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Example 6: Fiery.

This material relies for much of its effect on the nature of its highlights. It uses the internal Bump settings to create interesting pools of lighter highlights on the surface.

Step 1: Load The Source Image.

Load up the file 'ringmask.psd'. This file contains the ring from which the selection set to create the material samples was generated.

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Step 2: Make The Selection.

If you loaded the ringmask file, you can Ctrl/Cmd-Click the layer with the ring to select it. If you didn't, create a new selection for the bevel.

Before you launch ShapeShifter, make sure you have selected a new layer. This will create the bevel without anything behind it. If you have something, say the black ring mask in the background, you might find the edges of the object appear blocky after you apply. This is because the edges are antialiased, and if something is beneath them the antialiasing will appear odd.

Step 3: Launch ShapeShifter.

When you launch ShapeShifter, you will be presented with the default settings. The material we're about to work on is fairly complex so we'll need to change a number of the basic settings. If you wish, you can load in the Fiery Preset from the tutorial's preset file. The rest of this tutorial assumes that you don't do that.

Note: Depending on the selection you have when launching, you may need to adjust the Bevel Scale in the Main Shape panel to prevent it bevelling too far. Ideally, you want a bevel that looks like a rounded shape and does not 'meet' in the centre causing sharp ridges.

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Step 4: Environment.

The Environment panel contains the first set of controls we need to look at. Right now, your material is probably looking blue, and if you applied to a flat layer it's probably also slightly transparent. Here, we're going to fix that and get one more step towards the effect we're after.

The most important thing we need to do here is set the surface type to Metal.

  • If the Plastic/Metal thumbnail indicates 'Plastic', change it to Metal by clicking.

This setting means that the lights we shine on the surface will highlight to the colour selected, not white. The effect is to give us a much wider range of colours over the surface of the bevel.

Now let's correct the colour.

  • Using the Color Tint thumbnail, click and drag to select a deep Red/Orange as your material colour. Use the image above as a guide for this, the Orange needs to be quite red or the effect won't work..
  • Make sure the Mix Tinting Color slider is set all the way to the right. This means you won't get any colour from the image underneath the bevel.

The deep orange will be darker where there is normal light shining on it, but get very bright (eventually turning white, but far slower than with a Plastic surface) as highlights are shone on it.

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Step 5: Lights.

The Environment settings we changed will only become really obvious when we have added a number of brightly highlighting lights. This material uses four lights with sharp highlights to produce the desired effect.

The first thing to do is delete all of the existing lights.

  • Select a light and press the Delete key. This deletes the light.
  • When the light is deleted, another one is selected, so keep pressing Delete until they are all gone.
  • Make sure the Ambient Glow slider is set to 0%.

    The object should now be completely black, and it's time to add some new lights in. First, we'll add a generic light that will apply some light to the entire object. This light is, like most of the generic lights we add to materials, a light with no highlight.

  • Add a new light using the Add Light button.
  • Set the Light Brightness to 70%, and the Highlight Sheen to 0%.
  • Place this light over the centre of the lighting preview.

    The next lights are going to be purposefully overly bright so that we get some interesting colour 'Blowout' on the surface of the material.

  • Add a new light using the Add Light button.
  • Set the Light Brightness to 35%, the Highlight Sheen to 55%, and the Highlight Spread to 87%.
  • Make sure that the Highlight Type is Diffuse by clicking on the Sharp/Diffuse button.
  • Move this light near to the first one we placed, somewhere near, but not directly over the centre of the light preview.

    This light casts a strong highlight (helped by the Light Brightness) that spreads out quite a distance, giving us a nice bright base for the material.

  • Add a new light using the Add Light button.
  • Set the Light Brightness to 58%, the Highlight Sheen to 50%, and the Highlight Spread to 93%.
  • Make sure that the Highlight Type is Sharp by clicking on the Sharp/Diffuse button.
  • Move this light to the top left of the lighting preview.
  • With this light selected, add a new light using the Add Light button. The new light is a clone of the one that was selected.
  • Set the Highlight Sheen to 87%, and the Highlight Spread to 66%.
  • Move this light to the bottom right of the lighting preview. We now have a strongly lit material that is ready for some interest to be added using the Bump panel. The lights are significantly brighter than those used on other materials, but the Metal surface type prevents the bevel becoming too washed out.

  • Step 6: Lumps.

    The fiery nature of the material is completed by adding a Bump map. The lumps in the surface change how the lights interact with it, large lumps creating ridges that face one light but not another, and dips that are almost unlit by the bright highlights.

    • In the bump panel's type menu (underneath the bump preview) select the 'Swirls' type.
    • Set the Bump Scale to 33% and the Bump Height to 93%.

    The Bump Scale should be adjusted depending on how it looks on the selection you are using. The effect you are aiming for is small but not tiny swirls over the surface. Adjust the Scale and Height to see how the highlights change as the surface ripples more and less.

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    Step 7: Done!

    Using Highlights and Metal materials you can create all sorts of interesting results. Try changing the colour of one of the main highlight lights (the ones at the top left and bottom right). This will tint various areas of the bevel where the bumps are facing in the right direction.

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