Join Adam Crespi for an in-depth discussion in this video Bringing out the shine with a specular material, part of Unity: Materials and Lighting.
Once, we've gotten our diffused shaders in place, we can start to think about things are shiny. For this, we are going to switch the shader type and shading model. I'll select awning and press f to focus in. If we are already in, we may want to adjust scrolling with the mouse or hold Alt and right click and zoom in. The awning has three materials. The canvas awning that's a diffused shader. The wood that's a above diffuse. And finally the iron that is just now a diffuse. I'll change the shader over, by clicking on the bar that says diffuse and choosing specular.
We can see in the sample sphere next to the material name that this shader has now changed and it has a shine. This specular shader changes the shading model from a lambert to a font. Within that, there are other ways of shading. Simple specula and so forth. But the way we want to think of it in general terms is now it has the possibility of shinning. It has a texture slot, and we can see the texture that can accomodate an rgba image. With the glossiness, or where is it too shiny, defined in the Alpha of that image.
For now, though, I'll just make this a solid color. I'm going to take my main color, select it, and make it just a little bit darker. Then I'll click on the Specular color and, make it just a little bit grayer. We don't want it to be super shiny. We can see very quickly, and I may need to zoom in to show this better that a little color goes a long way in the spec. A little bit of pink here, for example, shows all over that iron. What I'll do then is keep in gray with maybe just a little bit of yellow in there for warmth.
And, dim this down. A white shine shows up really drastically in lighting. So when your making your Specular materials, they're going to look dim until you get lighting in. And then, they'll really start to pop out. I can also adjust the shininess, and this is simply a slider for the moment. As I pull this up and down, we can see that highlights spread across the surface. Because this is iron, which is probably been hammered and might be fairly dirty and maybe even has fingerprints and things on it. I'm going to pull that shininess down so it has a decent spread.
This is the equivalent in Maya, of adjusting the eccentricity. Roll off is more or less covered by the glossiness map. But this determines how tight that highlight is. I'll adjust it until it looks right, and deselect the mesh to check. And there's my iron. I'll probably need to get in and just take that specular color down a little bit. One way to get a good match in a specular color then is to click on the eyedropper next to the color and grab a shine color right from the scene.
It looks kind of dim, but it will shine well when we light it.
- Creating and editing a diffuse material
- Bringing out shine with specular materials
- Building reflective materials
- Creating a custom shader
- Lighting you scene
- Fine-tuning hard and soft shadows
- Color tinting a baked light