Datasheet

34 Chapter 1: Texturing and Lighting a Product, Part 1
Surface Name SPecular color reflectiVity
Slider_L/R Mid-gray (0.4, 0.4, 0.4) 1
Junction_L/R Mid-gray (0.4, 0.4, 0.4) 0.1
Cup_L/R Mid-gray (0.35, 0.35, 0.35) 0.15
Grommet_L/R Gold (0.5, 0.4, 0) 0.2
Light_Box (Floor material) Default gray (0.5, 0.5, 0.5) 0.3
Note that the Color of the material assigned to the Slider surface does not matter.
When Refl ectivity is set to 1.0, the refl ection obscures the surface color completely. In this
case, the Slider surfaces are able to refl ect the surrounding Light_Box as well as nearby
parts of the headphones.
It’s important to adjust the attributes within the Raytracing Quality section of the
Render Settings window. For this project, a Raytracing value of 2, a Refractions value of
0, and a Shadows value of 2 is suf cient. (Refractions are not needed for the headphones
model.) Additionally, the Raytracing Options section of each material should be exam-
ined. For this project, a Re ection Limit of 2 is suf cient for each refl ective material.
(For more information on the raytracing attributes carried by a material and the Render
Settings window, see the prior section of this chapter.)
The addition of raytracing concludes the fi rst part of “Lighting and Texturing a
Product.” As such, your render should look similar to Figure 1.40. In Chapter 2, we’ll add
an additional light, change the shadow type, switch to the mental ray renderer, activate
Final Gathering, and fi ne-tune the materials and textures.
Table 1.2
Recommended
Reflectivity settings
Figure 1.40
Final Chapter 1
render. A sample
file is saved as head
phones-step13.
ma on the DVD. For a
color version of the
figure, see the color
insert.
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