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Enhancing surfaces with specularity and glossiness maps

From: MODO 501 Essential Training

Video: Enhancing surfaces with specularity and glossiness maps

In the last few videos, we've worked with image maps and transparency maps so that we can create images on our models. In this case, we have the FireExtinguisherEmbossed file loaded from the exercise files. And the way this works is that a black-and-white image is used with a transparent background. That transparent background drops out, allowing us to create different types of surfaces. If I open up the Render in the Shader Tree and then I come down to the Fire_Ex_Base, our Fire label with the transparent background is set to Bump Map.

Enhancing surfaces with specularity and glossiness maps

In the last few videos, we've worked with image maps and transparency maps so that we can create images on our models. In this case, we have the FireExtinguisherEmbossed file loaded from the exercise files. And the way this works is that a black-and-white image is used with a transparent background. That transparent background drops out, allowing us to create different types of surfaces. If I open up the Render in the Shader Tree and then I come down to the Fire_Ex_Base, our Fire label with the transparent background is set to Bump Map.

Originally, we had just put it on as a Diffuse Amount like this, so it's just a simply label. But set to a Bump Map, that Black and White value makes it appear like it's embossed. I am going to turn off the Worn Edges, so everything draws a little bit faster for us. But what if I want to go a little bit further with this? Well, that's where Specularity and Glossiness maps come into play. The overall surface for this model has a Specular Amount of about 20%. I want to increase it, as well as the Roughness, which is like the gloss, it applies to the whole model here. And I am going to turn off the Crackle Bump too, so you can see that.

That's okay, but what if we want the Emboss to look a little bit differently? How would we do that? Well, I am going to select that Transparent label, I am going to right-click on it, and instead of just duplicating it, I am going to create an instance. We had created instances earlier for actual models. You can also create an instance for an image. And what that means is, remember, this is a virtual copy, so that if we make a change to the original that created the instance, it will also change that copy; it will change that instance. So I am going to create an instance for the Transparent label. You know it's an instance because it's italicized. And then the bump map, I am going to right-click on it, and then I'm going to change the Basic Channel of this to Specular Amount. And what that means is the white value of the image will actually determine the Specular value for that area, and what you end up with is this very nice different surface.

It gives it even more realism. I can then create another instance of this and change that effect from the Basic Channels to Gloss, or in this case Roughness, which determines the gloss. So now this value in here is based on this black-and-white image, and if I rotate my Camera view around a little bit, you can see how it affects it. I will just hold the Option and Command key on the keyboard on a Mac; you can try Ctrl and Alt on the PC. You can see how that specularity of that base material now affects that.

If I come back to that Base Material, and I play with this Roughness, and I bring it all the way down, look what happens. Even though the entire unit itself now has much less roughness and specularity, I'm catching a lot more of it where that logo is applied, because of these two maps. So think of this on another level, if you're doing a landscape, you're doing an ocean. You can create different levels of Specular and Bump all based on these black and white images. So where that light is hitting, I am getting a lot more gloss and a lot more specularity, a lot more shine than I am in the areas where it's not.

But it's differentiating itself from the base material which has less, all because of that black and white image. So on your next project, try putting in some black-and-white images, whether it's a logo or a landscape, and create a little bit more enhancement with Specular and Glossiness maps.

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This video is part of

Image for MODO 501 Essential Training
MODO 501 Essential Training

80 video lessons · 4572 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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