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Surface shading
Shading
Swatch rendering for any renderer
Surface texture
In
visual arts, a texture is any kind of surface detail, both visual
and tactile. In Maya, you create surface detail with textures connected
to the material of objects as texture maps. (Materials define a
the basic substance of an object; see
Surface shading for
more details.)
For more information on texture maps, see
Texture mapping.
Factors beyond basic color, transparency, and
shine (see below) that determine the appearance of an object’s surface
include:
You can also bake illumination and color to
a texture that you can later apply to objects in a scene. See
Baking illumination and color.
Color
You can work with color in Maya in so many different
ways. Here are some of the most common:
- Change
the basic color of an object by adjusting the color attribute of
a material applied to the object. To find out more about material
node attributes, see
Render node attributes.
- Apply
a texture as a color map to the material’s color attribute.
- Use
a Ramp Shader for extra control
over the way color changes with light and view angle. You can simulate
a variety of exotic materials and tweak traditional shading in subtle
ways. For a description of the Ramp Shader, see
Ramp Shader.
- Expand,
enhance, or manipulate colors in applied textures using the Color utilities.
For example, you can blend colors, adjust contrast, and convert HSV
to RGB. For a description of each of the color utilities and what
you can use them for, see
About Color Utilities.
Transparency
You can work with the
transparency of an object in the following ways:
- Change
the transparency level of an object adjusting the transparency attribute
of a material applied to the object. To find out more about material
node attributes, see
Render node attributes.
- Apply
a texture as a transparency map to the material’s transparency attribute
to designate which areas of an object are opaque, transparent or semi-transparent.
Specular highlight (shine)
You can work with the shininess of objects in
your scene in the following ways:
- Change
the intensity and size of the specular highlights of an object by adjusting
the Specular Shading attributes
of a material applied to the object. To find out more about material
node attributes, see
Render node attributes and
Common surface material Specular Shading attributes.
- Apply
a texture as a specularity map to the material’s Specular
Color attribute to designate which areas of an object
shine (and the color of the highlights).
- For
more information about texture mapping, see
Texture mapping.
- To
map a 2D or 3D texture, see
Texture mapping.
NoteOnly materials with specular attributes
(
Anisotropic,
Blinn,
Phong, and
PhongE)
have surface highlights. The
specular highlight is
the white shiny glow on the material.
What are specular highlights?
Some surfaces are shinier than others (for example
a wet fish has a shinier surface than a dry leaf). Depending on
how shiny a surface is, it reflects light in different ways.
Shiny objects reflect light directly; matte
objects diffuse light. Specular highlights show the places on the
object where the light sources are reflected at consistent angles;
reflections on an object show, among other things, light bounced
from surrounding objects.
Specular highlights depend directly on the view
(camera), not the position of the light, like diffuse shading does.
TipThe Blinn material
is recommended for shiny surfaces in animations. Highlights on other
specular materials, like Phong and PhongE,
may flicker when animated.
Highlights
The size of a specular highlight on a surface
makes the surface look either flat or shiny.
Highlight color
You
can control the color of highlights on surfaces.
Reflections
You
can control the degree of reflectivity as well as other surface
properties like refracted color.