From the course: Maya: Advanced Materials
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Balancing reflections with Specular Roughness - Maya Tutorial
From the course: Maya: Advanced Materials
Balancing reflections with Specular Roughness
- [Instructor] Carrying on from the previous movie, I've got these sculptures selected in the viewport. I'm displaying the standard service attributes, and I've got the Arnold render view running in interactive production render mode. Let's talk about specular roughness. Roughness is a measure of how porous a surface is. And with a value of one, the surface will be rendered as if it had many tiny, micro-fine deviations in its surface. And that will cause the light to scatter around. It's easier to see if we have no diffuse or base color. I'll set the base weight down to its minimum of zero. With a specular roughness of one, we get this kind of matte finish in which the light is being scattered around in all directions. As we reduce the roughness, we increase the glossiness or shininess of that surface. If we bring it down to around 0.4 or 0.5, we get a kind of semi-gloss surface. If we bring the roughness down to its…
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Contents
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Rendering the standard surface material7m 36s
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(Locked)
Balancing reflections with Specular Roughness3m 2s
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(Locked)
Using IOR to control reflectivity4m 5s
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(Locked)
Adjusting metalness2m 56s
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(Locked)
Stretching highlights with Anisotropy3m 47s
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(Locked)
Mapping floating-point attributes such as base weight4m 58s
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(Locked)
Adding another specular layer with coat2m 42s
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