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Mastering
3D Studio MAX R3 |
Using the Anisotropic shader correctly will allow you to pull out the
specular highlights in your materials, thus giving you a more realistic
material.
Metal Shader
The Metal shader is used to create metallic materials. Unlike many of
the other shaders, the Metal shader does not have a Specular color; Metal
surfaces calculate their own Specular color by mixing the Diffuse color
and the color of the light. The parameters that are present in
a Metal shader (see Figure 8.12) are largely the same as those of Blinn
and Anisotropic shaders, with one exception: Glossiness. Typically, Glossiness
would only control the size of the specular highlight, but in a Metal
shader it controls both the intensity and the size of the specular highlights.
FIGURE
8.12 Metal shader basic parameters Now try using
this shader.
- 1. Create a Spindle object and apply a material
to it.
- 2. Render the view so you have something to compare
it to.
- 3. Adjust the Specular Level and watch the change
in your sample sphere. Set it around 95 or so and render the scene.
- 4. Start to change the setting for Glossiness and,
again, watch the sample sphere change.
Multi-Layer Shader
The Multi-Layer shader is exactly like the Anisotropic shader except
that, instead of having controls for one highlight area, the Multi-Layer
has controls for two highlights (see Figure 8.13), thus giving you even
more control over your material.
There is only one setting that is really different between the Anisotropic
shader and the Multi-Layer: Roughness, which controls how quickly the
Diffuse color will blend into the Ambient color. The higher the Roughness
value, the more flat the material appears. (Note that Diffuse Level
here is the same as Diffuse Lev in the Anisotropic shader.)
Lets put this shader to work.
- 1. Create a Torus Knot using the settings shown
in Figure 8.14.
FIGURE
8.13 Multi-Layer shader basic parameters
FIGURE
8.14 Settings for the Torus Knot
- 2. Apply Material #1 to it.
- 3. Adjust the First Specular Layer to these settings:
Color
| Yellow
|
Level
| 60
|
Glossiness
| 0
|
Anisotropy
| 90
|
Orientation
| 0
|
- 4. Adjust the Second Specular Layer to these settings:
Color
| Light blue
|
Level
| 102
|
Glossiness
| 0
|
Anisotropy
| 72
|
Orientation
| 90
|
- 5. Render your scene and notice the different highlights.
Feel free to play around and experiment with the settings, especially
Roughness.
Oren-Nayar-Blinn Shader
The Oren-Nayar-Blinn (or ONB) shader is almost identical to the Blinn,
except that it has additional settings to control the Diffuse area (see
Figure 8.15). Diffuse Level and Roughness, which you have seen in use
in other shaders, are the two parameters that separate the ONB shader
from the Blinn shader.
The ONB shader is very good for simulating any type of soft clothing
or materials.
FIGURE
8.15 Oren-Nayar-Blinn shader basic parameters
Figure 8.16 provides a side-by-side comparison of the ONB shader and
the Blinn shader. The torus on the left has ONB shader and the one the
right has the Blinn shader. Notice how much softer and natural the ONB
one looks; this is the result of the Rough-ness setting.
Try using the Roughness and Diffuse Level settings on a couple of sample
spheres.
FIGURE
8.16 The knot with a Oren-Nayar-Blinn shader
(left) is softer than one with a Blinn shader (right).
Phong Shader
Phong shading smoothes the edges between faces and renders highlights
realistically for shiny, regular surfaces. It calculates faster than other
shaders, but as computers have grown faster, this has become less important.
As mentioned above, Phong has mostly been replaced by Blinn shading.
Strauss Shader
The Strauss shader is used for creating metallic surfaces (see Figure
8.17). The Strauss is very similar to the Metal shader but has fewer options
to choose from.
FIGURE
8.17 Strauss shader basic parameters
You will notice that the Strauss has only one color. This color slot
is very similar to Diffuse in other shaders. The Strauss shader itself
calculates the Ambient value and the specular highlights. As in other
shaders, Glossiness affects the size and the intensity of the specular
highlight. Metalness is the only new parameter in this shader; it changes
the metallic appearance of the material. In order for Metalness to have
any effect, you must increase Glossiness.
Other Material
Types
Lets finish up with materials by taking a look at a couple of other
commonly used types.
The Multi/Sub-Object Type
A Multi/Sub-Object material is simply a material that contains other
materials. Each sub-material is a Standard material, assigned to a different
part of a selected object at the sub-object level of that object.
To change a material type, just click the Type button (its below
the Material Editor sample slots and reads Standard); this
will bring up the Material/Map Browser with the list of material types.
Choose Multi/Sub-Object and, when you are asked about replacing the existing
material, click OK. Since you are changing the material type, MAX wants
to know what you want to do with the old Standard typeDo you want
to discard the old material? or keep the old material as a sub-material?
For this example, just choose Discard Old Material. Figure 8.18 shows
how the Material Editor changes to let you build your new material.
Notice now that the Type button now says Multi/Sub-Object, not Standard.
The Set Number button allows you to define how many sub-materials your
Multi/Sub-Object material will be composed of. For now, click it and type
in 5. You now have a Multi/Sub-Object Material that is made up
of five sub-materials. You can set this number as high as 1,000.
© 2000, Frol (selection,
edition, publication)
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