Monday, February 21, 2011

Maya Shading Tutorial -Week 5


This tutorial is a brief defintion of diffuse reflections. The shader applied to the object in Maya will look different based on how light works on the object. A surface of bumpy, coarse material will send photons of light scattered in all areas of space, which creates a bright, somewhat glowing surface. A polished and uniform surface will make light travel symmetrically away from the direction it was received. The resulting surface is able to recreate its surroundings, however, with a distorted effect depending on the shape of the object.

I decided to experiment with shaders and materials in Maya to see what kind of transparency could result from it. I applyed a few different materials to my cup object and tweaked the transparency. I didn't seem to be getting very far with the shaders, so I assigned a blinn and made the color a dull turquiose. Increasing the transparency within the attribute editor gave the look of a frosted glass. Increasing such point value considerations as diffuse, ambient color, incandescence, and transluscence didn't seem to effect the material whatsoever. I will learn more about all of these material considerations in the future.

The first render, shown at the left, was not the correct effect. It looks like a negative space drawing of some kind. 

This image was created by taking the first image and decreasing the ambient color to zero and leaving incandescence to just above zero. This is more of the effect I was hoping for in this object.

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