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Tutorial 6.
Lighting Your Scene and Using Materials. For mental ray renderer.
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reflective....but only slightly. it also has a 'Sheen' to it.
So to replicate this we can alter the 'Diffuse' colour (here it
is 50 R+G+B). (Pure black reflects no light so would not be
seen.)
We can alter the 'Glossiness' too, here I chose 15.
The 'Specular level' is 116 which is quite high but gives us
more of a 'Sheen' than a 'Shine' which is what I'm after.
The 'Reflect' colour is 30 R+G+B, this will mean it is only
slightly reflective, black being not reflective and white
being very reflective.
It's a guessing game as to whether these settings are right
every one of the parameters and understand what each
one does exactly this is the easiest way, trial and error.

For now that's it for this particular material. Until we render something with this material applied to it we won't
know exactly how it's going to look. You can almost guarantee that it won't be spot on for what you want first
time, so some tweaking is inevitable.
We create the other material in exactly the same way. Look at a reference image or the actual object if you
have it and decide on what physical properties it has. Replicate these properties in the editor and try a test
render.
Lets apply these materials separately to two objects and do a test render. This will give us a better idea of
how the materials look, not only because of the settings we used to create them but also under the lighting
conditions we have set up and any background and/or environment............