In this section, use Hardware Shade to render a scene, and create shaders for the caps, bottles and labels.
For information on how to open a file, see Open the tutorial file.
A dialog box appears, asking if you want to delete all objects, shaders, views, and actions. Click Yes.
If your values for construction tolerances differ from the values in the Render_Basics.wire file, you are presented with a dialog box.
Click Accept New Settings to use the construction tolerances in Render_Basics.wire.
The file opens. The scene has two shower gel bottles in different positions, one with the cap open, and one with it closed.
When setting up a model to render, it is useful to work interactively with a rendered view. For this exercise, use Hardware Shade to work directly on a shaded scene.
The bottles are now visualized using the Hardware Shading.
The bottles are using the Default shader, which has the Blinn shading model. There are four types of shading models in Alias:
As you gain more experience with shaders, you will understand which Shading Models produce the results you want.
Next, create three new shaders one for the bottle, cap, and label. After that, choose the right shading model for each one.
For this part of the tutorial, use the Visualize Control Panel to create and modify shaders.
If the Control Panel is not currently shown, choose Windows > Control Panel to display it.
The Default Shader is shown in the Resident Shaders section.
If the name of the Default Shader is not shown underneath the gray shader ball, you can turn on the icon labels in the Interface section ofGeneral Preferences. (Choose Preferences > General Preferences
top open the preferences window.)
It is good practice not to use or modify the default shader. Instead, create new shaders from the default shader by copying it.
First, create a shader for the bottle.
Below the resident Shaders section, there are four icons. Click the Copy Current Shader icon to create a shader.
The default settings display.
Now choose a color for the bottle.
Click the gray color chip to open the Color Editor.
The color chip updates, and the Bottle shader shows the new color.
NowAssign the new shader to the bottle surfaces.
All the bottle surfaces are selected.
The bottle surfaces are now shown in the new shader color.
Now repeat this process for the cap shader.
Change the Shader Name to Cap and the Shading Model to PHONG.
In the Common Shader Parameters section, choose a color for the cap.
Now, assign the shader to the cap surfaces.
A small bright highlight appears on the caps illustrating a glossy plastic material.
You can access the most common parameters for a shader in the Visualize Panel.
Now give the cap a more shiny appearance, and the bottle a softer finish.
The cap material looks more shiny.
You can use Render > Direct Render to see the changes more accurately.
Only the most commonly used parameters are shown in the Visualize Panel. To access all the parameters for each shader, either double-click the shader ball icon, or use Render > Multi-lister > Shaders.
Now, save the scene as a new file.