Tutorials
Maya : Textures and Shaders Tutorials
Bug Surfacing Tutorial
This page is intended to help people that are trying to learn the process
of surfacing a model in Alias that will eventually be used as a "patch"
model, or converted cleanly into polygons
Camera/Light texture projection
Create a normal projection texture. This will give you the texture and
a 3D placement node feeding into a projection node...
Creating Clouds in Maya using Particle Clouds
The intent of my tutorial is to give users a basic approach on how to
create realistic procedural clouds whitin Maya 3.0 using particle clouds,at
affordable rendering times.
Hypershade
Different types of Materials:
Blinn
Lambert
Phong
PhongE
Anisotropic
Maya Fur FAQ
Contents:
General Questions
Troubleshooting
Metallic Shaders with Cris Hunt
Types of shaders Anodized Aluminum
Fine Metallic
Simple Pearl
Metallic Paint with Flakes
Pearl Flake
Putting a label on a bottle
For shading I used a layered shader with the phong glass in one layer
and a lambert in another
Shader transparency from image file alpha channel
We often create image files with an associated alpha channel, then we
want to use the rgb as a color texture and the alpha as a transparency
texture. It is normal to have the alpha channel be opaque = white. Unfortunately,
the Maya workflow for using these file isn't as straight forward as we'd
like. Here's what to watch out for.
TEXTURING A HEAD CREATED IN MAYA WITH SUBDIVISION EMULATION
With the modeling complete, the next step is to begin texturing the
geometry. Ordinarily, texture mapping information can be applied directly
to an animated mesh without adverse effects. However, smoothed polygons
and meshes created using the subdivision emulation technique must be textured
using a duplicate texture reference object if the artist expects to animate
them and still have complete control over the texture mapping process...
Transparency Shadows
Be aware that volume shadow occlusion only works with depth-map shadows.
This creates problems if you have transparency mapped objects, as is the
case with the wall. So how can we get an object with a transparency map
to cast accurate shadows without raytracing?
Using the Switch Utility
This is a basic tutorial on how to use Maya's switch node. This will
allow crowd texturing, or rock texturing, or any thing that exists
in your Maya scene in multiples that need a bit of variance using
only one shader.
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