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.
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