Adding Basic Materials to Your House; Texture Mapping. Basic Material Types. The major material types, shown in Figure 8.2. Surface Shader is used when you want to control a material's color, transparency, and/or glow with something else in Maya. For example, you could link color to any object's XYZ position, and the material would then. Baking textures onto an object makes for faster render times and less texture problems. During the baking process you can choose to include or omit the shadows. Depending on your render method, the baking process can vary. In this example, we will bake a texture onto an object and render the scene using the Maya Software. For Mental Ray, texture baking is a completely different process. Step One Open a new Maya document and start a new project. Be sure to set your project and save your new scene. For more information, see topic,. Step Two Add a NURBS sphere to the workspace by choosing Create > NURBS Primitives > Sphere. Step Three Select the sphere, then right-click the sphere and choose Assign New Material. Click the Lambert button in the Create Render Node. Step Four With the sphere selected, open the Attribute Editor, lambert tab and click the Color checkerbox. Step Five In the Create Render Node, 3D Textures section, click the Crater button. Step Six Open the Attribute Editor and change the Crater colors to Earth tones. Step Seven Click the lambert tab in the Attribute Editor and click the Bump Mapping checkerbox. Step Eight In the Create Render Node, 3D Textures section, click the Crater button. Step Nine Add a light to the scene by choosing Create > Lights > Directional Light (include options). Activate Cast Shadows in the options. Click Create to add your light. Step Ten Using the Move tool (w key), position your new directional light in the scene. Press the t key to activate the light's manipulator so you can quickly aim the light. Step Eleven Click the Render Current Frame icon to see your rendered texture. Step Twelve Select the sphere, then choose Window > Rendering Editors > Hq player keygen free. Hypershade. Step Thirteen In the Hypershade panel, Materials section, shift-select the lambert2 shader. In other words, you now have selected both the object and it's texture. Step Fourteen Choose Edit > Convert File to Texture (Maya Software) (include options) from the Hypershade panel menu items. Eml to pst converter keygen crackers. Step Fifteen In the options panel, choose Edit > Reset Settings. Activate Bake Shading Group Lighting and Bake Shadows. Step Sixteen Set the X Resolution and Y Resolution to 512 pixels. If you plan to edit the image in Photoshop, you can choose an image format other than the default file format. Click the Convert and Close button. Step Seventeen To see your new shader network, select the sphere and choose Graph > Graph Materials on Selected Objects in the Hypershade. The procedural Crater texture is no longer connected to your object. Step Eighteen Click the Render Current Frame icon to view your new texture. Shadows, Shading and Baking This works great if you have an object where the lighting doesn't change throughout the animation. ![]() However, in this example if we now rotate the sphere, it will reveal it's dark side. Baking Transparency Transparency is also an option for Step Fifteen. As you can see, there are many studies about how to make garments and fabrics, and why are we talking about models if the post is about materials well, the difference with the new technique vs the old technique is about this model or a series of models. When using a texture for bump map or a texture from real life scans, we lose many details from the actual fibers, as you could see on the video. The solution for that is to use actual models to make the tiles and render these models as part of the final map. With this process in mind, I decided to try the system using Maya and Redshift and the results are amazing, when working on the first batch of renders I found that the actual network is the same for all render engines. There is only one connection into the material itself, making it really malleable and easy to use. This is first result for this material in conjunction with an actual texture scan for the color itself, blending the best of both worlds. This is the first pass without procedural noise simulation for realism.
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