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way each handles specularity. By switching between the material types,
you can compare which material gives you the specularity you need.
Your settings for the Color and Diffuse attributes are maintained because
they are common to all material types. The Specular Shading and all other
attribute settings do not convert when you change the material, so its
best to choose your material before you make many changes.
2 In the Specular Shading section, you can leave Roughness and Highlight
Size at the default settings. The default highlight settings give the orange
a waxy look.
These attributes are similar to the Blinn attributes, Eccentricity and
Specular Roll Off. Unlike the Blinn counterparts, these highlights do not
appear in the scene view. You can see the highlights only in a rendered
image and in the Material Sample.
3 The Phong E material type has a Whiteness attribute not available with
Blinn. Change Whiteness to a light gray to accentuate the highlights.
This change is subtle, so drag the slider back and forth while watching
the effect in the Material Sample or in an IPR region. Look for the entire
highlighted area to become whiter. Again, a strong highlight will create
a waxy look.
Assigning textures
For an orange, one color may be all that you need. In this section, you will
go a step further by making a logo stamp appear on the orange skin. For this
and other color effects, you need to apply a texture to your material.
In visual arts, a texture is any kind of surface detail, both visual and tactile.
In Maya, a texture is a collection of attributes that creates surface detail.
410 | Chapter 9 Rendering