Maya Materials and Mapping Shading with the Physical Material

And once again, select the node in the material editor and click assign material. We’re ready to do another test render. Once again, give focus to the physical camera. And render production. And this will take longer, because it’s calculating the reflections of these physical materials. Once that’s completed we can see that we’re getting some shiny highlights on this polished aluminum. Alright, back to our material editor and I just wanna talk a little bit about these parameters. If we go back and forth between this stairs material and the physical material and look at the parameters we will see that the main things that have changed are the roughness and the metalness. For this polished wood we’ve got a roughness of .64 and a metalness of zero. For the polished aluminum we have a roughness of .29, a lower roughness, and a metalness of one. Because this is a physical simulation of a material the most important property in determining the size and intensity of highlights is the roughness. The aluminum material is a good example of that, because I can change the roughness and see how that affects the reflections. Set the roughness down to zero and we get a highly polished perfect mirror here. If I set the roughness up to one then I get a perfectly ideal diffuse material. That’s the most significant parameter here of all. As the name implies, metalness controls the amount of metallic property this material will have. And with a value of one it will be a complete metal and with a value of zero it will have no metal. box zbrush

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