1. Does the ART renderer apply Phong Shading or Gouraud Shading to the objects it renders?
Sometimes the silhouette of a sphere doesn't look smooth. I'm not sure whether this is because I didn't use enough subdivisions, or whether the smoothing angle (I used default: 45°) is responsible for this. Or perhaps I need to manipulate the edge properties of the sphere's edges?
What can I do in order to render a 'perfectly' smoothed Sphere?
2. I tried to find a material that resembles Bronze as close as possible.
I did my best to setup a basic 3-point lighting plus I set global illumination to 0.75 and ambient illumination to 0.1.
Here are the values that worked fine together with this lighting setup, when I applied the material to a Cylinder:
Ambient (r:56, g:33, b:7, intens: 0.1)
Diffuse (r:141, g:91, b:6, intens: 0.95)
Specular (r:215,g:148,b:88, intens: 17*) (*here is a problem described below)
Emission (default)
Rough (10)
Trans (1)
Brilliance (2.5)
(**) - question
(*)
Overall I was satisfied with the bronze cylinder, but here is (*)-problem:
I couldn't add a very weak reflection to this material (specular reflection), due to the very high intensity of the specular color (but this was necessary in order to achieve the broad specular highlight that I was looking for), the reflection of surrounding objects (or the ground plane) is far too strong. Any tipps on how I can make a broad specular hightlight while at the same time the reflections should be very weak could help me a lot. Thanks in advance.
(**)
When I applied the same material, which worked fine with the Cylinder, to a Sphere, the material didn't resemble bronze at all, the Highlights were way too huge, and I had to reduce Specular Intensity to 0.95, although the Metallic Look was better then, now the overall color didn't match anymore.
Is this a common feature of materials (in general), that they can work well on Cylinder and at the same time don't work at all with a Sphere? Does the realistic look of a material depend on the geometry of the object?
Is there a way to add specularity maps or bump maps together with the same material?
Big Thanks for making this great piece of software.
Big Thanks for Tipps on how to make Bronze Material, that does work with any geometry.
Here are two pictures (Title: The search for a good Bronze Material):
Cylinder (overall I'm satisfied with this. Here the specular intensity is 17)
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Sphere (messed up, I reduced the specular intensity to 0.95 here.
The sphere doesn't look smooth, when I look closely. -> Is there a way to tell ART it should render using Phong Shading instead of Gouraud?)
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BUT: There is also a chance I messed up the light setup (One very strong directional light as key, a local fill light and a local back light (both very far away and thus weak).
Is there any in-depth tutorial about using materials and lighting in Anim8or?