BIBIN FX.COM RENDERING BOTTLES IN MAYA MOSTAFA TALEBI BIBINFX.COM MOSTAFATALEBI.WEEBLY.COM

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BIBIN FX.COM MOSTAFATALEBI.WEEBLY.COM MOSTAFA TALEBI BIBINFX.COM MOSTAFA TALEBI RENDERING BOTTLES IN MAYA

Hello This tutorial is mine, there is no other extra reference to be used in this tutorial.in this lecture I want to build a glass material using Maya blinn node. First of all there is some point is important to be mentioned & those are the problem that you may face during reading or watching any types of tutorials. In this case you should use your creativity to come over the problem. Building the glass material using blinn and connecting nodes in maya shading networks that even is useful in other cases of shader setup. Actually consider that this material is simplified version of that material. I use Maya 2009 on Windows XP 64 Bit & render the scene using the Mental Ray 3.7 Plugin.

Chapter 1 Open the project file included with PDF File. In this project I put you a curve. Using this curve you can construct the bottle. Surface/Revolve Follow the address below to revolve the curve. Note: You should be in Surface Menu Group to have the menu available(marked Red) The curve pivot point should be set to the exact left of the it so as our bottle is constructed it turns to be center. Now right click on the object and select Isoparm. Select the Isoparm shown in the image below and the follow the address to detach the surface. Go to address: NURBS/ Detach Surfaces Now it's time to build the main material. Change the menu Set to Rendering and go to "Assign New Material" and give it a blinn and name it to "Outter_Glass" or another name. I've named it "glass". you can see how to assign material by looking at image below.

When the Object is Selected Right click and select "Material Attributes". So now set the options as shown in the image below. Diffuse:0.00 Eccentricity:0.74 Specular Roll Off:1.00 Reflectivity: 0.500 There is another important option needs to be set.

In blinn Options go under the menu named "Raytrace Options".Set like image. So building a realistic shader needs to have more control over your material. Then using Ramp will gives you the controls. Open Hypershade Window(Window/Rendering Editors/Hypershade) Create a Ramp. Menu: Create/2D Textures/Ramp

Set the Options Like so. Now the third color of the ramp should be controlled by another extra ramp to get full control over the ramps. Generate another ramp and set the color as shown in the image below and then we follow some step to connect these two using "Connection Editor" window. look that as we add ramps, these node belong to an specific channel. these ramps are the controller of the Transparency channel of the material. Now go to the address below to open the Connection Editor window. Window/General Editors/Connection Editor. Select the second ramp then hit Reload Left Button to display Ramp options. Now select the first ramp and hit Reload Right. In the left of the window select ramp.outcolor And on right of the window, expand the colorentrylist & hit colorentrylist[2].color Second ramp ends the transparency channel

Now two ramp are connected & working one ramp. as Go to following address and create a sampler info node to control the way it faces the camera. Menu: Create/General Utility/Sampler Info In connection editor sampler info node should be on the left and the first ramp on the right. Do so & then select the facingratio of sampler info & on the right choose ucoord & vcoord (By expanding uvcoord ). Connection Editor window is a connections manager of Autodesk Maya as the name suggest, the left side is the node that has the output channel and right side is the node that has input Channels.(left Node mean the output & right mean input) Our ramp is now complete, connect it to blinn s transparency channel.

Now the ramp that was required for transparency channel is ready. Select it and drag & then drop it on to the blinn s transparency channel. now you are done. The connection for Sampler Info to Ramp should looks like this Select the outter surface of the bottle and in Hypershade select the Blinn and Right Click & then select Assign Material To Selection. For the inner surface go to Hypershade & then go to Edit/Duplicate/Shading network. So turn off the reflection, Specular and under the Raytrace Options set the Reflection Specularity to 0.00. Now that s time to set the Reflection channel. Duplicate the first ramp shading network (so that the ramps & Sampler Utility are duplicated). Turn the colors to gray scale colors with reversed values.for example a dark red should be a light gray. Then drop it on to the Reflection channel.(the outter surface material).

Building label will improves the look of the image. Select the outer surface Isoparm & then in Surface menu go to surface & detach it. Your job is done. Making a label for bottle by selecting the Isoparms and then detach it from the surface. But you have to set the render option by following the address below: Window/Rendering Editor/Render Setting And select you renderer as Mental ray. Then as the image shows,set the options of the render setting.

Autodesk Maya 2009 Render Global Window

If you have problems with some parts, please tell me to help you. Any question:mostafatalebi@rocketmail.com My Web:mostafatalebi.weebly.com