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Chapter 4: Creating Textures. Maya 8 at a Glance. Shaders. Lambert: No highlights. Phong: Distinct specular highlights. Phong E: Greater controls for softer highlights. Blinn: Versatile and soft highlights. Anisotropic: Directional highlights, such as hair or metal. 2. Shaders. - PowerPoint PPT Presentation
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Shaders
2
• Lambert: No highlights
• Phong: Distinct specular highlights
• Phong E: Greater controls for softer highlights
• Blinn: Versatile and soft highlights
• Anisotropic: Directional highlights, such as hair or metal
Shaders
3
• Ramp: Control color changes across the shader
• Layered: Allows multiple layers to be stacked and combined
Common Attributes of Shaders
4
• Color
• Transparency
• Ambient Color
• Incandescence
• Bump Mapping
• Diffuse
• Translucence
Textures• Textures are images that can be mapped to almost any surface material
• They can be bitmap images or can be created procedurally
• Bitmap textures can be created in an external program, such as Photoshop, or inside Maya using 3D Paint
• Procedural textures are created using mathematical formulae internal to Maya
6
Procedural Textures
• 2D Procedural Textures• Bulge
• Checker
• Cloth
• Fractal
• Grid
• Noise
• Ramp
7
Procedural Textures
• 3D Procedural Textures• Brownian
• Cloud
• Leather
• Granite
• Marble
• Rock
• Solid Fractal
• Wood
8
Bump and Displacement
• Bump Maps• Give a surface a sense of roughness and depth
• Only affects the way light interacts with the surface
• Does not modify the geometry, so edges are still smoth
• Displacement Maps• Actually changes the surface of the geometry
• Requires more processing and rendering power
9
UVs and Texture Placement
• UV mapping overlays a texture onto a flattened model (done in the UV Texture Editor)
10
• 2D textures are mapped using a place2dTexture node
• 3D textures are mapped using a place3DTexture node