Painting - Shading 2

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Applying Shader Attributes

Shader Attributes:

Shader Attributes determines the ambience, shininess, roughness, transparency, and index of refraction. The current shader has all attributes set on low settings.

Shader Numeric Values:

Right-clicking on any slider brings up the Shader Attributes Numeric Values panel (opacity field matches the transparency slider). You can make minute setting changes here.

Ambience or Glow:

Dragging the bar up on the Ambience slider increases the 'glow' of the material. 

Shininess or Metallicity:

Dragging the bar up on the Shininess slider increases the 'metallicity' or shine of the material. Shininess also determines reflectivity.

Roughness or Glossiness:

Dragging the bar up on the Roughness slider increases the 'glossiness' or specularity of the material. The higher the setting, the smaller the specular highlights are.

Transparency:

Dragging the bar up on the Transparency slider increases the transparency of the material.

Index of Refraction:

Without going into too much detail, the Index of Refraction determines the degree at which light bends as it passes through the transparent object. Refraction can only be shown while Raytracing. Right-click on the Render Scene to bring up the Render Options panel and click in the little box next to Raytrace before rendering the scene. See Glass Surfaces Tutorial for example of how this works.

The Mapping page deals with applying texture, bump, and environment maps.  The Procedural pages deal with using granite marble and wood.

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