Graphics Programs Reference
In-Depth Information
The specular shader will set the overall amount of specularity for the material. This gives the surface a wet
or oily look and also controls how much of the environment is reflected in the surface. The rim lighting you
created earlier using the LightCap editor will show up a bit more as specularity is increased.
1. Continue with the project from the previous section.
2. Select the BasicMaterial2 Shader from the Material palette.
3. In the Modifiers for the material, set the Ambient and Diffuse sliders to 0. The model should appear
mostly dark and very shiny.
4. Set the Specular slider to 20. The specularity of the overall skin shouldn't be too shiny, at least not yet.
Later on, you'll learn how to paint in areas that are shinier than others.
Just as with the Diffuse settings, the Specular edit curve in the Material modifiers doesn't affect the quality
of the specularity because the LightCap settings are overriding the curve. To change the spread of the
highlights on the surface, you'll revisit the LightCap palette and make a few adjustments.
5. Expand the LightCap subpalette of the Light palette and press the New Light button to make a new
light. You will adjust this light so that it will affect only the specular component of the material.
6. Make sure the Diffuse button is on in the LightCap editor and set Opacity to 0. Press the Specular button
and move the light to the upper left of the sphere.
7. Increase the Strength to 1.8, Aperture to 140, and set Exposure to 0.65. This creates a sort of broad
highlight across the surface of the skin (see Figure 10-13 ).
Figure 10-13: Edit the LightCap settings to adjust the spread of the specular highlight across the skin.
 
 
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