Game Development Reference
In-Depth Information
Note
By default the Hypershade will open with split view, the top shows the
current shaders in the scene and the bottom is a work area. This is useful if
your scene has lots of materials, as you can drag individual shaders into
the work area for closer attention. To change the Hypershade view, use the
three boxes to the far right of the Hypershade toolbar, Show Top Tabs
Only, Show Bottom Tabs Only, and Show Top and Bottom Tabs.
Hypershade Options
There are a number of materials available to you in Hypershade, so let's briefly
look at some of the more common ones.
An Anisotropic material is used to represent surfaces that have small grooves,
like brushed metal or a vinyl record.
A Blinn material is useful for shiny, metallic-looking surfaces.
A Lambert is a material that represents flat, matte surfaces.
A Layered Shader is used when you want to combine two materials or tex-
tures into a single material.
Phong and Phong E materials are useful for shiny, plastic-looking surfaces.
2. We don't need a shiny finish to this texture, so we will use a Lambert. There are a
couple of ways to create this:
Select Create > Materials > Lambert either from the Hypershade menu bar or by
right-clicking
in the main window and using the contextual menus.
Select the Lambert icon under the Create Materials bar on the left. (If this bar is
set to something else, like Create Textures, click the name and select Create Ma-
terials from the drop-down menu.)
Whichever method you choose, the result is a new material called lambert2 ( Fig-
ure 8.27 ) .
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