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Now that you have set the Diffuse color, you should set the Ambient color. Remember, the Ambient color is the color of our material in shadow, so it should always be darker then the Diffuse color. To do this, drag your Diffuse color swatch on top of the Ambient color swatch, and when prompted click Copy. This is an easy way to get the same color in both areas. Now all you have to do is make the Ambient color darker:
Now its time to give your teapot a specular highlight. Many factors will control the look and size of the highlight. Its important to pay close attention to the sample sphere in the Material Editor; it will give you a sneak preview of your highlights. Sometimes your sample sphere may have the correct highlights, but your scene does not. That is most likely because of the lighting setup in your scene. Remember that specular highlights can be seen best on curved surfaces.
Just because you changed the Specular color does not mean that you will have a colored highlight. You must remember to change the Specular Level and Glossiness values. When changing the values, use the graph to the right as a guide. The higher the curve gets to the top of the graph, the closer the highlight will get to the Specular color. The wider the graph gets, the broader the specular highlight will become.
Lets look at material opacity.
Notice the difference in your sample sphere: it is no longer a solid object. (If you are having a hard time seeing this in your scene, place another object behind or inside the teapot.) You can use Opacity for any type of material that you need to see through, even partially. It works well with glass, water, even smoke materials. Remember, you can animate the percentage of Opacity over time. You cant just place a light inside a lamp shade in the scene and have it automatically glow. 3D Studio MAX uses a very fast, scanline rendering algorithm that simplifies the complexity that happens in the real world. It abstracts light into a lighting model (controlled by shaders) that misses a lot of the subtlety and beauty of physical light. The lighting model does not account for surfaces that glow because of transmitted light. Therefore, a work-around (a cheat) was developed to simulate this phenomenon, called Self-Illumination. There are several other examples of where the scanline renderer falls short (inter-object reflected and refracted light). Two completely different algorithms that attempt to approximate real physical light are called Raytracing and Radiosity. Each of them does a better job than the scanline renderer, but the trade-off is increased rendering time. No single algorithm has yet been developed in computer graphics that simulates real light perfectly. For now, lets try adding self-illumination.
Anisotropic Shader The Anisotropic shader (see Figure 8.11) works best for creating highlights around elliptical surfaces. The Anisotropic shader gives you more control over the Specular highlights.
Several settings of Anisotropic shaders are new here, not found under Blinn. Diffuse Lev controls the color of the diffuse area. Increasing this value will increase the Diffuse color brightness and decreasing will make it darker, but Diffuse Lev will not affect the specular highlight. The Anisotropy setting controls the shape of the specular highlight. Lower anisotropy values will produce a rounder highlight; higher values will produce a thinner highlight. Finally, Orientation changes the direction of the highlight. Lets take a look at a couple of the unique options for this shader:
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