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Maya 8.5 Fundamentals Tutorials

Diving In / Material Types pt. 2

Subtitles of the Movie

Moving onto the fong, it has very similar settings, so I'm going to go ahead and close my Attribute Editor, Create Materials, Fong, and drag that new fong material onto this bean here, double click the shader sample and the hypershade to bring up the Attribute Editor, adjust that color, and then I'm going to head down to the specular settings. For this, they're a little bit different. I have something called Cosine power. As this increases, I get a tighter highlight; decreases I get broader. So let's make something that looks very wet by giving it a high cosine power and a white specular color. Back out in my camera view a little bit and render that. You can see I get this very, very sharp highlight on there. You can even see them in the 3D view a little bit, although these views are not perfectly accurate. You're best off rendering. The anisotropic has a unique setting on it. First I'll head to the Hypershade, Create, Materials, Anisotropic. Go ahead and middle mouse drag that on and go ahead and render this. I can see that the highlight is a little odd, and that's because it's not running in the direction that I expect it to. So if I choose that shader sample and look in the Attribute Editor, the specular shading has an angle associated with it. So I can rotate that around to conform to the direction that I expect the grain on my object to be. If I want to be able to view this in my 3D view, one way I can increase the quality is by clicking on Render, High Quality Rendering. Now if I increase the specular color and adjust that angle and throw in a real light; so I'm going to head up to Create, Lights, Point Light. Lift that light up and re-render. And now I can see that shape is conforming a little better to the bean now. Lastly, I'm going to select this final surface and create a surface shader for it. Now I've been showing you the method through the hypershade. In this case, I'm going to show you a different method. Right click on the object itself and choose Assign New Material, and I get that same list, and this time I'll choose Surface Shader. And Surface Shader is mainly controlled by this outcolor. So if I want to create, let's say, a pink shader, I'll adjust that color, hit accept, and now when I render this, I don't get any shading at all. It doesn't matter where my light is in the scene. I'm just going to see that same color shot back at me. So if we back out a little bit now and take a look at these and a render, and there's our final result.

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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