Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
for the transparency, open your Render Globals, and make sure the image output is one that supports alpha channels (like TGA, since Photoshop can read it), and make sure the "Alpha Channel (mask)" checkbox is checked.
now when you render, all your geometry will be visible, but the background will be transparent when you show the alpha channel.
to get a shadow on a white surface i'd just make a plane and give it a white lambert shader, and then play with the attributes of the shader until it turns out how you want.
Car-maker.
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Turn on the render layers in your render globals. Make a new render layer and make sure that your ground plane is in it. Now turn off all of the other options in render globals apart from shadow. You will now just have the shadow pass of that layer.
Yeah, but Maya's shadow layers are very buggy. I've found them to often be inaccurate and have artifacts in them so check your renders carefully when they're done. I know of no work around for this other than the aforementioned white lambert trick.
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