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Example 8: Blue Rubber. So far we have focused on sharp highlights and smooth surfaces. This material takes advantage of the lighting system to produce a surface that is not polished, and diffuses the light as it shines on it to create a more rubbery effect. The effect is driven almost entirely by the lights, so can be expanded in a number of ways using bump maps and other properties if needed. |
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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 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 Blue Rubber 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 5: Environment. The environment settings for this material are very straightforward. First, we'll make sure that the colouring is right.
The blue you select can be very dark, the lights we added were fairly strong. This result gives you a material that does not show anything from underneath, and has a richer colour than if we'd used a light tinting colour. |
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Step 6: Done! This material is extremely simple, and shows some of the depth of shading you can get on a diffuse material as opposed to the sharply highlighted ones that get used so often. |
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