Shader Basics Maya 2017 Part 26
1,178 views · Published 31 October 2017 · 5:57 · Indexed 27 October 2026
Channel: Hindi Animation Tutorials · 2017 · Education
Shaders are more commonly known as shading networks, because they rarely ever include one item (node). What a shader network is, is a shading group which has a surface material connected to it. The shading group engine is what's actually connected to your model, or, more specifically, the shape node of your model (this is the part that actually contains the geometry information of the model) and the surface material, which is connected to the shading group is the material which will appear on the model. Multiple models can share the same shading group. I'll explain this all better later. These are the materials that actually define the color of your model when rendered or seen in the view port. There are a couple of different surface materials that you can choose from. Anisotropic Blinn Lambert Phong Phong E Ramp Shader Surface Shader These are just the basic materials that you will be using most often. Each material has different attributes to define the appearance of the material. Almost all of them will look uniquely different, even when set up with similar settings. Example: The phong, which is the shiny plastic-like material, will look much different than a lambert, a matte finish material.
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