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Materials and Textures

Materials and Textures. CGDD 4113. Materials. Represent the base color of the object Diffuse – the falloff component Specular - shininess Ambient – to avoid complete darkness (simulate lights, subtle) Emit (Incandescence) – glowing (does not emit light though).

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Materials and Textures

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  1. Materials and Textures CGDD 4113

  2. Materials • Represent the base color of the object • Diffuse – the falloff component • Specular - shininess • Ambient – to avoid complete darkness (simulate lights, subtle) • Emit (Incandescence) – glowing (does not emit light though)

  3. Adding a material to an object • First make sure Smooth Shading (5 key) is turned on, not wireframe (4 key) • Right-click on the selected object and hold. Then select Assign New Material. • For now, stick with Phong (pronounced “Fung”)

  4. Modifying the material • Select the colors by clicking on the swatches • Adjust the strength with the sliders • Important to play around with these settings What the heck is that thing?

  5. Textures • Can be: • Procedural – generated by a program (wood, marble, noise) • Images – like bmp, gif, tga, jpg… • Important! Textures are not used for their color alone • Can help describe the specular highlights • Can help describe the surface • Can help with several other things… • No. I still don’t know what it is…

  6. Using Textures • The column with the checkerboards is where you load either procedural or image file • Each is independent from one another • Color is just a material • Transparency is a checkerboard • Bump is a fractal

  7. A Look at Hypershade • Window->Rendering Editors->Hypershade • Can create new shaders (by starting with a base shader, like Phong) • Double-click for Workspace • Can see in AttributeChannel as well • Right-click to Renameor Assign to currentlyselected object

  8. Graph Network

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