Maya marble texture tutorial - Skin Investigation

Maya marble texture tutorial

MAYA Tutorial

Fig 5-1 Hypershade

Hypershade displays each node as an icon, sometimes called a swatch, that represents the characteristics of the node. When you edit a node's attributes or assign textures or special effects, that swatch updates in hypershade.

Create Bar

At the left is the Create Bar, which displays all the material types you can create for a selected category. Simply click on a type to create that item in the Work Area. To select a category, click the down arrow on the Create Bar; the options are Materials, Textures, Lights, Utilities, and All Nodes.

Tab Panels

The top tab shows existing materials, and the bottom tab is used to create and edit materials. After you become familiar with Hypershade, you can customize the tabs to your liking and even add Work Area tabs to simultaneously edit several materials.

Top Tab

This area displays all the elements that are already part of the current scene file in these tabs: Materials, Textures, Utilities, Lights, Cameras, and Projects. In this tab, you can duplicate, edit, select objects assigned to shading groups, link lights, import and export materials, and a number of other functions

Bottom Tab

This area is usually used as the Work Area—the assembly point for new materials.


Lambert is a flat material type that yields a smooth look without specular highlights. It calculates without taking into account surface or reflectivity, which gives a matte, chalk-like appearance. Lambert material is ideal for surfaces that don't have highlights: pottery, chalk, matte paint, and so forth. By default, any newly created object is assigned the Lambert shader.


The Phong material takes into account specular reflectivity to create highlights across an object surface. The algorithm can be customized for surfaces such as plastic, porcelain, and glazed ceramic.


PhongE is a faster rendering version of Phong that yields somewhat softer highlights than Phong.


The Blinn material calculates highlights on surfaces similarly to Phong; however, Blinn can achieve a more accurate representation of the soft tinted highlights you see on metallic surfaces. Because Blinn is a versatile material type and doesn't cause flickering with bump maps.


The Anisotropic material type stretches highlights and rotates them based on the viewer's position. Anisotropic materials are ideal for materials such as hair, feathers, brushed metal, and satin.

Ramp Shader

The Ramp Shader material consists of built-in ramp graphs to offer more advanced control and simplify the shader network.

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