Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
Shiny_u & Shiny_v: These control the amount of blurring along the U and V axis of a Glossy reflection. They are used to produce an anisotropic effect. Rough surfaces are usually made up of microscopic random bumps, producing a soft diffuse reflection. Anisotropic highlights however are produced form surfaces with microscopic bumps running along in an even grain. Reflections stretch in the direction of this grain, producing highlights that travel in one direction.
Imagination is more important than knowledge.
Last edited by NextDesign; 29-08-2005 at 01:43 AM.
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