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Applying and projecting 2D procedural texture nodes

From: Creating Textures and Shaders in Maya

Video: Applying and projecting 2D procedural texture nodes

In this movie we're going to take a look at how you can add a little bit of detail to your shaders using the 2D textural nodes. In this case I have my teapot set up to texture. So I'll go to the Windows > Rendering Editors > Hypershade, and under mental ray, Materials I'll click on the mia_material _x node, and one way to apply a shader to an object is just to middle mouse button+drag it on top of the object. That applies the shader.

Applying and projecting 2D procedural texture nodes

In this movie we're going to take a look at how you can add a little bit of detail to your shaders using the 2D textural nodes. In this case I have my teapot set up to texture. So I'll go to the Windows > Rendering Editors > Hypershade, and under mental ray, Materials I'll click on the mia_material _x node, and one way to apply a shader to an object is just to middle mouse button+drag it on top of the object. That applies the shader.

So, I'll select the shader in the Hypershade and open up its Attribute Editor, and under Presets I'm going to choose the Copper preset, so I'm clicking on the Presets button, choosing Copper and then Replace, and this has a nice little Copper preset. So, let's do a render and see how that looks. Looks very shiny and new. What I like to do is maybe add a little bit of variation to the reflectivity so it looks a little bit less brand-new. I can go to the Attribute Editor for the mia_material_x shader and down under Reflectivity, I'm going to click on the checker box.

This will open up the Create Render Node and under 2D Textures, I'm going to choose Fractal and it supplies a Fractal procedural node to the Reflectivity channel of the copper pot. So if I go to the Hypershade, choose the material and select Graph > Input and Output Connections, you'll see I have that shader here and then if I hold the mouse over the arrow that connects the Fractal texture to the shader you can see that the outAlpha of the Fractal texture, the alpha channel, is connected to the Reflectivity.

So, I'm going to select the Fractal texture and under Color Balance you can see that Alpha Is Luminance needs to be checked, so that the Luminance value is connected to the Reflectivity channel, and I'll do a render. Now you can see how by doing that I've got a little bit of dirt going on here. It's a little bit extreme at this point and I like to adjust the size of it so it doesn't look quite like this. So I'll store this render, go into the Fractal Node, and this is called a Procedural Node because unlike a file texture which is just essentially a photographic image applied to a channel, you change the look of the texture by adjusting the sliders, hence the name procedural.

So, what I can do is I can tone it down a bit by bringing the amplitude down and you can see that little preview swatch here. It's getting a little bit less extreme. I'll raise the Threshold, so this brightens the overall look of the image just a little bit, and then to change the size of the fractal pattern on here I can start to play with the Ratio and the Frequency Ratio and see how we can add a bit more detail to it. I'll also play with the Levels just a little bit.

And the Bias slider, a negative value is just going to make it almost invisible. So I'll put it to about a Bias of -2.83. I'm going to open up the Render View, select a region here in this highlight and choose Render Region. You can see now this is what I get. Let's render the whole thing. There you can see it's adding a little bit of dirtiness to the reflection there, so it's breaking up the highlight, making it look a little bit less brand-new or little bit less CG.

When I'm designing a shader what I'll do is I'll start to add the texture nodes of various types 2D texture nodes and so on and so forth to several of these channels and that will start to break up the overall look of it and start to make it look more realistic. That's the basic idea behind the procedural nodes. Some of the other nodes include Bulge, Cloth, Fractal, Mountain, Noise. Noise is like another version of the Fractal node. So experiment using the various 2D texture nodes within your shader networks and see how you can start to expand the realism of your surfaces by applying these nodes to different channels.

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This video is part of

Image for Creating Textures and Shaders in Maya
Creating Textures and Shaders in Maya

37 video lessons · 7887 viewers

Eric Keller
Author

 
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  1. 2m 19s
    1. Welcome
      1m 6s
    2. Using the exercise files
      1m 13s
  2. 17m 49s
    1. Explaining diffuse reflections
      2m 39s
    2. Defining glossy and blurred reflections
      2m 32s
    3. Looking at refraction
      4m 20s
    4. Describing the Fresnel effect
      1m 56s
    5. Understanding anisotropy
      1m 10s
    6. Identifying ambient and reflection occlusion
      1m 49s
    7. Defining sub-surface scattering
      2m 4s
    8. Simulating translucency
      1m 19s
  3. 1h 8m
    1. Using Maya's standard shaders with mental ray
      7m 2s
    2. Comparing mental ray and Maya shader nodes
      9m 12s
    3. Creating mental ray shaders
      2m 32s
    4. Making sense of mental ray shaders
      10m 35s
    5. Introducing the mia_material
      9m 16s
    6. Creating a custom mia_material preset
      9m 17s
    7. Looking at car paint materials
      6m 43s
    8. Using subsurface scattering shaders
      13m 33s
  4. 1h 5m
    1. Understanding UV coordinates
      4m 26s
    2. Comparing NURBS and polygon UVs
      4m 48s
    3. Mapping polygon UV surfaces
      13m 1s
    4. Using texture maps for color and other shader channels
      8m 1s
    5. Applying and projecting 2D procedural texture nodes
      4m 0s
    6. Applying 3D procedural texture nodes
      7m 1s
    7. Using ramp textures
      8m 12s
    8. Setting up utility nodes
      6m 29s
    9. Using file texture nodes
      9m 41s
  5. 22m 36s
    1. Applying the turbulence texture
      9m 37s
    2. Considering the round corners texture
      4m 17s
    3. Improving skin detail with ambient occlusion
      4m 27s
    4. Applying reflection occlusion
      4m 15s
  6. 33m 6s
    1. Painting bump maps
      4m 14s
    2. Creating normal maps
      5m 24s
    3. Applying normal maps
      6m 17s
    4. Creating displacement maps
      9m 14s
    5. Troubleshooting displacement maps
      7m 57s
  7. 33s
    1. Goodbye
      33s

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