Link:INB Home|INB English| INB русский язык|INB العربية|INB Türkiye|INB فارسی|INB Español|INB Français|INB Português|INB Deutsch|INB 國語|INB 中文|INB 日本语|INB 한국어|INB ภาษาไทย|INB tiếng Việt||Maya 3D Tutorial Mountain map node
INB English forum
Welcome to (Industry & Native boffin) The industrial age here is full of fighting spirit, you and I both through this network space with Native biological spirit boffin came to the mad labs. home INBforum.com, come and join us Permanent name: inb-english.forumotion.com
INB English forum

Welcome to (Industry & Native boffin) The industrial age here is full of fighting spirit, you and I both through this network space with Native biological spirit boffin came to the mad labs. home INBforum.com, Permanent name: inb-english.forumotion.com


You are not connected. Please login or register

《《《《《《《上一页INBforum   Go down

上一页INBforum》》》》》》》View previous topic View next topic Go down  Message [Page 1 of 1]

1 Maya 3D Tutorial Mountain map node on Thu Oct 09, 2014 12:40 am

Admin

avatar
Admin
[You must be registered and logged in to see this image.]
This tutorial describes how to use Maya in Mountain map nodes from one side to show the powerful Maya and complexity of the Mountain flying over mountains -Maya tutorial map node operation
\

A: Ground production and related settings
First we create a Nurbs plane, subsequent operations, we will use this Nurns plane displacement map Mountain maps node operation, it turned into a mountain of images.


Using the menu command Create> NURBs Primitives> Plane>, open the Properties window, make the following settings.
\

Select the newly created Nurbs plane, open its property editor window, select the shape node nurbsPlaneShape1 label, as shown below:
\
Expand Tessellation attribute column, make the following settings:
\
Two: Create a mountain of material models (Shader)

Run Window> Rendering Editors> Hypershade, open Hypershade window. Will be one of the default material Lambert1 node network expansion, as shown below:

\
Select one of the initialShadingGroup node and open its property editor, the mapping on its Displacement Mat node on a Mountain dimensional map node, as shown below:
\
When mapping the Mountain dimensional map nodes to be created at the same time pay attention to its texture layout node (place2DTexture1), and you want to Normal mapped the texture node.

Under normal circumstances, the texture map a node to a replacement later on the map above (Displacement) nodes, Maya will automatically mapped to this map nodes simultaneously material bump (bump) map node, but sometimes they are not carried Maya this automatic mapping, when specific to the subject, or why such a situation occurs, not discussed in this article, has exceeded the capacity of my. But fortunately, if Maya did not make this automatic mapping work, you can achieve the same purpose by the method of manual settings.

Now select initialShadingGroup node and expand it in the Hypershade node network, if you're lucky, you will see nodes of the network in the following figure:
\

If for reasons mentioned above, you can see that below this node network: Please follow the steps below to manually mapped bump mapping node.

\
The results in connection with the mouse drag mountain1 Kin map node to node on lamber1 material released in the pop-up menu, select the bump map attribute node will be mapped onto this map bump map attribute lamber1 material, is also available figure above shows .
Next on mountain1 map node to lamber1 material node and then drag the mouse in Kin released, pop-up menu, choose color attribute, the texture mapped onto lamber1 node is also the color of the material properties, and ultimately get the following nodes in the network:
\




Three: Adjust the material properties

Should know is, Maya the program maps all OK with the color channels and the alpha channel, but with Maya other procedural map is different, mountain map node alpha channel is not from the color map color channel brightness values​​, which it is stored in the terrain height field information; while color channel white area represents the distribution of height field, in the distribution of the rock surface on the snow. Because snow is easy to gather at the higher terrain, so this map represents a largely white area on the mountain peaks position.

Understand this concept later, we adjust the material properties. Please open the render window, ready to be tested in order to observe the effect of rendering adjusted. The first thing we see is that by default, white areas on the material obviously too dense, so the Mountain map place2dTexture1 property editor opens, and make the following settings:

\

The following attributes Mountain map preliminary set of nodes as follows:


\

Which Snow Color color values ​​(RGB) for 0.98,0.98,0.98; Rock Color color values ​​(RGB) for 0.53,0.52,0.5.
Open the Attribute Editor bump2d1 nodes, make the following settings:


\

To get a better look mountains, the value of which Filter is critical. Many friends are always not satisfied with the appearance of the mountains, mostly because of the use of Filter Maya default value, and this default value is too large, and the value of these Filter is very sensitive, if the Filter Offset only set to 0.002, the effect will be completely washed away bump on the surface.

The last thing is that this Lambert1 material Diffuse attribute is set to 0.92, as shown below:
\

Four: Preview scene and rendering
Select the scene Nurbs plane, open its property editor, in its shape node nurbsPlaneShap1 tab, expand the Displacement Map Properties section, click on the Calculate Bounding Box Scale button, you need to wait for a while, it will be the top number input area fill in the new values​​, the significance of this portion of the operation is to use the new space in front of tolerance values ​​calculated automatically match the displaced surface.

Nurbs plane is selected to maintain the status on Maya's main menu, execute the command Modefy> Convert> Displacement to Polygons. The polygon model generation is set to template status, so lest it appear in the final rendering.

Select Nurbs plane, expand Tessellation attribute column, which will be Number U and Number V property is set to 250, as shown below:
\

Now use the template as a reference model polygon mountain to place the camera lens, and set the animation for this camera. The following parameters is what I do camera settings for your reference:

Translation: -2.4, 8.7, 84
Rotation: -2, 1.8, 0
Angle of view: 50
Near clip plane: 1
Far clip plane: 500
Camera aperture (under Film back): 1, 0.6
Film fit: horizontal
Display film gate (under Display options): on

The following scene lighting, in this scenario is best to use Directional Light as a main light, my parameters are set as follows:

Translation: 210, 210, 220
Rotation: -34, 44, 0
Color: white
Intensity: 1
Use depth map shadow: on
Shadow color (RGB): 0.35, 0.38, 0.42
Use mid dist dmap: off
Use dmap auto focus: off
Dmap width focus: 300
Use light position: on
Dmap bias: 0.5
Disk based dmaps: reuse existing dmap
Dmap name: MtDmap
Dmap scene name: off
Dmap light name: off
Dmap frame ext: off

Finally, set the Render Global parameters, I set as follows:

Resolution: 300, 180
Edge anti-aliasing: medium quality
Shading: 4
Raytracing: off

Environment for the scene to add some fog, and then the final rendering.]

View user profile http://eng.inbforum.com

上一页INBforum   Go down

上一页INBforumView previous topic View next topic Back to top  Message [Page 1 of 1]

Permissions in this forum:
You cannot reply to topics in this forum

Copyright ©2009-2016 LTD Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.

IT:SINGLESERVGoogle谷歌翻译TranslateFORUMSOFTLAYERGoogle谷歌广告联盟AdSenseAsia

 

Free forum | © PunBB | Free forum support | Contact | Report an abuse | Free forum