

The diffusion of light within the
top layer of the skin.
The important effects of subsurface scattering are very difficult to see until they are absent, and it becomes obvious that “something is missing”. Therefor this effect is very easy to overdo and to put too strong an sss effects in a
renderings an apparent “softening” of bumps and small structures, and a small “bleed” of light into shadow areas, diffusing the otherwise sharp shadow edges


Modifying a bump texture
The bump texture is too crater-like to be a convincing orange. The bumps are
too numerous and too deep. A quick way to fix this problem is to scale up the
entire texture. To interactively position a 3D texture
Double click the place3dTexture1 swatch, to the left of the Brownian
color swatch.
This node controls the 3D texture’s position, scale, and rotation. The
visual display of this node is a large cube that surrounds the sphere in
the scene view. This is the texture placement cube.
Click the Interactive Placement button in the Attribute Editor. A
manipulator appears for the texture placement cube.
In the scene view, click on the center scale box to activate the center
scale option. Scale the whole texture placement cube to about twice the
original size (until the Scale attribute values are about 2).
Now when you render, the bumps on the surface appear wider and
smoother, like the bumps on an orange skin. For example, the bumps in
the area surrounding the highlight do not appear to be as deep as they
were before you scaled the texture.
Scaling a texture placement cube is a common way to tune the texture’s
display. Scaling does not actually change the pattern, but enlarges or
shrinks it relative to the surface.
Now that you’ve changed the surface texture through scaling, move the texture
placement cube above the sphere drag the green arrow up,
to see how that affects the texture.

Editing the material attributes associated with shading materials affects how
they appear in the rendered image. In this way, Maya provides the option of
allowing you to create images as they would appear in the real world or in
your imagination.
Click Accept to close the Color Chooser.
If you compare the color in the Color attribute box with the sphere’s
color in the scene view, you’ll notice a difference.
The color you assigned is only one aspect of surface appearance. The
appearance also depends on how the surface reacts with light. The main attributes that control the reaction to light are under the Common
Material Attributes heading. As an example of these attributes, you will
change the Diffuse setting.
In the Attribute Editor, drag the Diffuse slider to its right to increase the
color brightness as viewed in the scene view.This will help create the illusion of a bright orange.
In visual arts, a texture is any kind of surface detail, both visual and tactile.
In Maya, a texture is a collection of attributes that creates surface detail.
Textures have a more specialized display purpose than materials. For example,
you can use textures to create the appearance of a marbled pattern, bumps,
or a logo image on the side of a can.a texture is also referred to as a texture node. A node is a
collection of attributes (or actions) with a common purpose. A shader is
sometimes called a shader node or material node.
To display a texture on a surface, you apply a texture node to an attribute of
the surface material. In the next steps, you apply a texture to the Color attribute
of the Phong E material.





