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Creating Shader Networks in Maya and mental ray

with Aaron F. Ross

Video: Welcome

Dive deep into the Hypershade window and shader creation with Maya and the mental ray rendering engine.
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  1. 4m 50s
    1. Welcome
      1m 3s
    2. Setting up the course project
      3m 47s
  2. 53m 38s
    1. Creating a reference to save disk space
      5m 36s
    2. Getting familiar with the Hypershade
      2m 47s
    3. Creating shading nodes
      6m 7s
    4. Using the Hypershade with the Attribute Editor
      5m 30s
    5. Setting viewport render options
      6m 16s
    6. Using the Render view
      6m 57s
    7. Graphing networks
      4m 26s
    8. Understanding shading groups
      3m 45s
    9. Making and breaking connections
      4m 23s
    10. Using the Connection Editor
      4m 27s
    11. Organizing material libraries with bins
      3m 24s
  3. 41m 38s
    1. Introducing the Node Editor
      3m 17s
    2. Creating a matte painting with the surface shader
      5m 44s
    3. Controlling hardware texture quality
      1m 26s
    4. Lighting the scene
      6m 31s
    5. Choosing a diffuse color and amount
      2m 42s
    6. Understanding ambient color
      1m 39s
    7. Bump mapping
      3m 7s
    8. 3D texture placement
      1m 31s
    9. Defining specular shading
      4m 26s
    10. Duplicating networks
      3m 31s
    11. Building branching networks
      5m 56s
    12. Exporting and importing networks
      1m 48s
  4. 33m 31s
    1. Setting up the mental ray renderer
      2m 15s
    2. Lighting the scene for mental ray
      5m 20s
    3. Using mental ray shading nodes
      4m 41s
    4. Choosing mia_material_x presets
      3m 23s
    5. Exploring mia_material_x
      3m 51s
    6. Bump mapping in mia_material_x
      2m 43s
    7. Adding ambient occlusion to mia_material_x
      5m 50s
    8. Using ambient occlusion nodes in shader trees
      5m 28s
  5. 23m 9s
    1. Mapping specular color
      3m 37s
    2. Adding reflectivity with raytracing
      3m 11s
    3. Setting raytracing depth
      3m 14s
    4. Shaping anisotropic highlights
      3m 58s
    5. Creating brushed metal with a bump map
      4m 2s
    6. Controlling the bidirectional reflectance distribution function (BRDF)
      5m 7s
  6. 34m 27s
    1. Rendering refractions
      3m 39s
    2. Finding the facing ratio with Sampler Info
      3m 42s
    3. Modifying transparency with Remap Value
      6m 13s
    4. Rendering solid glass with mia_material_x
      4m 32s
    5. Backlighting materials with translucence
      4m 26s
    6. Mapping translucence
      3m 40s
    7. Rendering skin with subsurface scattering
      8m 15s
  7. 21m 48s
    1. Adding detail with a displacement map
      4m 11s
    2. Controlling displacement tessellation
      2m 45s
    3. Working with Use Min Screen for camera-based displacement
      2m 58s
    4. Converting displacement to polygons
      2m 7s
    5. Normal mapping
      3m 47s
    6. Generating a normal map with Transfer Maps
      6m 0s
  8. 58m 23s
    1. Filtering a file texture
      4m 13s
    2. Adjusting file texture color balance
      2m 22s
    3. Understanding 2D texture placement
      3m 44s
    4. Assigning materials by face component
      1m 56s
    5. Nesting maps
      3m 59s
    6. Compositing maps with a layered texture
      3m 53s
    7. Applying multiple UV sets
      6m 34s
    8. Compositing shaders
      7m 19s
    9. Driving ramp UVs with a texture
      4m 29s
    10. Modifying colors with Remap HSV
      1m 41s
    11. Building substance textures
      7m 37s
    12. Baking with Convert to File Texture
      5m 22s
    13. Baking with mental ray Batch Bake
      5m 14s
  9. 40m 19s
    1. Constructing a candle flame shader
      4m 22s
    2. Using Shader Glow
      5m 22s
    3. Adding OpticalFX
      3m 56s
    4. Building a nonphotoreal shading network
      2m 10s
    5. Creating an ideal diffuse shader
      1m 18s
    6. Creating a noisy ramp
      1m 57s
    7. Adding colors
      3m 51s
    8. Setting a threshold with Remap Value
      5m 3s
    9. Multiplying values
      6m 40s
    10. Adding Brownian noise
      5m 40s
  10. 15m 55s
    1. Assigning a fill with a ramp shader
      4m 41s
    2. Assigning a Toon outline
      2m 3s
    3. Editing outline attributes in the pfxToon node
      2m 59s
    4. Manipulating outlines with a modifier
      2m 39s
    5. Converting Toon outlines to polygons
      3m 33s
  11. 35s
    1. Goodbye

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Creating Shader Networks in Maya and mental ray
Video Duration: 0s 5h 28m Intermediate


View Course Description

Dive deep into the Hypershade window and shader creation with Maya and the mental ray rendering engine. In this course, author Aaron F. Ross shows how to create materials and shaders for 3D objects, characters, and landscapes, with reflectivity, transparency, and amazing texture. Become more comfortable building shader networks and open up a lot of new possibilities for creative surfaces in Maya.

Topics include:
  • Getting familiar with Hypershade
  • Making and breaking connections
  • Using mental ray materials
  • Adding reflectivity with ray tracing
  • Rendering refractions
  • Mapping translucence
  • Adding surface relief detail
  • Adjusting and combining textures
  • Constructing a stylized non-photoreal shader
  • Working with math and utility nodes
  • Rendering ink and paint with Maya Toon
3D + Animation


(music playing) Hello! I'm Aaron F. Ross. And welcome to Creating Shader Networks in Maya and Mental Ray. In this course we will examine Maya's Hypershade Material editor in depth. We will customize core material attributes, such as Diffuse Color and Specular Highlights. I'll show you how to achieve commonly needed material effects, including glossiness and reflection, transparency and translucence, and surface relief or roughness. In the Hypershade, we will see how to work most efficiently by duplicating nodes in constructing branching networks.

The Mental Ray renderer offers many advanced features not found in the standard Maya software renderer. I'll show you how to leverage its power by employing Mental Ray Specific Materials and Maps. Additionally, we'll take a look at constructing non-photo real materials for stylized artistic looks. The course concludes with an introduction to Maya Toon. Maya's feature set for building Shader Networks is deep and powerful. I'm looking forward to sharing my knowledge with you in creating Shader Networks in Maya and Mental Ray.

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