2010

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As you work with shading, youll find many attributes that have no effect
in the scene view, for instance, Ambient Color and Translucence.
Generally, the scene view is a rough approximation of how the scene will
render.
The IPR renderer is ideal for testing shading. It shows the results of all
changes you make to shading and shows them immediately. There is
only one attribute change the IPR renderer does not showreflectivity.
See the next step for details.
Some attribute changes such as reflectivity and reflections are not
displayed by the Material Sample.
Material types
A material type (also referred to as a shading model) defines how a particular
shading material on a surface simulates a natural reaction to light. Blinn,
Phong, and Lambert are a few examples of material types available in Maya.
Each of these material types provide distinct shading characteristics based on
the mathematical algorithms that define them.
From the settings youve made so far, you may decide you want to give the
orange a different look than possible with the Blinn material. You will now
change to a different material for comparison.
To set the material type
1 Next to the Type attribute near the top of the Attribute Editor, pull down
the menu and select Phong E.
Phong and Phong E are variations of the Lambert material type, with
specular highlights added. The main difference between materials is the
way each handles specularity. By switching between the material types,
you can compare which material gives you the specularity you need.
470 | Chapter 9 Rendering