Lighting, Producing High shine materials, Multi sub object materials


Lighting:

In this task we were supposed to make dummy objects on a plane and then put some lighting and see how it does effects on the objects and what sort of shadows it produce. In the first we made a teapot and sphere from the geometry panel and then go to standard primitives and change it to stairs, clicking on the spiral stairs button and make it on the plane. After creating the objects click on the lights and let it be standard, over there you have got eight options which are target spot light, free spot light, target direct, Free direct, Omni, sky light, my area Omni, my area spot light. What we have used in the first example is two kinds of lights target spot light and Omni light.

After that we click on the target spot light button and place it on the left hand side and another one on the right hand side of the plane. Target spot lights are very useful for mood lighting and illuminate an area within a cone similar to a stage light. They normally point at a target that you aim and can be moved easily and aligned to a path. Then click on the Omni button and place it where ever you wanted, to get more light effects put only few and place it a bit away from the plane.






After arranging the spot lights we go to the modify panel and play with it for example go into the intensity-colour- attenuation change the multiplier or going into spot light parameters and change the  hot spot beam or change the fall off field settings to get different results.
Result after changing the intensity-colour- attenuation and spotlight parameters. 







Another result after changing settings in shadow parameters.





Producing High shine material:

In this task we have learned how to create shinning or dull looking material using the material editor. What we have done first is just quickly create a torus knot in the extended primitives and then in the rendering section click on the material editor and pick an anastropic shader because it’s the ideal for materials. Click on the diffuse button, change the colour to dark blue and put the high specular level to 60 and anastrophy to 80. Then

Click on Reflection> none and click on material library
  


In the material library there are some environmental maps but you can also save some .jpeg or .bmp file from internet and browse it. Your selected file will be added to the map channel and then you can finally drag that material to your object.








Example of material using image of wood.






Another example of material using an image of water.






Multi sub object material:

In this lesson we have learned about how to create multi sub object material by creating sub objects and assigning different layouts to a one single material. Quickly what we have done is make a tea pot and convert it into editable poly and click on element there you will get polygon’s material IDS and then select each polygon and set its ID.
After setting the IDS go to material editor click on standard to get the procedural map menu and choose Multi sub object material> click OK. After that material standard or either add a map, as we have already got couple of images so we are going to use them as maps by adding them to our given slots. Once getting all the slots filled then go to the map menu click and drag the sample slot material to the teapot, the result will be like this.












Making own material:
Yes you can make your own material just simply get your desired pattern or set of different images and add them together as a material.