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Maya 8 at a Glance Chapter 4: Creating Textures. Shaders 2 Lambert: No highlights Phong: Distinct specular highlights Phong E: Greater controls for softer.

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Presentation on theme: "Maya 8 at a Glance Chapter 4: Creating Textures. Shaders 2 Lambert: No highlights Phong: Distinct specular highlights Phong E: Greater controls for softer."— Presentation transcript:

1 Maya 8 at a Glance Chapter 4: Creating Textures

2 Shaders 2 Lambert: No highlights Phong: Distinct specular highlights Phong E: Greater controls for softer highlights Blinn: Versatile and soft highlights Anisotropic: Directional highlights, such as hair or metal

3 Shaders 3 Ramp: Control color changes across the shader Layered: Allows multiple layers to be stacked and combined

4 Common Attributes of Shaders 4 Color Transparency Ambient Color Incandescence Bump Mapping Diffuse Translucence

5 The Hypershade The Hypershade is the place where you create and edit shaders 5

6 Textures Textures are images that can be mapped to almost any surface material They can be bitmap images or can be created procedurally Bitmap textures can be created in an external program, such as Photoshop, or inside Maya using 3D Paint Procedural textures are created using mathematical formulae internal to Maya 6

7 Procedural Textures 2D Procedural Textures Bulge Checker Cloth Fractal Grid Noise Ramp 7

8 Procedural Textures 3D Procedural Textures Brownian Cloud Leather Granite Marble Rock Solid Fractal Wood 8

9 Bump and Displacement Bump Maps Give a surface a sense of roughness and depth Only affects the way light interacts with the surface Does not modify the geometry, so edges are still smoth Displacement Maps Actually changes the surface of the geometry Requires more processing and rendering power 9

10 UVs and Texture Placement UV mapping overlays a texture onto a flattened model (done in the UV Texture Editor) 10 2D textures are mapped using a place2dTexture node 3D textures are mapped using a place3DTexture node

11 Photoshop Integration Maya supports importing and exporting the photoshop PSD format Both Maya and Photoshop can use layers to combine multiple bitmaps into a single file Shading networks are created in the Hypershade based on the layers of attributes in the PSD file 11


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