MATERIALS AND TEXTURES CGDD 4113

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MATERIALS AND TEXTURES
CGDD 4113
MATERIALS
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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
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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
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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
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