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Faking Window-Shaped Highlights Added on: Mon Dec 17 2001 |
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Introduction to the common shading method
The common Blinn and Phong shaders simulate the specular highlight on a surface, but they will always create mostly round highlights. In real life, the specular highlights are not perfect circles, they are a reflection of the lightsource.
The Anisotropic shader in Max R4 will yield an oblong highlight, but that is only useful for simulating micro-grooved surfaces like CD's, brushed metal, etc. This tutorial will show you how to fake non-circular highlights, showing you how to make a windowpane shaped highlights on a plastic surface.
Step one, creating the scene
For this simple tutorial, create a sphere and a spotlight, like so:
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Step two, creating windowpanes
This is an easy step, just create four planes that we will use as the reflected windowpanes, like so:
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Group the planes, then use the Align Tool to centre the group on the spotlight, then rotate the group so it faces inward, towards your scene, like thus:
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