Introduction to Maya - Rendering in Arnold
This course will look at the fundamentals of rendering in Arnold. We'll go through the different light types available, cameras, shaders, Arnold's render settings and finally how to split an image into render passes (AOV's), before we then reassemble it i
# 31 26-07-2006 , 07:16 AM
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and again

ive got to fill this with water..??? that should be interesting, i will have to read up for that exersise

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# 32 26-07-2006 , 08:18 AM
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Mirek

Refractive index is in the raytraced options on each material.

As for research, the best way as always is study whats around you, plastic comes in more than one version right thru to rubber so...and also there are 'listings' available for refractive properties on various materials


Jay

# 33 26-07-2006 , 08:26 AM
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cool, thanks mate, will check it out. just needed to know which parameter one uses for 'refractive properties.' If more than one it is fine, i will read up about it, if there is just one, eg, 'refractions' please let me know, even if it is a drop down and i can take it from there.

I would say i need to read up on. Refractive index in relation to raytraced options. (so much to do so little time.user added image )

now i have to write that story about a dog at/in war..?? THE DOGS of WAR!!! (i think that one has been done user added image )

thanks


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# 34 27-07-2006 , 07:47 AM
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anyway, moving right along and putting the dog story to one side for a moment, here is the latest and i realise i know very little about this program. interesting that to do it well you must know how objects reacte in the real world to things such as light or gravity.

anyway, i tried texturing, made a texture but now i dont know how to put it on??? here it is in order

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# 35 27-07-2006 , 07:48 AM
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the map

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# 36 27-07-2006 , 07:49 AM
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and the texture i dont know how to put on..?

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# 37 27-07-2006 , 08:17 AM
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Hey there mirek,

Check out the TEXTURE BASICS tutorial that Mike Mckinley has made. He's done one on ALPHA CHANNELS too which you might find useful.

Take it easy,

Mat.

# 38 28-07-2006 , 10:27 AM
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i have tried everything, spent hours trying to get that red texture onto the 'plastic' surface. I have mapped the surface via planar rather than auto, i have used taga and jpeg, i have watched both of mike's texturing and alpha free tuts , i am exhausted with simply trying to get those red lines onto the surface. I even didnt get to uni the other day because i was so engrossed with trying to succeed with this, can someone please help.
matt i appreciate your help and it confirmed what i had forgotten and i reapplied it and got a decent result. but i have no idea where to go next. i have even tried painting on a transparent layer but it just made the whole test surface transparent.

SOS SOS sOS...


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# 39 28-07-2006 , 11:26 AM
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Hello mirek,

sounds like you're having a bit of bother (an understatement perhaps!!).

I think that the course of action that I would take is to apply the red lines to the UV map using photoshop or whatever image editor it is that you are using and use a layered shader in Maya to make the image work with a transparent plastic look.

Do this by opening the UV map in said image editor and on a new layer place the red lines where they need to be. I would then make an alpha channel that would display the red lines only.

Easiest way to do this is to use the magic wand tool and select the area surrounding the lines then invert the selection and delete that space in the alpha channel. Where the lines will appear should be white and where it will be transparent will be black. Save the image as a TGA file (ensure the alpha channels box is checked when you save), mental ray has a bit of bother with TIF and transparencies.

Now you need to create a lambert shader in Maya and plug the file that you made in the image editor into the colour attribute. You will also need a plastic shader of your own design or one that you have downloaded from somewhere.

Now you need to create a layered shader and double click on it in the hypershade window to open it's attributes and drag the lambert shader that you made into the area that holds the green shader in the attributes. Next do the same with the plastic shader and delete the green shader by clicking the x beneath it.

And bobs your uncle you have a layered shader which is transparent plastic with your image on it!! Apply it to the relevant objects and render away!!

there are probably more efficient ways to get the same results but this is the way I discovered first so I like it the best.

hope it helps,

Mat.

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# 40 28-07-2006 , 12:47 PM
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thanks matt, i think you have got something there, i sort of was on to that process but couldnt pice it together, dont think i have used a layered shader, the learning just keeps pouring in lol (and thank god for that) so thanks again.

i realised in my e-mail you might be in the states or somewhere, for some reason i thought you were here, you must have thought i was crazy saying 'if you get to adelaide drop in' but anyway that offer is always open

i have PS CS 2 and illustrator CS2 so if you know any short cuts there, well ..?? you know what i mean , at this rate you'll be talkng me through this... see how i go with your instructions, they are always very clear.

catch you mate and i will try this as soon as i recover from the first week back at uni and this past 2 days drama with th compass top lol

take careuser added image


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# 41 29-07-2006 , 03:49 AM
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this a huge headache and not worth continuing with at this rate. matt you.ve done all you can except do it yourself and im going to send you the file. throw it away if you want but this has given me one too many headaches and one to many hours of not doing uni stuff. this is the latest and i thought i did everything you said, no doubt i didnt but im starving because i haven't eaten because i've been trying to do this.anyway, if there is anyone eale out there they might benefit more from your tuts than me.
if you can put this thing on to the top and send me back the file i might be able to see what is going on but i am not about to ruin my life over a model when other duties call.

here is what you have sent for those who want to learn and here is the mess of it i have made so far. ill send you the fileand the images are in sourse images. AAARRRHHHHHH:headbang: :headbang: :headbang:

Mirek, you're spot on, I did use planar projection for all of the faces on my map. Here's how I did it.....

The JPEG file names correlate with the intruction steps, not all steps have a picture.

1: Select one side and it's relevant bevelled faces. Under the Polygon UVs menu select the planar mapping attribute box and set the mapping direction to suit the faces, in this case it would be the X Axis. Make sure that the 'Keep Image Ratio' button is checked. Click the project button and open the UV texture Editor (under the Window menu).

2: Select the UVs that have just been mapped (right click/UV then highlight by dragging a marquee around them) and move them to one side, off the checkered area so that you are ready to make a projection for the next set of faces.

3: Repeat steps 1 and 2 until you have made projections for all faces. When moving the UVs off the checkered area try to have in mind what the final map will look like and place the UV sets accordingly, still leaving room to select each set seperately.

4: In the perspective view select a corner where you know that projections should meet and check on the UV texture editor that they do. Not all projections will be in the correct direction (the projection tool doesn't differentiate between front and back sides of a model) so they will need to be flipped. In the Texture Editor select the UVs that need to be flipped and open the flip UVs attribute editor under the Polygons menu. Make sure that the local option is set and choose the relevant flipping direction, horizontal or vertical, then Apply and Close.

5: Repeat step 4 until all projections are in the right direction.

6: Now that all of the projections are facing the right direction select and move each one into it's final position then select the whole map and scale it to fit inside the checkered area making sure that there are no UVs outside the checkered space.

7: Ensure that you are in object mode and make take a UV snapshot from the option under the Polygons menu in th UV Texture Editor. Make sure you save your Maya scene too otherwise you will lose the UV info that you've created.

YAY, you've now made a UV map that you can edit to your hearts content in your favourite image editing software.

I hope that you've been able to follow these instructions, any difficulties just mail me.

Mat.

Hello mirek,

sounds like you're having a bit of bother (an understatement perhaps!!).

I think that the course of action that I would take is to apply the red lines to the UV map using photoshop or whatever image editor it is that you are using and use a layered shader in Maya to make the image work with a transparent plastic look.

Do this by opening the UV map in said image editor and on a new layer place the red lines where they need to be. I would then make an alpha channel that would display the red lines only.

Easiest way to do this is to use the magic wand tool and select the area surrounding the lines then invert the selection and delete that space in the alpha channel. Where the lines will appear should be white and where it will be transparent will be black. Save the image as a TGA file (ensure the alpha channels box is checked when you save), mental ray has a bit of bother with TIF and transparencies.

Now you need to create a lambert shader in Maya and plug the file that you made in the image editor into the colour attribute. You will also need a plastic shader of your own design or one that you have downloaded from somewhere.

Now you need to create a layered shader and double click on it in the hypershade window to open it's attributes and drag the lambert shader that you made into the area that holds the green shader in the attributes. Next do the same with the plastic shader and delete the green shader by clicking the x beneath it.

And bobs your uncle you have a layered shader which is transparent plastic with your image on it!! Apply it to the relevant objects and render away!!

there are probably more efficient ways to get the same results but this is the way I discovered first so I like it the best.

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# 42 29-07-2006 , 07:48 AM
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thanks for that matt, i still have some hair left, you help was in the nick of time. this is the render of wht you sent and while i study how you did it i might do the one that matt sent about metals, so i might have two WIPs at once, not a good thing but the circustances might just call for it here.

looks good this render
user added image

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# 43 30-07-2006 , 09:45 AM
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trying to get the texture ready for the chrome parts and it looks like HDRI or HDR is the best way, anyother suggestions welcome, here is a bit of a test

and matt, man that shader looks like pure maths to me, its going to take awhile between uni work to figure it, have patince with me ther mate, im just keeping head above water with this one.

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# 44 30-07-2006 , 10:04 AM
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Mirek

Instead of flooding the model with full on reflectivity, why dont you try mappingthe refected color channel in the material instead and then bring the reflectivity down a tad.

Jay

# 45 30-07-2006 , 10:16 AM
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mate, thats exactly wat i will do when i work out what it means lol. seriously, this has been great but it seems often over my head. matt (both matts) has helped so much but i cant understand. i try. i have put in a request to go over the things matt and now you have mentioned with a lecturer at tAFE, he will just have to find time for me.

but these things you both have mentioned has been great.
also i wonder what the best way to do the bubble would be? surface particle??


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