9

Material Components 1399
Several different shaders are available. Some of
these are not available for the Raytrace material, as
indicated below. Blinn is the most general-purpo se
of these shaders. The others have special purposes,
especially regarding how the material creates
high lights.
Anisotropic (page 2–1480)
Createssurfaceswithnoncircular,"anisotropic"
high lights; good for modeling hair, glass, or
metal.
Blinn (page 2–1480)
Creates smooth surfaces with some shininess; a
general-purpose shader.
Metal (page 2–1481)
Creates a lustrous metallic effec t.
Multi-Layer (page 2–1481)
Creates more complex highlights than
Anisotropic by layering two anisotropic
high lights.
Not available for Raytrace material.
Oren-Nayar -Blinn (page 2–1482)
Creates good matte surfaces such as fabric or
terra-cotta; similar to Blinn.
Phong (page 2–1480)
Creates smo oth surfaces with some shininess;
similar to Blinn, but doesn’t handle highlights
(especially glancing highlig hts) as well.
Strauss (page 2–1483)
Creates both nonmetallic and metallic surfaces;
has a simple set of cont rols.
Not available for Raytrace material.
Translucent (page 2–1484)
Translucent shading is similar to Blinn shading,
butitalsoletsyouspecifytranslucency,where
lightisscatteredasitpassesthroughthe
material. You can use translucency to simulate
frosted and etched g lass.
Not available for the Raytrace material.
Material Components
Amaterialscomponentsdescribeitsvisual
and optical properties. The components in
the Architectural material (page 2–1535) are
based on physical qualities; for example, diffuse
color, shininess, transparency, and so on. The
components in a Standard material (page 2–1465)
include color components, highlight controls,
self-illumination, and opacity. Like the Standard
material, the Raytrace material (page 2–1512) uses
anonphysicalmodeltodescribesurfaces.
Standard and Raytrace material components vary
depending on which shader (page 2–1398) you use.
Yo u c a n a s s i g n m a p s t o m o s t c o m p o n e n t s ,
including color components such as Diffuse,
and value components such as Transparency or
Opacity. Maps can incr ease the complexity and
realism of the material’s appearance.
Light s a nd S hading
Materials work in combination with lights (page
2–1272). T he intensity of light that falls on a
surface determines the intensity of color to display.
Three factors contribute to the intensity of light
where it falls on an object:
Light i ntens i ty: A light’s original intensity at
its point of origin.
Angle of in cidence: The more a surface
inclines away from the light source, the less light
it receives and the darker it appears. The angle
between a ray of light and the face normal (page
3–980) of a surface is the angle of incidence for
that face.
When the angle of incidence is 0 degrees (that
is, the light strikes the face per pendicularly),
thefaceisilluminatedatfullintensityunless