Maya Tutorials
Tutorials
-
Light Linking using three point lighting: Light linking is the art of using multiple lights to create the illusion of one. I normally start with a three point lighting scheme (which I will cover later) and then add lights were needed. Linking a light to an object or objects will allow you ...
-
The Following exercise is just that, an exercise in getting a little more cooperation out of After Effects using Maya. It's not really about actual Z-Depth in After Effects, but Fun With Matte Keys instead. 1- Lets start with two planets, Earth and it's satellite, the moon (two spheres w/ the app...
-
Step 1: First of all, the composition will need an alpha channel or a key. Since Hank was done in 3D, the raw untouched render and the alpha channel are easily separated by rendering with an alpha (RGBA). This could have been footage from a camera as well with the alpha obtained by keying out th...
-
To produce realistic 'soft shadows' in Maya, you have two solutions. # Ray-traced shadows (with radius > 0); it works pretty well, but the higher rays samples (at low value, you get a noisy shadow), the longer it'll take to compute an image. # Depth-map shadows, which is the quickes...
-
I this tut I will show you a technique for reducing rendering times in MtoR/RenderMan. 1 - First we setup a scene. For this example i use a fairly simple one but we supose that is a huge city landscape. 2 - Let see what we got. If you have it in your shelf, Hit the RenderMan Render button ab...
-
1. Create a NURBS surface and deform it a bit to get a nice-looking bumpy terrain. Create a camera 2. Open the Hypershader. Create a Blinn node and edit it as shown below: I highlighted in red the attributes that need to be edited. Don't forget the slight blueish Ambience, because sno...
-
Here is Another Tut for RenderMan via MtoR. This time we're going to animate parameters in the shaders control window. The first time I jump in the MtoR world I was wondering where was the set key buttons or Options, but I didn't find it anywhere so I did a very simple thing : I looked for it in...
-
Ok! Recently I bought the Advanced Shading Network Training video Tape from AW This tape hosted by Tom Kluyskens Talk about some advanced shading network and Hidden nodes like distanceBetween or closestPointOnSurface etc... and showed several way to use'em Looking this cool tape an idea comes ...
-
Ok! Another Tut for exploring the RenderMan capabilities via MtoR. This time we're going to work with shadow passes for compositing purpose There are several ways to output a Shadow only pass but i will show you two wich are not covered by the documentation (or maybe I'm blind) 1 - First we ...
-
created this tutorial because manypeople in computergraphics fret greatly trying to make a wet looking shader. I also doit with a fast rendering shader that is easy and fast to set up,and doesn'tuse any plugins. It also doesn't hinder rendering speedlikea layeredshader can. Let's start. I ...
-
Grab the melscript hereExpMulOBJ.zip A little introduction With more and more powerful processors becoming available to the average user at affordable prices, radiosity solutions are becoming increasingly popular. Maya, however, does not have a radiosity engine. This tutorial shows how to use ...
-
Download Tutorial Scenes faking_outdoor_GI.zip First I have to thank Tom Kluyskens for helping me on the hard part of this tutorial. You'll learn here how to use a very powerful node: the closestPointOnSurface node. Tom has presented a course on that node during the rendering MasterClass at S...
-
Maya has some good volume rendering posibilities, but the use of the volume shader is not really documented in the manuals. Each ShadingGroup has an input for a Surface, Volume and Displacement Shader. What Surface and Displacement do is clear. What the volume shader is good for sounds obvious, t...
-
1. Create a normal projection texture. This will give you the texture and a 3D placement node feeding into a projection node. 2. Delete the 3D placement node. 3. Hook up the World Inverse Matrix attribute (from Camera or Spotlight) to the Placement Matrix attribute (of the Projection Node). If...
-
Anodized Aluminum Start with a Phong shader. Make the color darker than the actual color chosen. Make the Specular Color almost a pure color of the color chosen as the primary, but just a little darker (this always seems to come out best for the aluminum). Change the Cosine Power to 2. Remember...
-
http://perso.club-internet.fr/emcam/ Creez dans l'hypershade un blinn, un ramp sans son 2d texture node, un blend color et un sampler info. Create in the hypershade a blinn material, a ramp (without 2d placement texture node), a blend color, and a sampler info node. Quand vous aur...
-
As you all noticed, Maya doesn't provide at all motion blur with shadows. This tutorial shows how to generate motion blurred shadows in a separate pass(es), to be composited or just remapped into an attribute of a material (mainly the diffuse attr). It's been tested with depthmap shadows, bu...
-
An approach of simulating color transport in Maya in few steps without any extra light source... Well, to begin I'd say that this tutorial is a global method to fake 'easily' and quickly radiosity in Maya. I know there's many different ways to achieve the same effect. You may want to see...
-
Good for gamers..!! Well, here is a little tutorial on how to bake shadows at the same time you convert your shaders into solid texture files. This can be pretty useful for gamers (low poly modeling and thirsty of quick texture mapping including... shadows) I made a little scene to explai...
-
An approach of simulating color transport in Maya in few steps without any extra light source... Well, to begin I'd say that this tutorial is a global method to fake 'easily' and quickly radiosity in Maya. I know there's many different ways to achieve the same effect. You may want t...
-
that's all ,and then set your graphic card for Anit_aliasing 8x.restart maya ,GL
-
Most CG lights only lose luminosity as they fall off. This can look dull. If you can calculate what amounts to the light's facing ratio with respect to objects, you can use it to drive ramp-based color on the light itself. Here's a brief overview: 1) Get the world position of th...