Advanced Maya e Texturing and Lighting Second Edition Lee Lanier WILEY PUBLISHING, INC.
Contents Introduction xvi Chapter 1 Understanding Lighting, Color, and Composition 1 Understanding the Art of Lighting 2 Using 1-Point Lighting 2 Using 2-Point Lighting 8 Using 3-Point Lighting 11 Using Naturalistic Lighting 16 Using Stylized Lighting 21 Understanding Color and Composition 22 Color Theory Overview 23 Checking Color Calibration 26 ', A Note on Color Temperature 27 Setting a White Point 28 Applying the Golden Mean 29 RuleofThirds 31 Step-by-Step: 3D Lighting Examples 32 Chapter 2 Applying the Correct Maya Light Type 37 " Maya Light Types 38 Common Light Attributes 38 Using Spot Lights 41 Using Directional Lights 46 Using Ambient Lights 47 Using Point Lights 49 Using Area Lights 49 Using Volume Lights 51 Linking and Unlinking Lights 53 Using Light Fog and Light Glow 54 Creating Light Fog 55 A Note on Environment and Volume Fog 57 Light Glow 60 Chapter Tutorial: Lighting an Interior 62 Chapter 3 Creating High-Quality Shadows 69 Rendering Depth Maps 70 Understanding Depth Maps 70 Refining Depth Maps 77 Solving Light Gap Errors 82 Comparing Shadows 85 Raytracing Shadows 87 Linking and Unlinking Shadows 88 Creating Effects Shadows 88 Shadowing with Light Fog 89 Shadowing with Paint Effects 89
Shadowing with Maya Für 92 Shadowing with Maya Hair 95 Shadowing with ncloth 96 Shadowing with the Toon System 97 Chapter Tutorial: Lighting a Flickering^Fire Pit with Shadows 99 Chapter 4 Applying the Correct Material and 2D Texture 103 Reviewing Shading Models and Materials 104 Shading with Lambert 104 Shading with Phong 106 Shading with Blinn 108 Shading with Phong E 109 Shading with the Anisotropie Material 111 Shading with a Shading Map 113 Shading with a Surface Shader 114 Shading with Use Background 115 Reviewing 2D Textures 117 Applying Cloth 117 Applying Water 118 Applying Perlin Noise 119 Applying Ramps, Bitmaps, and Square Textures 121 Mastering Extra Map Options 122 Setting the Filter Type 122 Shifting Color with Invert and Color Remap 126 Stacking Materials and Textures 126 Mastering the Blinn Material 129 Re-Creating Wood 130 Re-Creating Metal 131 Re-Creating Plastic 132 Chapter Tutorial: Re-Creating Copper with Basic Texturing Techniques 133 Chapter 5 Applying 3D Textures and Projections 137 Exploring 3D Textures 138 Applying Random Textures 139 Applying Natural Textures 147 Applying Granulär Textures 151 Applying Abstract Textures 153 Applying Environment Textures 155 2D Texture Projection Options 158 Placing Placement Boxes and Projection Icons 162 Applying the Convert To File Texture Tool 163 Chapter Tutorial: Creating Skin with Procedural Textures 165 Chapter 6 Creating Custom Connections and Applying Color Utilities 169 Mastering the Hypershade Window 170 Reviewing the Basics 170 Creating Custom Connections 171 Cleaning Up 176
Shifting Colors 180 Converting RGB to HSV 180 Converting RGB to Luminance 182 Blending Colors 183 Remapping Color 184 Remapping HSV 187 Remapping Value 188 Smearing Colors 189 Correcting Gamma 190 Adjusting Contrast 192 A Note on Sliders and Super-White 192 Clamping Values 194 Reading Surface Luminance 194 Chapter Tutorial: Creating a Custom Paint Material 196 Chapter 7 Automating a Scene with Sampler Nodes 201 Employing Samplers 202 A Review of the Ramp Shader Material 202 Coordinate Space Refresher 203 Using the Sampler Info Utility 204 Using the Light Info Utility 207 Using the Particle Sampler Utility 213 Using the Distance Between Utility 218 Tying into Nonmaterial Nodes 218 Creating Simulated Propeller Spin 219 Reproducing the Hitchcock Zoom-Dolly 221 Tapping into Construction History Nodes 222 Redirecting the Initial Shading Group Node 224 Connecting Multiple Materials in One Network 224 Using the Studio Clear Coat Utility 225 Chapter Tutorial: Building a Custom Cartoon Shading Network....227 Chapter 8 Harnessing the Power of Math Utilities 233 Math Utilities 234 Reversing Input 234 Multiplying and Dividing 234 Adding, Subtracting, and Averaging Values 236 Using Expressions 238 Changing the Range of a Value 239 Mapping Per-Particle Attributes 242 Working with Vectors and Matrices 247 Testing a Condition 251 Switching Outputs 252 Using Esoteric Utilities and Scene Nodes 255 Stenciling Color 256 Applying Optical FX 257 * Converting Units 258 Understanding Scene Nodes 259 Chapter Tutorial: Creating Eye Glow with Advanced Math Utilities 260
Chapter 9 Improving Textures through Custom UVs, Maps, and Sliders 265 Preparing UV Texture Space 266 Prepping NURBS Surfaces 266 Preparing Polygons 272 Using the 3D Paint Tool 284 The Basic Workflow 284 Roughing in a Texture 286 PSD Support 287 Bump and Displacement Mapping 289 Bump Mapping 289 Displacement Mapping 291 The Height Field Utility 293 Custom Sliders 295 Chapter Tutorial: Preparing the UVs of a Polygon Model 296 Chapter 10 Prepping for Successful Renders 301 Determining Critical Project Settings 302 Deciphering Aspect Ratios 302 Switching between Square and Nonsquare Pixels 304 Selecting a Film Back 305 Displaying Gates 307 Selecting a Focal Length 308 Selecting Frame Rates and Interlacing 309 A Note on Frame Rate Conversion 310 Mastering the Render Settings Window 311 Prepping Maya Software Renders 313 Prepping Maya Hardware Renders 315 Prepping Maya Vector Renders 317 Rendering with the Command Line 318 Organizing the Render 319 Cleaning Up 319 Recovering Lost Bitmaps 320 Selecting Image Formats and Render Resolutions 321 Differentiating Image Formats 322 A Note on 16-Bit Color Space 323 Changing Compression Settings 324 Oversized Rendering 325 Creating Depth of Field 325 Applying Motion Blur 328 Industry Examples: Splitting Up a Render 331 Chapter 11 Raytracing with Maya Software and mental ray 337 Maya Software vs. mental ray 338 Raytracing with Maya Software 338 Comparing the Scanline and Raytracing Processes 339
Setting Up a Raytrace 342 Creating Reflections 344 Managing Refractions and Aberrations 345 Raytracing with mental ray 349 Mastering mental ray Quality Settings 349 Using mental ray Motion Blur 352 Controlling mental ray Shadows 355 Creating Reflections and Refractions with mental ray 357 \ Reproducing Water 359 Water as a Liquid 359 Water as a Solid 364 Reproducing Glass 366 Creating Glass with Maya Software 368 Chapter Tutorial: Texturing and Rendering an Ice Cube 371 Chapter 12 Working with Global Illumination, Final Gather, and mental ray Shaders 375 Understanding Indirect Illumination 376 Tracing Photons 377 Rendering Global Illumination with mental ray 379 Adjusting Global Illumination Attributes 380 Reviewing Photon Hits 383 Applying Caustics 385 Applying mental ray Shaders 389 Using Dgs_material 389 Using Dielectric_material 390 Using "Mib" Shaders 392 Using "Misss" Shaders 393 Using Lens Shaders 395 Using Environment Shaders 396 Using Mib_volume and Parti_volume 398 Preparing mental ray Shaders for Global Illumination 399 Using Final Gather 400 Adjusting Final Gather Attributes 402 Using Irradiance 404 Fine-Tuning mental ray Renders 405 Rendering the Cornell Box 405 Rendering the Cornell Box with Maya Software 410 Chapter Tutorial: Creating Caustics with Final Gather 411 Chapter 13 Texturing and Lighting with Advanced Techniques 415 Adding Realism with HDRI 416 Comparing LDR and HDR Images 416 An Overview of Supported HDR Formats 419 Displaying HDR Images 419 Texturing with HDR Images 421 Tone Mapping with mental ray Lens Shaders 423 Lighting with HDR and LDR Images 424 An Introduction to RenderMan For Maya 431
Creating Textures with the Transfer Maps Tool 433 Normal Mapping 433 Creating Displacement Maps 435 Baking Lighting and Shading Information 437 Managing Renders with the Render Layer Editor 438 Render Layer Overview 438 Creating Member Overrides and Render Pass Options 440 Creating Render Settings Window Overrides 441 Using Presets 442 Creating Material Overrides 445 Step-by-Step: Creating the Cover Illustration 445 Appendix About the Companion CD 453 What You'll Find on the CD 454 Project Files 454 Bonus Chapter 454 System Requirements 454 Using the CD 455 Troubleshooting 455 Customer Care 456 Index 457.