Old 09-09-2007   #1 (permalink)
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Maya Shaders...

whenever you are in doubt, just use a blinn shader.

with that said, i'm going through the normal maya shaders list. There's more if you are using Mental Ray, but I will not be touching on that topic today.

Anisotropic: metal, compact discs (cd's) or hair

Blinn: metal surfaces but I end up using blinn for almost every object type (basically blinn can be modified to be used for almost anything at all.)

Hair Tube Shader: The shader attributes are similar to the anisotropic shader in terms of the the specularity control... besides that it's the basic Blinn shader attributes, with a few extras.
*Maya Help files say:
If you convert your Paint Effects hair system to polygons, then a default Paint Effects tube shader is created. The former color attributes you set in the hair system are converted to the tube shader, but there is no construction history for these attributes. Any shading changes you want to make after you convert Paint Effects to polygons must be done using the tube shader.

Lambert: nothing. lol well not nothing, i guess you can use it for chalk, or really dull objects... I recomend just using the Blinn shader then turn down all the specularity and reflections, to get the same effect, just with more control.

Layered Shader: allows you to use different shader types, and stack them into layers much similar to how you would with photoshop layers

Ocean Shader: water, oceans. It's attributes control things like wave size, strength, speed, etc... it's pretty straight forward for the most part.

Phong: Plastic, or tiles, or anything that has a high gloss look to it.

Phong E: same as Phong except with different specularity controls. not really any difference...just personal preference.

Ramp Shader: allows you to create cartoon type shaders, or subtle rim-light effects, etc... I usually just use it for cartoon characters if you want it to look like 2d animation/renders. But it can also be used to control the colours falloff, etc without having to deal with the sampler info node etc.

Shading Map: is used for custom shaders. I used to use it for custom cartoon shader before the ramp shader came standard with maya. You can also connect other shaders to this node such as lambert, blinn, etc...

Surface Shader: is used for custom shaders as well, along with some render passes tricks, etc.
*edit* this is what the maya help files say:
Is a material (shader) that is a wrapper node, which means that you can connect any keyable attribute to this shading group, and then connect the shading group to an object. For example, you can connect an object's Translate Position to a Surface Shader's Out Color attribute to determine the object's color by the object's position.

Use Background: I have no idea, I never used this shader in my Life. I think it has something to do with compositing photo/film footage within the 3d scene. The object won't show up in a render, but it will take on shadows, and reflections, etc..
I'll have to research this shader more ... F1/help is my best friend, so is google :P


So basically that's what each shader is capable of. Personally I'd use a Blinn as a starting point, Learn how to texture and control each channel of the shader, then go from there.

I would go as far as using a texture for every channel. the value's 1-0 are equal to white-black, when it comes to greyscale channels like specularity and bump.

*note: you fake a lot of things such as reflectivity, or reflected colour. you can use a texture, this will save on rendering times, as the renderer won't have to actually calculate real relfections, but rather just use the texture instead.

if you want me to go through each channel and explain them, let me know.

and let me know which types of objects you are trying to texture, so i can show you examples for each.


hope this helps as a starting point.
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Old 09-10-2007   #2 (permalink)
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Red face Woot!

Woot!!, It's really helpful....I think you should put it into the wiki files about maya!! Really!!

Well I'm trying to texture an metal cylindrical object that has some dirt on it. Inside this (you can look inside from some positions) is an glass cylinder that should contain some kind of (light emiting)strange particles....but I don't know how I should get that to work....

So if you could post a example of metal with scratches/ dirt that would be really nice!! If you think it's to much work just let it be, then I will ask you when I'm in real trouble

PS: I will post up the model when I'm done with the modelling....won't be long.
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Old 09-11-2007   #3 (permalink)
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yeah i got some free time tonite, I'll see what I can come up with...
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Old 09-11-2007   #4 (permalink)
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Pictures of my model

I promised to upload them, so I did the model is not finished yet there is a lot that should be changed and stuff. Then the model not textured either..sigh..but I hope that will work out fine, after I'm done modelling.

So here they are,
Picture 1
Picture 2
Picture 3
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Last edited by unleash; 09-11-2007 at 04:03 PM.
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Old 09-11-2007   #5 (permalink)
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hey sweet model you got there! Can't wait to see this textured

speaking of which, I got distracted last night and never really came up with anything for you. If I have some time tonite, I will see if I can't get you started on a metal shader tonite.

It looks like you're using mental ray, that's good, I'll work with MR as well...
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Old 09-12-2007   #6 (permalink)
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here's a quick render for the metal shader i did.

it's a blinn shader, 1 spotlight and mental ray for rendering.


------------------------------Shader Settings ---------------------------
Blinn:
color: black
transparency: black
ambient color: black
incandescence: black
bump: fractal (heavily modified, I'll explain the method of the bump later in the post)
Diffuse: 0.165
Translucence: 0
Translucence Depth: 0
Translucence Focus: 0.500
Eccentricity: 0.099
Specular Roll Off: 0.587
Specular Color: white+overexposure. (very important, value must be above 1 a value of 4 works well)
Reflectivity: simple sampler info node/ramp setup (i will explain it later in this post)
Reflected Color: black

*note: please note that Numeric values can be mapped with colours and textures. Black = zero and White = one.

Reflection Limit: 3
Reflection Specularity: 1 *note: please use the lowest # possible with the Reflection limit. The higher the number, the longer the render times will be.


MENTAL RAY:
just keep scrolling down, there's a mental ray section.

Reflection blur: 0.200
Reflection rays: 2.00 *these make the reflection to blur the further objects are away from your metal shader object.

--------------------- End Shader Settings---------------------------------------

Okay so before we get started. Please open up the hypershade which is located under:
Window>Rendering Editors>Hypershade.
If you haven't used it before. Get acquainted, it's your new best friend.

now for the extra steps in creating the metal blinn shader.
*the next part might be a little confusing, it's getting late for me and i've already spent 2hrs on the shader and writing of this 'tutorial'. If it's too confusing, let me know and i'll slowly clear it up as i have more free time.

-------------------------Extra Shader Steps ----------------------------------
For the bump map, I made the bump value extremely low. With test renders you will see why.
I also turned down the values and contrast of the fractal image.
Inside the place2dtexture node, I also played with the Coverage and UV repeating values. The reason for this is to give it a "scratched" look. So basically I did the same thing you'd do in photoshop for a scratched metal texture.
Steps: Fractal in maya is like the noise in photoshop.
the U and V repeating in maya is to mimic the motion blur step in photoshop.
There's no real reason why i did it this way other than, it was convenient for me.

So with some test renders you should be able to tame down that bump map and figure out what settings to use for the U repeat and V repeat. I used 25 U and 5000 V.


Next for the Specular color setting. you click on the Grey Color Box beside "Specular Color"
Once you get the "color chooser" box popup. You get the HSV settings.
H= hue, S=saturation, V=value. The one we will be using today is Value
You take the number value and change it from 0.5 to 4.0.
This will give the color a brighter than white setting. You can choose any hue you want i stuck with white. the specular highlight will be whatever color you choose. even if you don't see it in the preview. Do a test render and you'll see.


Reflectivity:
The extra steps and reason why I did them are as follows:
If you look at something metal around you, you will notice that the metals reflection changes for the different angles as look at it. if you are interested in the science of things, go here

now back to the "art of things"
I used the following nodes to create this effect.
SamplerInfo node and a ramp texture
When you create a ramp texture it comes with a place2dtexture node.Delete this. in it's place you will use the SamplerInfo node.
Connect the SamplerInfo's facing ratio to the ramp's U ramp.
To do this you hold shift and middle mouse click on the sampler info and drag it onto the ramp texture, now let go and you will get a connection editor. Find the facing ratio for the samplerInfo and click it.
Now find the UV Coord and open the + inside choose the U coordfor the ramp's side at the bottom click close
Now once you have the attribute editor open for the ramp. I want you to delete 1 of the colors there. and change the other 2 to shades of dark grey.

if you go to the color chooser and use the HSV you can change the values. I used 0.1 and 0.3 for the 2 settings.

once you have that done...

Shift+middle mouse button drag the Ramp to the BLINN shader.
once the connection editor is open.
Select "out alpha" for the ramp's side, and select reflectivity for the blinn's side. Now click close on the bottom of the connection editor

That should more or less be the shader.

Maybe in a couple days I'll write up how I did the image based lighting and mental ray settings.
Currently they are far from perfect, but I'm not sure what kind of environment you are going to use.

If this is confusing in any way, I have attached the Complete maya scene included. If you are going to use it, it's for maya 7.0 and up.

And you need mental ray enabled in the plugin manager.
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Old 09-12-2007   #7 (permalink)
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umm, it didn't upload my scene file, it's all zipped up and is sitting on my drive at 82kb not sure why it said it exceeds max upload size.

oh well i've uploaded it to my ftp.

maya scene folder
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Old 09-12-2007   #8 (permalink)
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That's a lot of info just there,

I'm using the hypershade, but that doesn't mean that I know what 'nodes' should mean, or how it is suppose to work...I just know how to set up the shader seen in the renders and that's it really....

that is,in my oppinion, because I have no clue on what is what, Im dutch from origin and some word aren't really fitting into my vocabulary so but this really clearify's things!!

for the enviroment, I'm thinking of putting it into an vue scene.....that way there won't be any light maps....or HDRI images needed
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Old 09-12-2007   #9 (permalink)
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basically, anytime you create something in maya, it's a node.
open up maya's help files (F1)
and search for "node" and look at "what is/are" node
it'll clearify things (i hope)

anyways, sorry bout the long explanation, if i have some time, I'll take screenshots.

Also ... I've discovered some free shaders to download off of this site

if might speed up the process...
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Old 09-12-2007   #10 (permalink)
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Here are some of my new test renders,

I've been trying to make a texture in photoshop and use it around(bump/ indecance and colour....reflectivity will come later) had some problems but I like it know

Anyways do you know how to make a good bump for metal.....I have it a bit scratched but the metal bump thing(just plain metal) should have some ditches and dents....how should i do such a thingy?

I still can't uplaod anything so here's the link..
http://members.lycos.nl/erikknippels/Test render.jpg
http://members.lycos.nl/erikknippels/Cartoon.jpg

PS: the second one is a try at the cartoon shaders..
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Old 09-13-2007   #11 (permalink)
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what program are you using for rendering?

just curious because you mentioned importing your scene into vue.
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Old 09-13-2007   #12 (permalink)
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Even when I put a vue scene in maya ,which is the big + of the prog, it enables you to make a landscape with atmosphere and put it into an 3D prog like maya or 3dsmax....,

anyways, I always use mental ray/ maya software, just by using maya's own render view/ batch thing....
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Old 09-13-2007   #13 (permalink)
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oOOo i see... so all shaders and lighting/rendering will be done by maya?
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Old 09-13-2007   #14 (permalink)
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Yep, vue will load the scene/ enviroment into maya for rendering....I can try to make a screenshot from that one, will see maybe tomorrow or so. At this moment I'm trying to improve my texture skills

I will upload some new images soon, as I get the textures right
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Old 09-13-2007   #15 (permalink)
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Here are my newest renders, I'm having a bit of trouble getting the yellow squares right, and I think I should get rid of some scratches and dents...

http://members.lycos.nl/erikknippels/4.jpg
http://members.lycos.nl/erikknippels/5.jpg
http://members.lycos.nl/erikknippels/6.jpg
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