(02-05-2013, 08:51 AM)Your Computer Wrote: You're going to want a cubemap for the crystal's HPL material. Soliddiffuse material should work; unless you want it to be somewhat transparent, then translucent would be the one to pick.
As for UV unwrap, i don't think it matters how you unwrap it, since it's a crystal. Just have Blender do a "smart unwrap", then bake the texture.
I think I might of given some mis-information with my earlier screenshot. That was the render, the actual viewport model looks like this...
I'm not sure how to make the viewport show the exact same thing to what is being rendered (I tried GLSL Shading but that didn't work out to well). But since it takes about 3 minutes to Render the darn thing, I don't think I want it doing it in real time.
So because of that, I'm a little confused on how to bake the "texture".
First problem is that it tries to bake the ocean texture I have (
If you look at my first post, picture. You can see two materials) onto the UV.
If I try to disable/remove the ocean material, it just bakes white. I don't know why its ignoring the plain blue UV material. (
Which is the one where I played around with the "Influences" down below.)
Edit: And I think I will go for a cubemap. I want the crystal to atleast be somewhat see-through, and if able to distort images behind it a little if that possible in HPL.