9

1484 Chapter 16: Material Editor, Materials, and Maps
Inter face
Co lorControls the color of the material. This
corresponds to the diffuse color (page 3–929)
you specify for other kinds of shaders. With the
Strauss shader, you control only this color. The
shader calculates the ambient and specular color
components.
Click the map button to assign a map to the color
component. See Diffuse Mapping (page 2–1498).
This button is a shortcut: you can also assign color
mapping in the Maps (page 2–1474) rollout.
Glossiness—Affects the size and intensity of the
specular highlight. As you increase the value, the
highlight gets smaller and the material appears
shinier. Default=25.
Glossiness also controls the strength of reflection
maps assig ned to a Strauss material.
Clickthemapbuttontoassignamaptothe
glossiness component. See Glossiness Mapping
(page 2–1502). This button is a shortcut: you can
also assig n glossiness mapping in the Maps (page
2–1474) rollout.
Metalness—Changes the metallic appearance of a
material.IncreasingtheMetalnessvalueincreases
the metallic appearance, with glancing as well as
primary highli g hts. Because a metallic appearance
principally depends on highlights, the Metalness
value has little effect un less you also increase the
Glossiness value. Default=0.
Tip: When you create a metal material, make sure
the backlight (page 2–1432) is on in the sample slot.
Opacit y Sets the opacity/transparency of the
material as a percentage. The effect is best
previewed against a pattern background (page
2–1433) inthesampleslot.Youcancontrolopacity
falloff (page 3–984) in the E xtended Parameters.
Default=100.
Clickthemapbuttontoassignamaptothe
opacity component. See Opacity Mapping (page
2–1503). This button is a shortcut: you can also
assign opacity mapping in the Maps rollout (page
2–1474).
Highlight graph—Thiscurveshowstheeffectof
adjusting the value of Glossiness. As you decrease
Glossiness, the cur ve grows shorter; as you
increase it, the curve grows taller.
Transluce nt Shad er
Material Editor > Sta ndard material > Shader Basic
Parameters rollout > Translucent shader > Translucent
Basic Parameters rollout
The bust on the right has been made translucent.
Translucent shading is similar to Blinn shading,
butitalsoletsyouspecifytranslucency. A
translucent object allows light to pass through, and
also scatters light within the object. You can u se
translucency to simulate frosted and etched glass.
Translucency is inherently a two-sided effect:
w ith the translucent shader, backface illumination
appears on f ront faces. To generate translucency,