Datasheet

Project: Creating Lights and Shadows 17
As you adjust the materials, render out additional tests in the Render View window. To
save time, render out only the region of interest. You can defi ne a region by LMB+dragging
in the Render View render area to form a red region box. After releasing the mouse, click the
Render Region button.
Aside from the Color and Diffuse attributes, it’s important to adjust attributes control-
ling specular highlights. For example, the render shown in Figure 1.17 features black plas-
tic parts with intense specular highlights. The highlights reduce the overall contrast for
the plastic surfaces and thus make them appear milky. In particular, the Ear_Cup geom-
etry carries large areas that verge on pure white. To defeat the overly intense specular high-
lights, adjust the Eccentricity, Specular Roll Off, and Specular Color attributes. Reducing
Eccentricity creates a smaller highlight. Lower Specular Roll Off and/or Specular Color
values reduce the highlight intensity. For the Ear_Cup geometry, the following settings
work well (assuming the Key light’s Intensity is set to 0.4):
Color: Dark gray (RGB values 0.02, 0.02, 0.02)
Diffuse: 0.3
Eccentricity: 0.15
Specular Roll Off: 0.3
Specular Color: Medium gray (the default value)
Each material may require its own unique set of specular settings (see Figure 1.18).
Note that you can change the Specular Color to a nonwhite color. For example, the head-
phone’s grommets are a semitransparent plastic. By setting the corresponding materials
Specular Color to a yellow-gold, the highlight becomes more subtle.
Figure 1.17
Headphones lit with
an area light serving
as a key. The Diffuse
and Color attributes
of several materials
are adjusted. A
sample file is saved
as headphones
-step2.ma on
the DVD.
903278c01.indd 17 4/13/11 10:08:49 AM