<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN"> <HTML ><HEAD ><TITLE >Materials in practice</TITLE ><META NAME="GENERATOR" CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+ "><LINK REL="HOME" TITLE="Blender Documentation Volume I - User Guide" HREF="book1.html"><LINK REL="UP" TITLE="Materials and textures" HREF="c3943.html"><LINK REL="PREVIOUS" TITLE="Specular Reflection" HREF="x3986.html"><LINK REL="NEXT" TITLE="Textures" HREF="x4167.html"></HEAD ><BODY CLASS="section" BGCOLOR="#FFFFFF" TEXT="#000000" LINK="#0000FF" VLINK="#840084" ALINK="#0000FF" ><DIV CLASS="NAVHEADER" ><TABLE SUMMARY="Header navigation table" WIDTH="100%" BORDER="0" CELLPADDING="0" CELLSPACING="0" ><TR ><TH COLSPAN="3" ALIGN="center" >Blender Documentation Volume I - User Guide: Last modified April 29 2004 S68</TH ></TR ><TR ><TD WIDTH="10%" ALIGN="left" VALIGN="bottom" ><A HREF="x3986.html" ACCESSKEY="P" ><<< Previous</A ></TD ><TD WIDTH="80%" ALIGN="center" VALIGN="bottom" >Materials and textures</TD ><TD WIDTH="10%" ALIGN="right" VALIGN="bottom" ><A HREF="x4167.html" ACCESSKEY="N" >Next >>></A ></TD ></TR ></TABLE ><HR ALIGN="LEFT" WIDTH="100%"></DIV ><DIV CLASS="section" ><H1 CLASS="section" ><A NAME="materials_in_practice" ></A >Materials in practice</H1 ><P >In this section we look at how to set up the various material parameters in Blender, and what you should expect as a result. </P ><DIV CLASS="figure" ><A NAME="BSG.MAT.F.S68.200" ></A ><DIV CLASS="mediaobject" ><P ><IMG SRC="PartM/materials/gfx/NewMaterial.png"></P ></DIV ><P ><B >Figure 4. Add new material.</B ></P ></DIV ><P >Once an Object is selected, by pressing the <B CLASS="keycap" >F5</B > key or <B CLASS="guiicon" > <IMG SRC="PartM/materials/gfx/MatButton.png"> </B > you switch to Shading context and the material buttons window appears. This window will appear terribly empty, unless the Object already has a material linked to it. If there is no linked material, add a new one with the menu button (<A HREF="x4021.html#BSG.MAT.F.S68.200" >Figure 4</A >). </P ><P > Once you have added a material the buttons will appear as shown in <A HREF="x4021.html#BSG.MAT.F.S68.201" >Figure 5</A >. Four panels are present, left to right: a <TT CLASS="literal" >Preview</TT > panel, a <TT CLASS="literal" >Material</TT > panel, a <TT CLASS="literal" >Shader</TT > panel and a <TT CLASS="literal" >Texture</TT > panel. We will concentrate on the first three, for now. </P ><DIV CLASS="figure" ><A NAME="BSG.MAT.F.S68.201" ></A ><DIV CLASS="mediaobject" ><P ><IMG SRC="PartM/materials/gfx/MatButtons.png"></P ></DIV ><P ><B >Figure 5. Material Buttons.</B ></P ></DIV ><P > The <TT CLASS="literal" >Preview</TT > panel shows the material preview. By default it shows a plane seen from the top, but it can be set to a sphere or a cube with the buttons on the right of the panel (<A HREF="x4021.html#BSG.MAT.F.S68.203" >Figure 6</A >). </P ><DIV CLASS="figure" ><A NAME="BSG.MAT.F.S68.203" ></A ><DIV CLASS="mediaobject" ><P ><IMG SRC="PartM/materials/gfx/MatPreview.png"></P ></DIV ><P ><B >Figure 6. Material Preview, plane (left) sphere (middle) and cube (right).</B ></P ></DIV ><DIV CLASS="section" ><H2 CLASS="section" ><A NAME="materials_colors" ></A >Material Colors</H2 ><P > The panel, <TT CLASS="literal" >Material</TT >(<A HREF="x4021.html#BSG.MAT.F.S68.204" >Figure 7</A >) allows, among other things, setting of the material colors. </P ><DIV CLASS="figure" ><A NAME="BSG.MAT.F.S68.204" ></A ><DIV CLASS="mediaobject" ><P ><IMG SRC="PartM/materials/gfx/ColorButtons.png"></P ></DIV ><P ><B >Figure 7. Material colors buttons.</B ></P ></DIV ><P > Each material can exhibit up to three colors: </P ><P ></P ><UL ><LI ><P ><I CLASS="emphasis" >The basic material color</I >, or the Diffuse color, or, briefly the <I CLASS="emphasis" >Color</I > tout court (<TT CLASS="literal" >Col</TT > button in the interface) which is the color used by the diffuse shader.</P ></LI ><LI ><P ><I CLASS="emphasis" >The Specular color</I >, indicated by the <TT CLASS="literal" >Spe</TT > button in the interface, is the color used by the specular shader.</P ></LI ><LI ><P ><I CLASS="emphasis" >The Mirror color</I >, indicated by the <TT CLASS="literal" >Mir</TT > button in the interface, is the color used by special textures to fake mirror reflections. (You'll find more information on this in the Environment Mapping section).</P ></LI ></UL ><P > The aforementioned buttons select the pertinent color, which is shown in preview immediately to the left of each button. The three sliders at the right allow you to change the values for the <I CLASS="emphasis" >active</I > color in both a RGB scheme and in a HSV scheme. You can select these schemes via the <TT CLASS="literal" >RGB</TT > and <TT CLASS="literal" >HSV</TT > buttons at the bottom. </P ><P > The <TT CLASS="literal" >DYN</TT > button is used to set the Dynamic properties of the Object in the RealTime engine (which is outside the scope of this book), while the four buttons above relate to advanced <I CLASS="emphasis" >Vertex Paint</I > and <I CLASS="emphasis" >UV Texture</I >. </P ></DIV ><DIV CLASS="section" ><H2 CLASS="section" ><A NAME="materials_shaders" ></A >The Shaders</H2 ><P > The <TT CLASS="literal" >Shader</TT > panel (<A HREF="x4021.html#BSG.MAT.F.S68.205" >Figure 8</A >) displays two MenuButtons allowing you to select one diffuse shader (on the right, <A HREF="x4021.html#BSG.MAT.F.S68.206" >Figure 9</A >) and one specular shader (on the left, <A HREF="x4021.html#BSG.MAT.F.S68.207" >Figure 10</A >). </P ><DIV CLASS="figure" ><A NAME="BSG.MAT.F.S68.205" ></A ><DIV CLASS="mediaobject" ><P ><IMG SRC="PartM/materials/gfx/ShaderButtons.png"></P ></DIV ><P ><B >Figure 8. Material Shader buttons.</B ></P ></DIV ><DIV CLASS="figure" ><A NAME="BSG.MAT.F.S68.206" ></A ><DIV CLASS="mediaobject" ><P ><IMG SRC="PartM/materials/gfx/MatDiffuseShaders.png"></P ></DIV ><P ><B >Figure 9. Material Diffuse shaders.</B ></P ></DIV ><DIV CLASS="figure" ><A NAME="BSG.MAT.F.S68.207" ></A ><DIV CLASS="mediaobject" ><P ><IMG SRC="PartM/materials/gfx/MatSpecularShaders.png"></P ></DIV ><P ><B >Figure 10. Material Specular shaders.</B ></P ></DIV ><P > The two sliders on the side, valid for all shaders, determine the intensity of the Diffusion and Specular phenomena. The <TT CLASS="literal" >Ref</TT > slider has a 0 to 1 range whereas the <TT CLASS="literal" >Spec</TT > has a 0 to 2 range. Speaking in strictly physical terms, if <I CLASS="emphasis" >A</I > is the light energy impinging on the object. <I CLASS="emphasis" >Ref</I > times <I CLASS="emphasis" >A</I > is the energy diffused and <I CLASS="emphasis" >Spec</I > times <I CLASS="emphasis" >A</I > is the energy specularly reflected. To be physically correct this must be <I CLASS="emphasis" >Ref</I > + <I CLASS="emphasis" >Spec</I > < 1 or the object would radiate more energy than it receives. But this is CG, so don't be too strict on physics. </P ><P > Depending on the chosen shader other sliders may be present, allowing you to set the various parameters discussed in the introduction. </P ><P > For the sake of completeness, <A HREF="x4021.html#BSG.MAT.F.S68.208" >Figure 11</A > shows all possible combinations. Of course, since there are so many parameters, these are just a small sample. </P ><DIV CLASS="figure" ><A NAME="BSG.MAT.F.S68.208" ></A ><DIV CLASS="mediaobject" ><P ><IMG SRC="PartM/materials/gfx/MatShaders.png"></P ></DIV ><P ><B >Figure 11. Shader overview.</B ></P ></DIV ></DIV ><DIV CLASS="section" ><H2 CLASS="section" ><A NAME="AEN4126" ></A >Tweaking Materials</H2 ><P > The remaining material buttons both in the <TT CLASS="literal" >Material</TT > and <TT CLASS="literal" >Shaders</TT > panels perform some interesting effects. </P ><DIV CLASS="figure" ><A NAME="BSG.MAT.F.S68.209" ></A ><DIV CLASS="mediaobject" ><P ><IMG SRC="PartM/materials/gfx/MatButtons1.png"></P ></DIV ><P ><B >Figure 12. Additional material sliders.</B ></P ></DIV ><P > <A HREF="x4021.html#BSG.MAT.F.S68.209" >Figure 12</A > shows some interesting sliders. <TT CLASS="literal" >Alpha</TT > governs the opacity of the material; 1 is fully opaque and 0 is fully transparent. <TT CLASS="literal" >SpecTra</TT > forces specularity highlights on transparent bodies to be opaque. <TT CLASS="literal" >Shadeless</TT > makes the material insensitive to its shading, giving it a uniformly diffuse color. </P ><P > In the <TT CLASS="literal" >Shaders</TT > panel, the <TT CLASS="literal" >Emit</TT > slider gives, if non zero, an emitting property to the material. This property makes material visible even without lights and can be itself a source of light if the Radiosity engine is used. (<A HREF="x4021.html#BSG.MAT.F.S68.210" >Figure 13</A >). </P ><DIV CLASS="figure" ><A NAME="BSG.MAT.F.S68.210" ></A ><DIV CLASS="mediaobject" ><P ><IMG SRC="PartM/materials/gfx/MatExamples.png"></P ></DIV ><P ><B >Figure 13. Regular material (left), material with Alpha < 1 (center) and material with Emit > 0 (right).</B ></P ></DIV ><P > The remaining column of buttons (<A HREF="x4021.html#BSG.MAT.F.S68.211" >Figure 14</A >) activates some special features. Top <TT CLASS="literal" >Halo</TT > Button makes the material an 'Halo' material, which will be described later on. By default the <TT CLASS="literal" >Traceable</TT >, <TT CLASS="literal" >Shadows</TT > and <TT CLASS="literal" >Radio</TT > are activated. The first allows the material to <I CLASS="emphasis" >cast</I > shadows, while the second allows the material to <I CLASS="emphasis" >receive</I > shadows; the third allows the material to be taken into account if a Radiosity rendering is performed. </P ><DIV CLASS="figure" ><A NAME="BSG.MAT.F.S68.211" ></A ><DIV CLASS="mediaobject" ><P ><IMG SRC="PartM/materials/gfx/MatButtons2.png"></P ></DIV ><P ><B >Figure 14. Material special buttons.</B ></P ></DIV ><P > <TT CLASS="literal" >Wire</TT > renders the Object as a wireframe. <TT CLASS="literal" >ZTransp</TT > is necessary to activate the Alpha transparency effect. </P ><P > The other buttons are not used that often and are described in the reference section at the end of the book. </P ></DIV ></DIV ><DIV CLASS="NAVFOOTER" ><HR ALIGN="LEFT" WIDTH="100%"><TABLE SUMMARY="Footer navigation table" WIDTH="100%" BORDER="0" CELLPADDING="0" CELLSPACING="0" ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" ><A HREF="x3986.html" ACCESSKEY="P" ><<< Previous</A ></TD ><TD WIDTH="34%" ALIGN="center" VALIGN="top" ><A HREF="book1.html" ACCESSKEY="H" >Home</A ></TD ><TD WIDTH="33%" ALIGN="right" VALIGN="top" ><A HREF="x4167.html" ACCESSKEY="N" >Next >>></A ></TD ></TR ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" >Specular Reflection</TD ><TD WIDTH="34%" ALIGN="center" VALIGN="top" ><A HREF="c3943.html" ACCESSKEY="U" >Up</A ></TD ><TD WIDTH="33%" ALIGN="right" VALIGN="top" >Textures</TD ></TR ></TABLE ></DIV ></BODY ></HTML >