Monday 7 February 2011

Lecture 3 - Shaders

In order to start making materials you have to chose the relevent shader to make that material. Shaders are similar to the different types of background that you would chose to paint on, for instance, watercolour paper for watercolour paints, sugar paper for pastels, board for acrylics, or canvas for oil paints. You need to use the correct shader in order to produce the right balance of refraction/reflection to make your chosen material.




Anastropic


The anastropic shader is ideal for metal materials, because it changes the shape of the specular from round to elongated via the anastrophy spinner. You can also change the direction of the shine. It works very well for hair where the shaft of the hair catches the light.


Blinn


This is the standard Max default - A basic shader which can be used for most materials, it has a no anastrophy.


Metal


This was in use until the Anastropic shader was introduced, it is more simple in the way it works, there is a dimple in the specular graph, which means that the shader is useful for dull metal materials such as brushed stainless steel.


Muli-layer


This is very good for metalic objects, particularly cars, as it has two layers of specularity. You can also change the colours of the specular layer to add subtle tones.


Orin-Nayer-Blinn

This is much softer in tone than Blinn and produces a very soft feel to the material. It is ideal for organic materials such as skin, velvet, as it slightly absorbs light.


Phong

This is one of the original shaders and is not really used anymore. Gives a plastic feel to a material.


Strauss

This is good for plastic, or can be used for metal, but there are not a lot of parametres and is not utilised much.


Translucent

This is a fun shader - and can be used to produce psychodelic influences on the material, glowing effects etc. It offers translucency, and opacity plus filter colour.

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