4/23/2021 0 Comments Maya Material Editor
This is not an official translation and may contain errors and inaccurate translations.Autodesk does not warrant, either expressly or implied, the accuracy, reliability or completeness of the information translated by the machine translation service and will not be liable for damages or losses caused by the trust placed in the translation service.I do not have a main menu in the Hypershade panel to access it so that option is gone.
That sounds like it will work and Ill try that if the problem arises again. Before I received your response, I found that deleting the preferences folder restored the Hypershade window and panels to the original defaults. While holding down right-click, select Assign new material and select Lambert. Each shader is mathematically different, but for the purposes of this class you dont need to know about those differences. However, if you are interested, you can always look it up on google. They are used to simulate flat, dull materials like skin, unfinished wood, rubber, or anything that is not shiny. The most important attributes to play with in Lambert are the color and the diffuse, which represents how well light spreads across the surface. The first image below shows a Lambert shader with 0.8 diffuse level. The second image shoes a Lambert shader with a 0.5 diffuse level. Anything with any sort of highlight will likely fall under one of these types. Metal objects, glass, smooth plastics, or pretty much anything with any sort of a glossy surface all look good as either a Blinn or a Phong. The exact difference between these is how the model works internally, choosing between them for any given object is really just a matter of taste. The sliders in the specular shading section of the attribute editor are the most important for fine tuning the look of these types of materials. Note that Blinns and Phongs still have the same common attributes like color, diffuse, and transparency that Lamberts do. That is, you can force the shader to be shinier in the U direction than in the V. This is useful for objects that are made of brushed metals and such. Again the specular shading section contains the sliders of interest. This is useful for building shader networks for wierd effects like toon. There are two types of textures we care about for now: 2D and 3D. With a 3D texture, objects appear to be carved out of a substance, such as rock or wood. You can scale, rotate and move 3D textures interactively in a scene view to achieve the desired results. We will go into more detail about rendering in a later lab, but for now just use the settings we describe below. There are a lot of settings, and again dont worry about it yet. For now, go to the Common tab and scroll down to Image Size. Since we have these awesomely powerful computers, lets render at half HD at 960x540. The last thing to do is go to the Quality tab and change the Quality Presets to Production.
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