02貼圖
03I used a "2D placement node" for the tube so that the texture conforms to the shape of the tube.
The same map was used for color and bump.
04This is what I have so far a simple looking metal shader, next we work on the highlight.
05材質屬性
06Next I map the "Specular Color". We make a duplicate of the file texture "With Connections to Network". This way I only need one texture placement node. Then I connect the duplicate with the Specular Color of the shader.
07Now the highlight looks a little more interesting.
Next I will try some variations on the Specular color by connecting a Ramp to the "Color Remap" of the "Specular Color" file.
08In the file of the "Specular Color" under Effects click the "Insert" button next to "Color Remap".
09This is my final network for the tube shader, all that's left is editing the "Ramp" to get the disired look.
With the help of the IPR it's easy to check out different settings. Now open the "Remap Ramp" and experiment. Below are some Testrenders with their appropriate "Ramps".
10通過調整ramp以后所得到的不同效果
11繼續調整ramp
OK,到這里就結束了,方法很簡單但是效果很好,以上就是用MAYA打造舊金屬材質教程,希望大家喜歡!
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