Use the Actions pop-up menu to Reset the fields to their default settings or to Activate the tool. (You can also press the N key to activate the tool.) Generally, activating Activating a tool turns on its interactive handles, if any, in the viewports. This can be for primitive shape, influence range, and so on. It will also activate the numeric fields, if they are ghosted.
- Name - This defines the surface name of the selected polygons. The Pop-Up menu will let you choose from existing surfaces.
- Make Default - Selecting this option will assign this surface to any geometry created after the surface is made.
- Set Initial Color - This option determines whether or not you can set basic attributes for your surface.
- Color - Color is probably the most obvious surface parameter. It doesn’t take much experience to know that if we want something to look like a banana, we need to make it yellow, right? However, since you are dealing with a 24-bit color palette and, thus, over 16 million colors, there are probably thousands of shades of yellow. Moreover, other settings, such as DiffuseRoughness, can have a dramatic effect on the final rendered color.
- Diffuse - Diffuse (sometimes called diffusion) Roughness - Roughness is the amount of light scattered by a surface, rather than returned directly to the camera. A high level scatters a lot of light, and therefore, making the surface appears brightmatte. A low level absorbs reflects most of the light, and therefore, making the surface appears dark and dull. Metal and dirt surfaces are good candidates for a low Diffuse level. Common values are 40% to 80%. Surfaces must have some diffusion for shadows cast on them to be visible.darker, but more polished.
- Specular - Specularity is a kind more accurate way of saying reflection or highlight that . It occurs on the surface of smooth or shiny objects. This highlight is really the reflection of the light source. High Specular levels are commonly used on glass spheres, chrome bumpers, and so on. How the surface reflects this highlight tells the observer if the surface is dull, smooth, shiny, hard, or even metallic.
- Smoothing - Smoothing causes objects to appear to have smoothly rounded surfaces even though the object is composed of flat-faced polygons. To do this, LightWave uses a technique known as phong shading. If the edges of two smooth-shaded polygons share vertices (points), they appear as one continuous, curved surface. The shared edge between them is no longer visible.