11. Now let’s look at the Diffuse section. This sets the colour of the material. The diffuse map can be a solid colour or any 2D content. You can also create a diffuse map by painting directly on the model. We’ll use a cloud photo as the model’s diffuse texture. First, delete the existing diffuse texture map by clicking on the icon next to the colour. Click on the same icon again and choose Load Texture. Open Material - Diffuse. psb from the cover CD. You’ll notice that under our ‘SwirlAbstractObj’ layer, there is now a Diffuse texture layer, which you could use to toggle visibility.
12. Next, we’ll use the Environment setting: create a new texture for this attribute with the same settings as our Diffuse – 1024-x-1024 pixels. The environment attribute stores the image of the environment surrounding the 3D model. Since we’re not looking for precise reflections, copy the ‘BG’ layer, which is the photo of the empty room, and paste it into the newly created Environment texture map. Scale it down to fit the document size (there’s pre-made environment texture map on the cover CD). Go back to the main canvas. Notice any difference? No? That’s good, because nothing is supposed to happen until you turn Reflections on.
13. In the Reflectivity attribute, set the input to 20 – there’ll now be 20% reflectivity of the environment. If you’d like your 3D model to be super-reflective, you would set the reflectivity higher. Your 3D model should now look seamlessly integrated into the photograph’s environment. All that’s missing is shadows on the floor, some depth of field, and some final colour adjustments.