Specularity, Highlights of the Surface
- Create a NURBs Sphere.
- By default, lambert1 is a applied.
- lambert has no specularity/highlights. It is matte in color.
- Create a material with highlights.
- Apply a Blinn material to your sphere.
- Adjust the Properties for the Blinns highlight/specularity.
- Change the material to a Phong in the Attribute Editor
- – Pull the Type drop-down and choose Phong as your material.
- – The ATTRIBUTE EDITOR || Phong Tab > Specular Shading Section.
- Change your surface material to PhongE.
- Change your surface to material to Anisotropic.
- – Anisotropic material used for materials like metals and hair.
- – Has non-circular highlights.. highlights along an axis.
- The ATTRIBUTE EDITOR || Anisotropic > Specular Shading Section.
- Angle:
- Spread in X:
- Spread in Y:
- Roughness:
- Fresnel Index: How it reflects light depending the roughness of the surface.