8

1334 Chapter 16: Material Editor, Materials, and Maps
Clickthemapbuttontoassignamaptothe
specular level component. See
Specular Level
Mapping (page 2–1342)
.Thisbuttonisashortcut:
you can also assign specular level mapping in the
Maps rollout (page 2–1315)
.
Glossiness—Affects t he size of the specular
high light. As you increase the value, the highlight
gets smaller and the material appears shinier.
Default=25.
Clickthemapbuttontoassignamaptothe
glossiness component. See
Glossiness Mapping
(page 2–1342)
. This button is a shortcut: you can
also assign specular level mapping in the
Maps
rollout (page 2–1315)
.
Anisotropy Controls the anisotropy, or shape, of
the highlight. At 0, the hig hlight is round. At 100,
the highlig ht is extremely nar row. One axis of the
Highlight g raph changes to show changes in this
parameter. Default=50.
Orientation—Changes the orientation of the
highlight. The sample slot shows changes in
orientation. This is a value in degrees that can
range from 0 to 9,999. Default=0.
Highli ght gr aph—These two intersect ing curves
showtheeffectofadjustingthevaluesofSpecular
Level, Glossiness, and Anisotropy. As you decrease
Glossiness, the curves g row wider; as you increase
Specular Level, the curves grow taller. As you
adjust Anisotropy, the white curve changes to
show how wide or narrow the hi ghli ght is.
B linn, Oren-Naya r-B linn, and
Phong Highlights
Material Editor > Standard material > Blinn,
Oren-Nayar-Blinn, or Phong Basic Parameters rollout >
Specular Highlight group
Material Editor > Raytra ce material > Raytrace B asic
Parameters rollout > Shading: Blinn, Oren-Nayar-Blinn, or
Phong > Specular Highlight group
The
Blinn (page 2–1321)
,
Oren-Nayar-Blinn
(page 2–1323)
,and
Phong (page 2–1323)
shaders
all have circular highlights and share the same
highlight controls. Blinn and Oren-Nayar-Blinn
highlights are somewhat softer and rounder than
Phong hig h lights.
Note: For the
Raytr ace material (page 2–1353)
,the
Specular Color component appears in the Specular
Highlight group. Also, highlight controls that dont
per tain to the current shader are labeled “N/A.
Procedures
To increa se or decrease the st rength of a h ighlight:
Change the value of Specular Level.
The intensity of the Highlig ht curve and the
highlight in the preview change. At 0% specular
level, there is no highlig ht. At 100% specular
level, the curve is at its maximum heig ht with no
overloading. At va lues greater than 100%, the
curve is overloaded: it grows wider, and a wider
area is at the maximum highlight intensity.
TheshapeoftheHighlightcurveaffectsthe
blending between the specular and diff use color
regions of the material. The steeper the curve,
the less blending there is and the sharper the
edge of the specular highlig ht.
To incr ease or decr ease the size of a highlight:
Change the Glossiness value.
The width of the Highlight curve and the
highlight in the preview change. At 0%