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Part IV: Materials, Cameras, and Lighting Basics
FIGURE 16.7
Materials with the Anisotropic shader applied have elliptical highlights.
Tip
The Multi-Layer shader is useful to give a material a sense of surface depth. For example, it can give the illusion of
a layer of shellac on wood or a layer of wax on tile. n
FIGURE 16.8
Materials with a Multi-Layer shader applied can have two crossing highlights.
Oren-Nayar-Blinn shader
The Oren-Nayar-Blinn shader is useful for creating materials for matte surfaces such as cloth and fabric. The
parameters are identical to the Blinn shader, with the addition of the Diffuse Level and Roughness values.
Metal shader
The Metal shader simulates the luster of metallic surfaces. The Highlight curve has a shape that is different
from that of the other shaders. It is rounder at the top and doesn’t include a Soften value. It can also accept
a much higher Specular Level value (up to 999) than the other shaders. Also, you cannot specify a Specular
color. All other parameters are similar to those of the Blinn shader. Figure 16.9 shows several materials with
the Metal shader applied. These materials differ in Specular Level values, which are (from left to right) 50,
100, 200, 400, and 800.
Note
For the Metal shader, the specular color is always the same as the material’s diffuse color. n
Strauss shader
The Strauss shader provides another alternative for creating metal materials. This shader has only four
parameters: Color, Glossiness, Metalness, and Opacity. Glossiness controls the entire highlight shape. The
Metalness value makes the material appear more metal-like by affecting the primary and secondary high-
lights. Both of these values can range between 0 and 100.
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