Maya dynamics basics - Lab 6: Particle Materials

Anisotropic: This material has elliptical specula highlights. Blinn: Provides soft circular highlights and is good for metallic surfaces. Lambert: This material has no highlights and is useful for cloth and non-reflective surfaces. Layered Shader: Combines several shaders into one single shading object. Phong: Provides hard circular highlight and is good for glass surfaces. Phong E: Similar to Phong, but optimised to render faster. Shading Map: This material allows for colour changes to the rendering which provides cartoon shading.

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Maya Dynamics Basics Lab 6: Particle Materials Author: Khieu Van Bang Email: tribang.nd@gmail.com CONTENTS  Basics:  Shaders/Materials. Working with color particle : color, expression, expression shader, ...  Texture :  Which type Particle, we can use texture ?  Create textures on Adobe Photoshop.  Apply textures to particles.  Examples:  Create a spacecraft flying in the sky stars. Particle Materials 1) COLOR Particle Materials 1) COLOR 1.1) Shaders/Materials. 1.2) Working with color Particle. 1.1.1) Shaders/Materials. 1.1) Shaders/Materials  Define an object’s substance.  Surface textures . o How light is reflected.  Surrounding environment. 1.1.2) Basic attributes of materials. 1.1) Shaders/Materials  Color o Change basic color. o Apply a texture as a color map.  Transparency o Change basic transparency. o Apply a texture as a transparency map.  Shine o Change the intensity and size of the specular highlights of an object. o Apply a texture as a specularity map. 1.1.2) Materials Types Anisotropic: This material has elliptical specula highlights. Blinn: Provides soft circular highlights and is good for metallic surfaces. Lambert: This material has no highlights and is useful for cloth and non-reflective surfaces. Layered Shader: Combines several shaders into one single shading object. Phong: Provides hard circular highlight and is good for glass surfaces. Phong E: Similar to Phong, but optimised to render faster. Shading Map: This material allows for colour changes to the rendering which provides cartoon shading. Surface Shader: Provides a connection to a surface material attributes. Used Background: Allows for adjustment and control of an objects shadows and reflections. 1.1) Menterial particle templates Particle Materials 1) COLOR 1.1) Shaders/Materials. 1.2) Working with color Particle. 1.1) How to add color to Particle ? 1.2) Working with color Particle 1 2 3 4 1.2) Add Attributes 1.2) Working with color Particle Step 1: Select component “ Add Dynamic Atributes”. Step 2: Add attributes. Step 3: Change attributes. 1.3) Color Expression 1.2) Working with color Particle Step 1: Select component “ Add Dynamic Atributes”. Step 2: Select attribute(Right click). Step 3: Wite code. RampMap 1.2) Working with color Particle 1.3) Color Expression Step 1: Create Ramp. Step 2: Edit Ramp. Particle Materials 2) TEXTURE 2.1) Which type particle, we can use texture ? 2) TEXTURE  Type of Particle: Sprites 2.1) Create texture in Photoshop 2) TEXTURE  Step 1: Create text.  Step 2: Slect text content.  Step 3: Create Alpha Channels.  Step 4: Save as “.TIF” file. 2.2) Apply textures to particles. 2) TEXTURE 1 2 3 2.2) Control textures with expression. 2) TEXTURE 1 2 3 4 2.2) Control textures with expression. 2) TEXTURE 2) TEXTURE How to create it ? Particle Materials 3) EXAMPLES 3) EXAMPLES 3.1) Create a Emitter with explosion shader. 3) EXAMPLES 3.2) Slow motion rain drops. Thanks!

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