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Creating Textures and Shaders in Maya 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.
Hi! I'm Eric Keller. Welcome to Maya 2011: Creating Textures and Shaders. For professional Maya users, rendering and mental ray has become the de facto standard. Over time, the capabilities of mental ray have evolved, making rendering easier and more powerful. I'll be showing you how to get the best results using the latest features. Now I'm assuming that you have a good understanding of modeling concepts and that you know your way around the Maya interface, how to work in the Hypershade editor, and how to do preview renders. I'll begin this course with the brief discussion of how light interacts with surfaces.
We'll look at reflection, refraction, and absorption, and how to simulate these properties. Then I'll get right down to brass tacks and show you how to get your work done. We'll take a look at how to design translucent materials such as plastic, create subsurface scattering to simulate human skin, adapt presets to design your own shaders, and add texture maps to create surface detail. I've been working with mental ray shaders in Maya for a number of years. I'm looking forward to sharing what I've learned with you. So, let's start shading.
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