CE #9: Shaders

“follow along the tutorial presented in ch. 7 called ‘textures and uvs for the red wagon’ in introducing autodesk maya 2014 book (derakhshani)”
  • 4 Blinn shaders & assigned them to the appropriate objects/faces:
    • Red
    • Blue
    • White
    • Black
  • Created 1 Blinn shader, similar to the Black one (tireShader)
    • Mapped a ramp texture (wheelPositionRamp) to the White shader’s color
    • Created a Layer Shader with tireShader and White shaders
    • Mapped the wheelPositionRamp to tireShader’s transparency attribute
    • Mapped a fractal texture (fractal1) to tireShader’s bump mapping attribute
    • Mapped the wheelPositionRamp to fractal’s alpha gain attribute
    • Created a reversed wheelPositionRamp and connected its outputX to fractral1’s alphaGain
  • Skipped the UV mapping (so no decal :()
  • New Phong shader: Wood
    • Mapped a wood texture to Wood’s color attributes & adjusted the texture’s attributes according to the tutorial
    • Duplicated Wood (woodFront) in order to fix the wavy patterns on the front/back panels by rotating the placement node
  • Mapped a fractal (fractal2) to Black shader’s bump mapping
  • New Phone shader: metalChrome
    • Mapped a environmental chrome to metalChrome’s color; adjusted diffuse & reflectivity for metalChrome