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Shininess and Shininess Strength in the 3D Fields

Both the Shininess and Shin.
Strength fields in the Standard material work together to produce the specular highlight on the surface of a object using the material.
Shininess controls the broadness of the highlight, while Shin.
Strength controls the highlight's intensity.
The Shininess Bell Curve display is an excellent tool for determining the size and intensity of the highlight itself.
If used earlier versions of 3D Application, you may have noticed something different about the six sample materials in the Material editor.
First, they all use Blinn shading.
Second, the Shininess and Shin.
Strength settings are much lower, resulting in default materials that are much more "dull" in their look.
The primary reason for this is that most animators are not adjusting the sample materials' Shininess settings and, consequently, everyone's renderings have that plastic look.
With 3D Application, you now have to "dial in" Shininess if you want it.
The key with Shininess is control.
Surfaces that are too shiny not only look bad in a rendering, they will also distract attention from your subject-not a good thing.
You can control exactly where a highlight will appear on the surface of an object by using the Place Highlight icon, in the toolbar Align icon flyout.
You should use it in a Perspective or Camera view port to reposition a light relative to the view's line of sight.
An interesting technique for creating highlights on an object without over illuminating it is to add an extra light using its Affect Specular feature, found in the Modify Panel/General Parameters roll out, while not using Affect Diffuse.
This adds highlights to your object without blowing out the Diffuse colors in your scene.


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