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:DOCUMENTATION:
Glossy shader is created just like any other Maya shader. Simply go in to the hypershader and find the Glossy shader and click. Then apply to an object as you normaly would. |
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| Click the Glossy shader icon to make one. | ||||||||||
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:ATTRIBUTE INFORMATION:
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:COLOR:
The surface color of the object. :TRANSPARENCY: Controls how transparent or opaque the material is. Black means completely opaque (the default), and white means completely transparent. :AMBIENT COLOR: Controls how much ambient color to color to add on the object. If there are ambient lights in the scene, then the color and brightness of those lights is used to control how much the ambient color contributes to the final color of the material. :INCANDESCENCE: makes a material appear opalescent, as if it were emmitting light itself, such as lava or a phosphorescent moss. :BUMP MAPPING: Will make the surface of the object appear to be rough with texture. Object appears to rough but its only happening during render time. Geometry of the Object is not affected. :DIFFUSE: controls how much of the light in the scene is reflected from the object. Most materials absorb some of the light falling on them, and scatter the rest. :TRANSLUCENCE: Simulates the way light diffusely penetrates through translucent objects. This means that when light shines on one side of the object, the other side is partially illuminated. :ROUGHNESS: Controls how big your specular highlights (also called 'hot spots') will be. The range is 0 to 0.9999, with larger values making larger highlights. Smaller values make objects appear more finely polished. :SHARPNESS: Controls the sharpness of the specular highlight :SPECULAR COLOR: Controls the color of the specular highlight. :REFLECTIVITY: Controls how reflective the object is, Higher values will make the object reflect its environment more. :REFLECTED COLOR: Controls the reflection color. |
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