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Creating a reflective surface

From: MODO 501 Essential Training

Video: Creating a reflective surface

We've embossed this logo on the side of the fire extinguisher. We've created a Specular map, and used a Roughness map, also a Glossiness map if you will, and it's looking okay, but what if we want to go a little bit further and really make this thing shiny? Well, that might be done with some reflections, and reflections are pretty easy to do. But you have to understand that reflections are all about the environment and what's around. So what I am going to do is jump over to the Model tab. I am going to hold the Shift key and add a flat plane, and that adds a new plane, which we'll just name Ground, to the scene.

Creating a reflective surface

We've embossed this logo on the side of the fire extinguisher. We've created a Specular map, and used a Roughness map, also a Glossiness map if you will, and it's looking okay, but what if we want to go a little bit further and really make this thing shiny? Well, that might be done with some reflections, and reflections are pretty easy to do. But you have to understand that reflections are all about the environment and what's around. So what I am going to do is jump over to the Model tab. I am going to hold the Shift key and add a flat plane, and that adds a new plane, which we'll just name Ground, to the scene.

I am going to press the R key for Scale, and I'm going to scale this up like that. Then I'll press the W key, and I am just going to make sure that that is right at the base of that model, which it is And then I will press M and call this Ground, and that way we gave it a material that we can then assign a surface to in the Surface Editor. Then we're going to rotate around in the Camera view just like this. We've not talked about the camera yet, but simply all we're doing is just moving this camera right here.

Then I am going to come back to the Items, and let's choose that Ground, and I am just going to move it, just so it fills up the scene a little bit. So we don't see any kind of fall off. I am not moving it on the Y, just on the X and Z. And we might need to hit the R key for Rotate and then click in that center and just scale it up so that it fills the whole scene. Spacebar turns off that tool, and then we can just rotate and move it down like this. All right! So we haven't done anything with our lighting yet, but let's talk about reflections.

On a very simple level, I can take the Ground material that I just created for this flat plane, select the Material, and Add Reflection. Just like that, you have reflections, that easy. But you can do a little bit more and you can put blurry reflections on. Now, that's going to tax your renderer a little bit, but if you take a look down here, it just looks so much nicer. It's really great. It gives it a lot more realism too. You can then do the same for the Fire_Ex_Base where we've been working. So I'll select the base material and let's put a little reflection on there, and what you are going to see is that now this reflection is picking up this white floor.

And if I put Blurry Reflections on, it looks a little softer, but it doesn't quite have the right look for us, does it? Well, let's go back to the floor then and then make that darker. I am going to make it more of a gray like this, and actually just give it kind of a tint. So that looks pretty good. It took away some of that bright white in there. But again, part of reflection is all about the environment, and the environment here has a ground and a basic sky. And so that sky, if you come down to the Environment area within your Shader Tree, is just this default color gradient.

Well, what if I turn that off, and I go Constant, and I make this black? Now, I get reflections, but I've got all the redness and the contrast back in my model. So creating reflections is really very easy. You just have to be aware that it's more than just turning on Reflection; it also has to do with the surroundings. In our next project, we're going to build some glass, and that's really where the reflections will come into play. But try these out. Try making some reflections. A reflective ground often adds a lot of realism to your scene, but a slight reflection in your surface too can just take it to that next level.

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This video is part of

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MODO 501 Essential Training

80 video lessons · 4670 viewers

Dan Ablan
Author

 
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  1. 2m 21s
    1. Welcome
      55s
    2. Using the exercise files
      1m 26s
  2. 42m 37s
    1. Understanding the interface
      4m 30s
    2. Understanding the workplane
      5m 7s
    3. Understanding Action Centers
      4m 12s
    4. Working with the modeling tools
      5m 10s
    5. Understanding surfaces
      7m 12s
    6. Selecting elements
      7m 33s
    7. Understanding the elements of a 3D model
      4m 3s
    8. Understanding symmetry
      4m 50s
  3. 1h 2m
    1. Building a model
      8m 56s
    2. Editing geometry
      10m 39s
    3. Controlling geometry
      10m 31s
    4. Bending geometry
      6m 42s
    5. Adding detail with edges
      5m 37s
    6. Editing polygons
      10m 27s
    7. Extending polygons
      9m 34s
  4. 42m 53s
    1. Understanding subdivisions
      3m 49s
    2. Understanding Pixar-based subdivisions
      2m 48s
    3. Creating a basic model
      7m 51s
    4. Beveling with subdivisions
      6m 6s
    5. Adding detail to models
      8m 54s
    6. Deforming and shaping objects
      7m 48s
    7. Cloning
      5m 37s
  5. 49m 32s
    1. Creating with Radial Sweep
      4m 44s
    2. Working with text
      8m 40s
    3. Understanding replicators
      7m 22s
    4. Instancing objects
      7m 0s
    5. Working with Curve Clone
      4m 36s
    6. Working with Curve Extrude
      2m 25s
    7. Modeling with Array
      8m 50s
    8. Understanding Mesh Paint
      5m 55s
  6. 1h 4m
    1. Introducing the Shader Tree
      4m 32s
    2. Exploring layer-based shading
      4m 29s
    3. Creating surfaces for polygons
      7m 41s
    4. Editing surfaces
      7m 4s
    5. Applying procedural textures
      7m 38s
    6. Applying image-mapped textures
      6m 2s
    7. Working with transparent images
      5m 48s
    8. Adding bump maps for realism
      8m 49s
    9. Enhancing surfaces with specularity and glossiness maps
      3m 25s
    10. Creating a reflective surface
      3m 27s
    11. Working in glass
      5m 28s
  7. 39m 9s
    1. Building 3D scenes
      2m 49s
    2. Working with different light types
      8m 26s
    3. Lighting a 3D scene
      12m 51s
    4. Reflecting light
      5m 23s
    5. Lighting environments for realism
      4m 18s
    6. Blending light sources
      5m 22s
  8. 21m 1s
    1. Understanding the MODO 501 camera
      5m 39s
    2. Setting up a camera
      5m 42s
    3. Placing multiple cameras
      7m 11s
    4. Animating cameras
      2m 29s
  9. 29m 58s
    1. Understanding the timeline
      7m 16s
    2. Adding and controlling keyframes
      3m 22s
    3. Fine-tuning keyframes in the Graph Editor
      6m 17s
    4. Animating nontraditional elements
      4m 31s
    5. Animating colors
      4m 39s
    6. Animating displacement maps
      3m 53s
  10. 13m 57s
    1. Working with Hair Guides
      3m 18s
    2. Creating human hair
      4m 7s
    3. Creating the hair's surface
      1m 30s
    4. Generating animal hair
      1m 48s
    5. Building enhanced hair textures
      3m 14s
  11. 26m 21s
    1. Working with the painting tools
      6m 14s
    2. Painting on multiple layers
      9m 37s
    3. Sculpting models
      5m 45s
    4. Tweaking and finishing with the sculpting tools
      4m 45s
  12. 25m 56s
    1. Working with the Schematic interface
      1m 20s
    2. Understanding channels
      4m 9s
    3. Building a channel-based animation
      5m 51s
    4. Creating a schematic network
      6m 26s
    5. Setting up inverse kinematics
      4m 29s
    6. Adding the finishing touches on schematic rigs
      3m 41s
  13. 26m 47s
    1. Understanding resolutions and rendering
      12m 43s
    2. Setting up a render project
      4m 51s
    3. Rendering to movie files vs. image sequences
      9m 13s
  14. 3m 23s
    1. Exporting an object
      1m 2s
    2. Exporting a full scene for backup
      2m 21s
  15. 2m 2s
    1. Next steps
      2m 2s

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