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Fine-tuning the shader of the wooden structure

Fine-tuning the shader of the wooden structure - MARI Tutorial

From the course: Learning MARI

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Fine-tuning the shader of the wooden structure

- So we've built our supporting channels and we can go ahead and take a look at those real quick. This is our bump map that we've created. We have a roughness map right here that gives us some tonal variation between the paint and the wood that's beneath it, and then we have our spec map and let's load that up. So cool, we can see that we have sort of a tonal differentiation in all those, so that once we load up our shader, we can start sort of tweaking those values and seeing how it works, so let's load up our Arnold Shader that we built, and we don't see anything just yet, so let's turn off our standard lights here and turn on our environment, and still nothing yet. But let's turn on our shading model here, and yes, this is going to need a little bit of work. (laughs) It's out of whack, but hope is not lost. The first thing that I'm noticing, obviously, is the specularity of this, it's just way too hot and doesn't even feel like it exists in this world. So let's go take a look, and…

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