Friday, 17 October 2008

Edit Material-teapot

Now,I am going to edit material for a teapot in blinn shader.
firstly,drag a teapot on the top-view, and convert it into Editable Poly,go to the parameter panel on the right,find polygon properties to give a ID number for each part of this teapot.

secondly,open Material editor.drag a sample slot onto the teapot,click standard button to open Material/Map Browser panle,and go to double click Mul/Sub-object.set numer by 4.go to click No1 standard button,click the small icon behind Diffuse button to choose Bitmap,and find a picture I made by photoshop.do the same thing on the other 3 Sub-materials.

Go to perspective view ,right-click change it into ActiveShade view.





Material

In this lecture I have learned some basic knowledge on materials properties. By studying this part I can make my 3d product more colourful, just like real things.

At first, the basic introduction on material editor panel which includes several parts, six sample slots, vertical button, horizontal button, and parameters part.

1. Sample slot


There are default 6 slots in this panel, but it is 24 at all, and I can use each of them to edit my material, and it will show the distribution of colour or image, highlight, and shadow.


2. Vertical button
There are 9 icon buttons in this line.



1) Sample type: I choose different shape which I like, such as a cube.
2) Backlight: To turn on /off the light on the right down corner.
3) Background: To display the background behind the slot.
4) Sample UV tiling: It is a tool to set UV tiling for the map, we may learn that in the future study.
5) Video colour check: check the colour
6) Make preview: It is a tool that I can see the animated material before rending. I may not go to use that in this model.
7) Option: to open the Material editor option panel
8) Select by material: select all the material
9) material/map navigator: to open the panel material/map navigator, I can find my material which I have done.


3. Horizontal button
There are 12 icon buttons in this line; I just show some of them that I can use in this lecture.



1) Get material: to open the Material/Map Browser panel to choose a way you what to make.
2) Put material to scene: to update the materials those have been made.
3) Assign material to selection: to put the material into the object that I choose.
4) Reset map/material to default setting: to remove the material
5) Material ID channel: this one I can set the channel ID.
6) Show the map in the viewport: this button I think it is important when I want to show the material in the object, just click it.


4. Parameters
In this part I have learned shader basic parameter, there are 8 different kinds of shader types. I just show 6 of them by simplify way.



Blinn shader is the default one; we are usually to use this one, it renders simple circular highlight and smooth face.



Anisotropic shader there is no circular highlight in it; I can create a difference shape of highlight.








Metal shader is good at making a orange on which has some bump, because the highlight curve is sunk on the top.



Multi-layer shader includes two Anisotropic highlights, so I can make two different highlight shaps.










Oren-nayar-blinn shader is a easy tool to edit like cloth face.











Phong shader is like Blinn but without quality highlight.