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**Transparency**: is how transparent or see-through the object will be. The lower the Diffuse value, the more light is “absorbed” into the surface, yielding a darker result. The higher this value, the brighter its object is when lit. When light strikes a surface, light disperses across the surface and helps illuminate it. **Diffuse**: This value governs how much light is reflected from the surface in all directions. Image from Introducing Autodesk Maya 2015: Autodesk Official Press Ambience in the surface property is a simulation of even flat lighting coming from every direction onto the surface (this is not from an actual light source). **Ambience**: is the amount of ambient color that will affect an object’s surface. This can be a flat color or a texture map. **Color**: is the color of the object, such as red or blue. However, some attribute changes such as reflectivity and reflections are not displayed. It shows the results of all changes you make to shading and shows them immediately. The IPR renderer is ideal for testing shading. Using **IPR (Interactive Photorealistic Render)**: As you work with shading, you’ll find many attributes that have no effect in the scene view, because the scene view is only a rough approximation of how the scene will render. # Interactive Photorealistic Render (IPR) Shading involves such attributes as color, transparency, shininess, and many others to create a realistic look. Shading materials provide instructions to the renderer so it can simulate how the surfaces in your scene react to light and appear in the final image. In Maya, you provide your surfaces and objects with these characteristics by assigning shading materials to them. In the real world, objects are seen in specific ways based on the following: You map a texture to the color node of a shader that is assigned or applied to a Maya object. Applying textures to shaders is also called texture mapping or simply mapping. Nevertheless, because textures are often applied to shaders, the entire process of shading is sometimes informally referred to as texturing. It’s closely related to, but distinct from, **texturing**, which is what you do when you apply a map or other node to an attribute of a shader to create some sort of surface detail. **Shading** is the proper term for applying a renderable color, surface bumps, transparency, reflection, shine, or similar attributes to an object in Maya. The technique is capable of producing a very high degree of visual realism, but at a greater computational cost. Ray tracing is a technique for generating an image by tracing the path of light through pixels in an image plane and simulating the effects of its encounters with virtual objects. Direct light is emitted from a light source and travels in a straight path to the illuminated point on a surface.
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Global illumination is an approximation of real-world indirect light transmission.ĭirect (local) illumination is the light provided only directly from a light source (such as a spot light). Indirect light is all the inter-reflected light in a scene. Create and edit shader networks in the Hypershade window. Applying materials with proper textures onto different objects. Differentiate between different shader types.
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Understanding what are shading, texturing, and materials.