Maya Texturing: 2.4 Understanding Specularity

Posted on Posted in AutoDesk Maya, Maya Texturing

Specularity, Highlights of the Surface Create a NURBs Sphere. By default, lambert1 is a applied. lambert has no specularity/highlights. It is matte in color. Create a material with highlights. – Open the Rendering Tab; – Notice all the materials with highlights. Lambert: Only material with no specularity; Anisotropic Blinn Phong PhongE Apply a Blinn material […]