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This course provides an overview of modeling, animating, and rendering 3D graphics in the open-source software Blender 2.6. Beginning with a tour of the Blender interface, author George Maestri shows how to create and edit basic objects, work with modifiers and subdivision surfaces, and apply materials and textures. The course also demonstrates lighting 3D scenes, setting up and using cameras, animating objects, and assembling basic character rigs.
Now, let's take a look at some additional shading parameters that we have for our materials. And these are all just little tiny parameters that we can use, and they're found under the Diffuse and Specular options. In fact, I am going to go ahead and collapse these so that we can just see these Shading options. Let's go ahead and render the object as it is. Now, the first one is basically just called Shadeless, so it takes off all of the shading and it just makes it a solid-color object.
Now, this can be useful if you want something to just be a light emitter and you just want it to be a solid color. This is a great way to do this. Down the side here we also have what's called Tangent Shading, and what this does is it really changes the way that the specular highlight works. Next one is Cubic Interpolation, and this again just changes a little bit the way that it interprets the shading. It basically will add a little bit more shading, depending upon how the light hits it.
Now, we also have three additional sliders. This one is called Emit, and as you can see, as you dial it up, it basically allows it to emit lighting. So this is kind of a way to create an object that self-illuminates. So if I set it to about 0.5, you can see how I still get a specular highlight, which I don't get with Shadeless, but my shading itself starts to go away. So this affects the Diffuse channel.
Now, if I turn it down pretty low, to say about 0.1, this actually is a great way to get the simulation of ambient, or bounced, lighting in the room. It's a great way to soften your shadows. So if you have just a little bit of emit on your object, you can kind of soften the look of your scene. So this is with Emit at 0.1. If I bring it back down to 0 and do a render, you can see how these shadows get a lot darker. Now the next one depends upon the amount of ambient light in the room.
Now, we can add ambient light into a scene, and this is how much of that ambient light the object receives. Finally, we have a Translucency effect, which basically makes the object slightly translucent. And as you can see, it changes it just a little bit, and you'll see it a lot at the edges. And if we have a light behind the object, you would see it the most. So those are some additional shading options you can use to fine-tune your materials.
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