MATERIALS AND TEXTURES CGDD 4113 MATERIALS • Represent the base color of the object • Diffuse – the falloff component • Specular - shininess • Ambient – to avoid complete darkness (simulate lights, subtle) • Emit (Incandescence) – glowing (does not emit light though) ADDING A MATERIAL TO AN OBJECT • First make sure Smooth Shading (5 key) is turned on, not wireframe (4 key) • Right-click on the selected object and hold. Then select Assign New Material. • For now, stick with Phong (pronounced “Fung”) MODIFYING THE MATERIAL • Select the colors by clicking on the swatches • Adjust the strength with the sliders • Important to play around with these settings What the heck is that thing? TEXTURES • Can be: • Procedural – generated by a program (wood, marble, noise) • Images – like bmp, gif, tga, jpg… • Important! Textures are not used for their color alone • Can help describe the specular highlights • Can help describe the surface • Can help with several other things… • No. I still don’t know what it is… USING TEXTURES • The column with the checkerboards is where you load either procedural or image file • Each is independent from one another • Color is just a material • Transparency is a checkerboard • Bump is a fractal A LOOK AT HYPERSHADE • Window->Rendering Editors->Hypershade • Can create new shaders (by starting with a base shader, like Phong) • Double-click for Workspace • Can see in Attribute Channel as well • Right-click to Rename or Assign to currently selected object GRAPH NETWORK