Diving In / Material Types pt. 1
Subtitles of the Movie
In this rendered view I have five identical objects but they all look different by virtue of the materials that have been applied. So let's take a look at those different material types and how to create them and adjust their settings. Let me go ahead and close this render view, and I've added some little annotation labels here to point out the different material types. First one we see here, this is Lambert, and a Lambert material is a dull surface. It has no shininess or specularity component, so this is good for some types of fabrics, cardboard, anything that has no shine to it at all. The next one we'll take a look at here is the blin material, and blin material can be used for anything from metal to skin to even wood, and the blin is good for anything that's shiny that doesn't have a very tight plastic-like highlight or wet glass, water, those types of very sharp highlights. It's also not used for cases where there's a microscopic groove or grain in the material, such as a brushed metal. So looking at the next one here, this is the fong. Fong material is good for any type of plastic. Ah, things that are wet, glass, things with a very tight specular highlight. This guy, the anisotropic; let me re-rendor that for a second so we can take a look. You'll see here there's a highlight that follows the contour of the object. So this is to suggest that there is some very, very long, thin groove in the surface of the object. You find this with hair and with brushed metal very often. The last one I have back here is a special type of material called a surface shader, and this one does not use the lighting in the scene at all to determine what it looks like. It, instead, just spits back the exact color that you've given it, so it's a very simpler shader. I'm going to go ahead and show you how to manage these materials and create new ones, as well as adjust their settings. I'm going to head up to Window, Rendering Editors, Hypershade. The Hypershade shows me the materials that I have in the scene, and I'm going to go ahead and delete all of the existing ones that are blue. Those are the ones I created. Just press Delete on the keyboard. Okay. If you ever see the materials or the objects in your scene go green like this, it usually means you've deleted the material that you had associated with it, and so it doesn't really know what shader to put on there. By default, you'll see the Lambert shader, the gray Lambert shader, is what's on objects in your scenes. And the way to attach these is to middle mouse click and drag from the hypershade out to the object. So I can quickly throw this gray material back onto my objects. And now I'm going to create a new blin shader by heading up to Create, Materials, Blin. So I'm going to middle mouse drag that blin onto this bean right here and then double click that material to bring up the Attribute Editor. So I have settings for color and the other common attributes that we've seen with the Lambert before. If I drag down now I see specular shading, and this is new. Lambert don't have this setting. So I'm going to adjust my eccentricity, which will broaden the highlight or tighten it and adjust the specular roll-off, which defines the hot spot or the center of that highlight as brighter or duller. And then I can adjust the specular color and you can see that the brighter this is, the shinier the object looks.
Tutorial Information
| Course: | Maya 8.5 Fundamentals |
| Author: | John Park |
| SKU: | 33819 |
| ISBN: | 1-934743-26-7 |
| Release Date: | 2007-11-09 |
| Duration: | 7.5 hrs / 86 lessons |
| Work Files: |
Yes |
| Captions: | For Online University members only |
| Compatibility: |
Vista/XP/2000, OS X, Linux QuickTime 7, Flash 8 |
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