In visual arts, a texture is any kind of surface detail, both visual and tactile. In Maya, you create surface detail with textures connected to the material of objects as texture maps. Materials define the basic substance of an object (see Shading), and textures add detail.
Factors beyond basic color, transparency, and shine (see below) that determine the appearance of an object’s surface include:
(Objects typically reflect backgrounds or environments; see About backgrounds for more information.)
You can also bake illumination and color to a texture that you can later apply to objects in a scene. See Baking illumination and color.
You can work with color in Maya in so many different ways. Here are some of the most common:
You can work with the transparency of an object in the following ways:
You can work with the shininess of objects in your scene in the following ways:
Only materials with specular attributes (Phong) have surface highlights. The specular highlight is the white shiny glow on the material.
Some surfaces are shinier than others (for example a wet fish has a shinier surface than a dry leaf). Depending on how shiny a surface is, it reflects light in different ways.
Shiny objects reflect light directly; matte objects diffuse light. Specular highlights show the places on the object where the light sources are reflected at consistent angles; reflections on an object show, among other things, light bounced from surrounding objects.
Specular highlights depend directly on the view (camera), not the position of the light, like diffuse shading does.
The size of a specular highlight on a surface makes the surface look either flat or shiny.
You can control the color of highlights on surfaces.
You can control the degree of reflectivity as well as other surface properties like refracted color.