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One material handles all types of light behavior. In the real world, when we look at an object’s material we first notice its color, then the way light bounces off it (reflections and specular highlights) and how light passes through it (refractions) how light scatters under it (sub surface scattering) and if it is translucent (if light from behind the object shines through it and causes shadows).Īrnold has a smaller list of materials/shaders available, but the shaders available are much more powerful and can have a wide range of looks with a single material. Arnold MaterialsĪrnold uses real world physics to create its shaders. There are lots of other Maya shaders that offer different treatments for light that shines onto an object. It is more expensive (takes longer to render) than a Blinn. Light hits it, but no light bounces off it (see the sphere on the right).Ī blinn (named after Jim Blinn) has some specular highlight, but it isn’t a super sharp highlight so the material looks shiny but not metalic - think of a satin material, flat rubber or matte aluminum.Ī phong is a Maya materials that has a more focused specular highlight (see the sphere on the left). It is a medium gray color.Ī lambert is a shader that has no specular highlights. Maya materials/shaders are fine, but they are limited in what they allow you to do.īefore you do anything, your objects have a Maya shader called a lambert on them. They are a powerful shader that allows for layering, glass, reflection, and more, all with the same material. Here is a bit of information to get you started with Arnold standard materials. Tutorial - Introduction to Arnold aiStandardSurface Materials
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