Functions and Filters" is what you will have if you start creating your own materials. It is through using functions and filters that you see how to create an infinite variety of materials. Here you will see how they can interact to generate the colors and textures that make up your scene.
Chapter 10, "Populating Your World" can be time consuming if you had to place each rock, tree, or plant one by one. Through the use of the EcoSystem you have the ability to automatically add selected objects randomly or — using the Paint tool — paint them in as single items or several instances over an area.
Chapter 11, "Atmospheres" is what gives a feel to a scene. Perhaps it is dark and cloudy, or maybe bright and sunny. Vue's Atmosphere Editor gives you the ability to create some of the most realistic scenes of any product on the market. In this chapter you see how best to emulate what happens in the atmosphere and create it in your scene.
Chapter 12, "Clouds" can be added two ways in Vue. The first is through the Atmosphere Editor, or second by using MetaClouds. In this chapter you will learn how to work with both methods.
Chapter 13, "Planets" are created using alpha planes. That means they always face the camera. In this chapter you will see how best to work with these celestial bodies and give them a realistic appearance.
Chapter 14, "Let the Wind Blow" examines that which you cannot see directly in a scene - the wind. The effects are scattered throughout the software and it is important to keep the wind direction and speed consistent through your scene.
Chapter 15, "Lighting" is just as important as any other feature in a scene. This chapter begins with looking at what light is and how it can affect a scene. Then you will look at the Light Editor to see how best to light a situation.
Chapter 16, "Cameras" are always part of a scene. Like with lighting, the use of cameras can demand a lot of fluency and experience. In this chapter you will learn the basics of creating and managing cameras.








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