1 Maya 3D Tutorial Making pottery works perfectly Thu Oct 09, 2014 1:34 am
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Today we do a pretty strong sense of three-dimensional ceramic works, the kind of good quality. First, we first look at the finished works show:
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1 with the following scene, we have to complete a simple subsurface sccatring effect, of course, with the texture of the simulation. (See Figure 1)
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2 Select four earrings jar, check Override Dicing Settings panel under gelato in Shape property, the use of surface rendering subdivision gelato way. (See Figure 2)
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4 Create a blinn1 surface shader, assign scene ground. Click Shader Name gelato behind the panel below Override Shader following folder icon in the pop-up window, select plastic, click select added. (See Figure 4)
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5. same way, create a Lambert, all components assigned to the jar, add a gelato of maya_blinn. (See Figure 5)
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6 The Color attribute to this maya_blinn connect a maya of marble texture, color it and parameter adjustment is shown. (See Figure 6)
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7 Check this maya_blinn of Gelato Subsurface Scattering options, making it into a sub-surface scattering material. Parameters as shown. (See Figure 7)
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Maya 8 to cast light properties of a gelato in connection of maya_spotLight Shader, increasing its brightness, it produces raytracing shadows. (See Figure
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9 the current renderer to switch to the Gelato, open Raytracing, ensure Specail Shader following Subsurface Scattering has been activated. Save scene files using Render> Batch Render command rendering. (See Figure 9)
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10. After rendering is complete, we can find the catalog under the scenes scene more of a diffuse.sdb file, which is used to store the sub-surface illumination pass in re-used in the synthesis of information, plus the suffix _final file is the results we need, _subsurface suffix is a separate sub-surface color results. The final result is shown in Fig.]
Today we do a pretty strong sense of three-dimensional ceramic works, the kind of good quality. First, we first look at the finished works show:
\
1 with the following scene, we have to complete a simple subsurface sccatring effect, of course, with the texture of the simulation. (See Figure 1)
\
2 Select four earrings jar, check Override Dicing Settings panel under gelato in Shape property, the use of surface rendering subdivision gelato way. (See Figure 2)
\
4 Create a blinn1 surface shader, assign scene ground. Click Shader Name gelato behind the panel below Override Shader following folder icon in the pop-up window, select plastic, click select added. (See Figure 4)
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5. same way, create a Lambert, all components assigned to the jar, add a gelato of maya_blinn. (See Figure 5)
\
6 The Color attribute to this maya_blinn connect a maya of marble texture, color it and parameter adjustment is shown. (See Figure 6)
\
7 Check this maya_blinn of Gelato Subsurface Scattering options, making it into a sub-surface scattering material. Parameters as shown. (See Figure 7)
\
Maya 8 to cast light properties of a gelato in connection of maya_spotLight Shader, increasing its brightness, it produces raytracing shadows. (See Figure
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9 the current renderer to switch to the Gelato, open Raytracing, ensure Specail Shader following Subsurface Scattering has been activated. Save scene files using Render> Batch Render command rendering. (See Figure 9)
\
10. After rendering is complete, we can find the catalog under the scenes scene more of a diffuse.sdb file, which is used to store the sub-surface illumination pass in re-used in the synthesis of information, plus the suffix _final file is the results we need, _subsurface suffix is a separate sub-surface color results. The final result is shown in Fig.]