CG数据库 >> Creating Textures and Shaders in Maya

Creating Textures and Shaders in Maya的图片1

Duration: 3h 30m | Video: h264, 1280x720 | Audio: AAC, 44100 Hz, 2 Ch | 620 MB

Genre: eLearning | Language: English | Skill Level: Intermediate

with Eric Keller shows how to create textures and materials, and then apply them to models to render realistic surfaces. The course covers working with the mental ray shading nodes, including the mental images architectural node, subsurface scattering nodes, occlusion, and car paint shaders, as well as how to incorporate these nodes into shading networks using the Hypershade editor. It also explores using textures, Maya software nodes, normal maps, and displacement maps for adding detail to models. Exercise files accompany the course.

Topics include:

Understanding shading concepts

Simulating the Fresnel effect for realistic reflections

Rendering transparent and translucent surfaces

Comparing mental ray and Maya standard shaders

Introducing the mia_material

Developing shader networks

Using subsurface scattering shaders

Mapping polygon UV coordinates

Incorporating texture nodes into networks

Improving skin detail with ambient occlusion

Painting bump maps

Creating normal and displacement maps

Troubleshooting maps

持续时间:3h 30m |视频:H264,1280x720 |音频:AAC,44100赫兹,2 CH | 620 MB

类型:学习|语言:英语|技能等级:中级

Eric Keller演示了如何创建纹理和材质,然后将它们应用到模型中以呈现真实的表面。本课程涵盖了工作与心理阴影节点线,包括精神形象的建筑节点,次表面散射的节点,闭塞,汽车漆着色器,以及如何将这些节点为阴影网络在Hypershade编辑器使用。它还探讨了使用纹理、玛雅软件节点、法线贴图和位移图来为模型添加细节。课程附带练习文件。

主题包括:

遮光概念的理解

模拟真实的反射效果的菲涅尔

透明和半透明表面呈现

比较mental ray和玛雅标准着色器

介绍mia_material

着色器网络发展

使用地下散射着色器

绘制多边形紫外坐标

将纹理节点并入网络

改善周围环境的皮肤细节

画的凹凸贴图

创建法线贴图和位移贴图

故障图