Now that we have our oves done, we're going to take a look at shading, texturing and lighting and
we're going to kind of jump back and forth between all of these because they're all related in some
way, shape or fashion.
So in this lesson, let's take a look at shading.
I have the Ghostbuster trap here.
And as always, if we take a look at the reference, we can see that the materials it's made of are
metal.
It looks like there's a painted black metal.
And then there's this kind of maybe brushed metal that has these streaky reflections in it.
And then there's maybe stickers or something on the top.
But pretty much it's a metal material all the way around for the most part.
So let's take a look how we can create a basic metal shader inside Maya.
So if we select this object, we can create a new material by right.
Clicking and going down to assign new material.
But before we get started, I also want to explain how to begin to think about this stuff, because
it's one thing just to show you the buttons to press, but it's another thing to understand the reason
behind this.
So when we start thinking about shading, we need to consider the physical properties of material.
We need to start thinking like material scientists and a physicist, how light interacts with surfaces
in different types of materials.
A rubber tire looks different than a nice glossy finish to the car itself or the window.
So we need to start to think about why do those materials behave that way and what properties they have
that make them behave that way.
The first thing we need to do before we start assigning those materials is making sure that we have
Arnold loaded in.
So we go down to Windows settings and preferences, plug and manager and scroll down to.
The M to a bundle and to a just means Miha to Arnold, and Arnold is a rendering engine and basically
there are different types of rendering engines.
Mine used to have one called mental ray and that shipped with it.
And now they've forgotten that one.
And now they're using Arnold and their software.
And you can also buy different types of renderers like V is something you might hear about RenderMan
as something that Pixar made.
And so there's all these different types of renders and they interpret light and surfaces differently.
But basically they're all physically based renderers, meaning they tried to recreate the physics that
we see in the real world.
So this one is made by a solid angle.
That's why it says Sottile.
A solid angle is the company that makes Arnold.
So we have that loaded now.
So we're going to have the correct options that we need when we go to right.
Click and say a sign of material.
We're going to have the Arnold options available to us now.
So we click on Shater, we can see that we can get the A.I. standard surface.
And this is basically the one we're going to use the most.
Arnold tries to condense everything you need into one shader.
If you want to see the history of shaders, you can kind of look at the Miah shaders.
If we go to the surfaces there, we can see and isotropic Blende, Lambert, Fong, Fong, e all of
these shaders are kind of an evolution of what was created in 3D and they're named after the scientists
that created them.
So the evolution is such that we are now using Arnold.
And the reason why I want to try to teach the why behind these is because this is going to change in
the future.
There's going to be a new renderer that comes out or they're going to change the one that's in my and
you're going to have to adapt.
This is part of learning.
3D is always staying on top of what's current because I started with mental ray and that no longer exists.
So I had to learn Arnold.
So again, if we click on the object right, click and go down to assign new material, we get all of
these options and we can isolate them by selecting them in the left side menu and we can see only the
Arnold shaders.
And so we want the A.I. standard service.
When we click that, we can see we get a little more options here that takes over the screen and we
can just reduce that down.
And if we look at all of these A.I. standard surface attributes, we can see each one and they're kind
of self-explanatory.
Arnold has a lot of good documentation on this, but for the most part they mean what they say they
mean.
So the overall colour is going to be controlled by the base colour here.
And and this is where you start thinking about the physical attributes of the material.
So, for example, specular, something you may have never heard of is Ioana or incidents of refraction.
This is an actual scientific no.
You can look up for different types of materials so you can actually click on this and get different
types of incidences of refraction.
And this is usually dealing with more transparent materials like you can see here.
But for our purposes, we can just leave it on one point five two, or we can choose something like
plastic, something that's not going to have a ton of instances of refraction.
So the roughness is like what it sounds.
It's going to make a specular highlight be kind of rough and diffuse.
If this is low, the specular highlight will be very sharp.
So just start to think about those types of things and consider also the presets that we have up here
to get you started.
If you click on The Presets, you can get all these different types of presets, brush, metal and all
these different types of things that we can use to get a good start.
And then we can actually use this to kind of see what does Arnold use by default to show this type of
a thing.
We can also save our own presets here and use them for later and they will be down here.
So let's just use brush metal and I'm going to click replace, which is just off the screen here.
I can show that real quick.
If we click presets.
We can use brush metal and we can choose how much to blend with our current settings.
I'm just going to replace everything and see where it gets us so we can see what it did.
It changed metal allness all the way up to one.
So this is a metal object.
The weight is all the way to one and the color is kind of middle here.
We might need to change that later.
So let's just isolate this object and let's render it.
If we render this thing, we aren't going to be able to see it.
So we first need to add some lights.
So in the next lesson, we're going to add some lights and learn how to adjust this material a little
bit further.
Thanks for watching.