Materials allow us to define the visual characteristics of our objects. They can be bumpy, smooth or reflective, shiny, rough etc…
To assign a new material:
- Select the object (or objects)
- Change the dropdown in the top left to ‘Rendering’ (From ‘Modelling’, dropdown located under the ‘file, edit, Create’ top main menu)
- Open the ‘Lighting/Shading’ menu in the main menu
- Select ‘Assign new material’ (Assign new material dialog will open)
- You can narrow down the materials in this dialog using the left column, the Maya volumetric and surface materials are supported by the built in Maya renderer.
- Likewise there are also some Arnold specific materials
- Popular materials are Phong, Phong E and Blinn (Check these out)
To assign from the Rendering tab in the shelf
Lambert (Matte)
- Select the object (or objects)
- Click on the ‘Lambert Material’ button (Looks like a matte grey ball)
- Once clicked, the attribute editor will open
- The attribute editor will contain a node for the new lambert material (this wont be called ‘lambert1’, why?… Because lambert1 is the default material in maya, and you don’t want to change that)
- The Common Material Attributes section allows you to select:
– Colour
– Transparency (The object will also become transparent, not just the surface colour)
– Ambient Colour (Glow of object)
– Incandescence (The emission of light)
Blinn (Shiny)
- Applied using the same steps as above but selecting the Blinn material option
- There is an additional section in the attribute editor, this is called Specular Shading
- Blinn materials are shiny by default, whereas Lamberts are Matte
Phong E (Shiny)
- Applied using the same steps as above but selecting the Blinn material option
Anisotropic (Angular Shiny)
- Applied using the same steps as above but selecting the Blinn material option
- The reflections are angular
- You can change the angle, spread, roughness of the reflection