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资源信息:
中文名: Maya 2011:创建纹理和着色教程
英文名: Maya 2011: Creating Textures and Shaders
资源格式: 光盘镜像
学校: Lynda
主讲人: Eric Keller
发行日期: 2010年09月28日
地区: 美国
对白语言: 英语
文字语言: 英文
概述:
资源简介
Lynda最新出品的Maya 2011: Creating Textures and Shaders 关于Maya进行纹理和着色方面的视频教程.
官网链接:http://www.lynda.com/home/DisplayCourse.aspx?lpk2=62904
教学时长:3小时30分
主讲人:Eric Keller
教学光盘提供有配套工程文件以供练习提高.
Maya 2011创建Eric Keller和纹理和着色器教程演示了如何创建纹理和材料,然后将它们应用到实际的模型来呈现表面。课程内容包括工作与心理阴影节点线,其中包括精神图像的建筑节点,次表面散射节点,闭塞,汽车漆着色器,以及如何将其纳入阴影网络在Hypershade编辑器使用这些节点。还探讨了利用模型中添加细节纹理........
教学目录预览:
遮光概念的理解
模拟真实的反射效果的菲涅尔
透明和半透明表面呈现
比较标准的mental ray和Maya着色
mia_material材质介绍
着色网络发展
次表面散射材质使用
多边形UV坐标映射
纳入网络纹理节点
改善与环境闭塞皮肤细节
绘画凹凸贴图
Description
Maya 2011: Creating Textures and Shaders with Eric Keller shows how to create textures and materials, and then apply them to models to render realistic surfaces. The course covers working with the mental ray shading nodes, including the mental images architectural node, subsurface scattering nodes, occlusion, and car paint shaders, as well as how to incorporate these nodes into shading networks using the Hypershade editor. It also explores using textures, Maya software nodes, normal maps, and displacement maps for adding detail to models. Exercise files accompany the course.
Topics include:
Understanding shading concepts
Simulating the Fresnel effect for realistic reflections
Rendering transparent and translucent surfaces
Comparing mental ray and Maya standard shaders
Introducing the mia_material
Developing shader networks
Using subsurface scattering shaders
Mapping polygon UV coordinates
Incorporating texture nodes into networks
Improving skin detail with ambient occlusion
Painting bump maps
Creating normal and displacement maps
Troubleshooting maps
教程截图预览:
目录:
Introduction
Welcome 01:06
Using the exercise files 01:13
17:49 1. Shading Concepts
Explaining diffuse reflections 02:39
Defining glossy and blurred reflections 02:32
Looking at refraction 04:20
Describing the Fresnel effect 01:56
Understanding anisotropy 01:10
Identifying ambient and reflection occlusion 01:49
Defining sub-surface scattering 02:04
Simulating translucency 01:19
01:08:10 2. Shading in mental ray
Using Maya's standard shaders with mental ray 07:02
Comparing mental ray and Maya shader nodes 09:12
Creating mental ray shaders 02:32
Making sense of mental ray shaders 10:35
Introducing the mia_material 09:16
Creating a custom mia_material preset 09:17
Looking at car paint materials 06:43
Using subsurface scattering shaders 13:33
01:05:39 3. Textures
Understanding UV coordinates 04:26
Comparing NURBS and polygon UVs 04:48
Mapping polygon UV surfaces 13:01
Using texture maps for color and other shader channels 08:01
Applying and projecting 2D procedural texture nodes 04:00
Applying 3D procedural texture nodes 07:01
Using ramp textures 08:12
Setting up utility nodes 06:29
Using file texture nodes 09:41
22:36 4. mental ray Texture Nodes
Applying the turbulence texture 09:37
Considering the round corners texture 04:17
Improving skin detail with ambient occlusion 04:27
Applying reflection occlusion 04:15
33:06 5. Creating Surface Details with Textures
Painting bump maps 04:14
Creating normal maps 05:24
Applying normal maps 06:17
Creating displacement maps 09:14
Troubleshooting displacement maps 07:57
00:33 Conclusion
Goodbye 00:33
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