Maya Essentials 4: Creating Textures and Materials

Maya Essentials 4: Creating Textures and Materials

with George Maestri

 


Materials define how the surface of 3D objects appear and lend them color, transparency, and texture that allow you to view the characteristics of a surface. This course introduces the basics of creating materials in Maya. Author George Maestri presents the basic material types as well as how to apply and align bitmap textures. He also discusses the concepts behind transparency, specularity, and reflectivity, which impact the appearance and light receptiveness of materials.
Topics include:
  • Understanding the basic materials
  • Creating and applying maps
  • Working with the Hypershade window
  • Using bitmaps as textures
  • Creating reflections
  • Using bump vs. displacement mapping
  • Projecting textures on surfaces
  • UV mapping a complex object

show more

author
George Maestri
subject
3D + Animation, Rendering, Textures, Materials
software
Maya 2013
level
Beginner
duration
1h 51m
released
Jun 25, 2012

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Introduction
Welcome
00:03Hi. I am George Maestri, and welcome to Maya Essentials 4: Creating Textures and Materials.
00:10In this course, we're going to go over the basics of creating materials and
00:15applying textures in Maya.
00:18We're going to go through some tools such as the Hypershade window and IPR which
00:24will let you render interactively.
00:26Then we're going to go through and refine materials.
00:29We're going to understand how to use bitmaps as textures, we're going to
00:32understand some of the features of each material such as transparency,
00:37specularity, and reflections.
00:40And finally, we're going to apply textures to surfaces.
00:43We're going to do some simple projections, and then we're going to do some
00:47sophisticated UV mapping.
00:50Let's go ahead and get started with Maya Essentials 4: Creating Textures and Materials.
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Using the exercise files
00:00If you're a lynda.com Premium Subscriber, or you get the course on DVD, you'll
00:05have the exercise files used in this course.
00:08Now, if you want to follow along, go ahead and drag your exercise files to your
00:13desktop as I have here.
00:15Now, this exercise files folder basically has one folder for each chapter in the course.
00:23In each one of these folders is a Maya project.
00:26So, at the beginning of each chapter, I want you to go into File > Set Project and
00:32make sure you set the appropriate folder for the project that you're using.
00:38So the first one we're going to be using is Create_Materials so go ahead and set
00:42that, and you should be ready for the first chapter.
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Choosing a renderer
00:00This course will use both the mental ray and the Maya Software Renderer.
00:06So, let me show you quickly how to switch between them.
00:11If you want to use mental ray, you do need to turn on the plug-in.
00:15This may not be turned on By default.
00:18So, we want to go into Window > Settings/ Preferences > Plug-in Manager, and then
00:25scroll down until you find Mayatomr.mll.
00:31You want to make sure that Loaded is checked.
00:33Now, I check Auto load just to make sure that it loads every time I load Maya,
00:41and I would suggest you do that as Well, if you're using mental ray a lot.
00:45Now, once you've made sure that you have the mental ray plug-in enabled, you can
00:49go into the Render Settings window by clicking on this icon here, and then we
00:56can choose between any number of renderers.
00:58Now, By default, Maya uses the Maya Software Renderer.
01:03We have a number of other Maya Renderers, and then we also have mental ray.
01:08Now, if you've selected mental ray, you will render in mental ray, and if you
01:13select the Maya Software Render, you render in that.
01:17Now, you may have additional renderers installed in your version of Maya, but
01:22these are the two that we'll be using in this course.
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1. Creating Materials
Understanding the basic materials
00:00Let's take a look at the basic materials that we have available in Maya.
00:05In order to apply a material to an object, well, we first need an object.
00:09So let's go ahead and just create a simple surface.
00:12I'm going to create a NURBS sphere, and I'm just going to go ahead and drag on
00:17the grid and hit 5 to shade it.
00:20Let's go ahead and move that above the grid so we don't have the grid through it.
00:25Now if I select this object, I can apply a material.
00:28A material really is just a way to shape and render the surface.
00:33By default, we have what's called a Lambert shader applied.
00:37If I hit the Render button here, that's just a very dull matte material.
00:44Now if I want, I can apply any number of other types of materials.
00:49So if I want to, I can go into my Rendering menu and under Lighting/Shading, I
00:55have a number of different options here.
00:57I have the attributes for the existing material, I can also assign a new
01:01material, assign a new material from a list of favorites which are basically our
01:07standard types of materials, or we can assign an existing material.
01:11So if I've already created a wood texture or something like that, I can apply that.
01:17Now another way to apply these materials is to go to the Rendering tab, and then
01:22we have all of these right here.
01:25So if we want, we can assign them either from the menu or from the shelf.
01:30Let's go ahead and assign one from the menu.
01:32So I'm going under Lighting/ Shading > Assign Favorite Material.
01:36Now I'm just going to assign the one here at the top, and it's called Blinn.
01:40Now notice how, when I assign it, the sphere gets a little bit shiny.
01:46So before it was kind of flat and dull, and now it has a little bit of what
01:51we call specularity.
01:53Now if we want to, we can adjust the basic material attributes by going into the
02:00Attribute Editor and finding the rightmost tab.
02:03In this case, it's blnn1.
02:05We assigned a Blinn material, and that's now attached to my object.
02:11I'm going to go ahead and pull this down here so we can see a little bit more of
02:16the attributes here.
02:17Each material has a number of attributes and those attributes will change
02:22depending upon the type of material.
02:24Now you can also change the type of material here.
02:28So we picked Blinn but we don't have to use Blinn, we can use any one of these.
02:34And these are part of the basic materials plus a few others.
02:38So I'm going to keep this on Blinn here.
02:40Now each of these materials have common attributes such as the Color.
02:45So if I click on this Color box here, I can select any color I want.
02:50I can dial up or down Transparency, I can select an Ambient Color.
02:56Notice how this changes here on the sample it may not change in the viewport.
03:01Sometimes if you change it say to maybe a different renderer in the viewport
03:05such as render 2.0, you may be able to see it.
03:08So let's go ahead and turn render 2.0 on so we can this a little bit better.
03:12We also have IncandEscapeence, Bump Mapping.
03:17We also have a Diffuse which is basically the underlying color.
03:21We have Translucence, and so on.
03:24So each one of these is common to the basic shaders.
03:29Now the differences in the different types of shaders is how it creates specular shading.
03:35Now specularity really is the way that you see highlights on the object.
03:40So in this case, I have the Blinn shader, and I can change my Eccentricity, in
03:47other words, how sharp or broad is that spot.
03:52What's my Roll Off, in other words is it fading off or is it sharp edge.
03:56The color of the specularity, we do not have to have it as white or gray.
04:01We can have it really any color we want.
04:04And then in addition to that we have Reflectivity which we'll get into in
04:08a little bit later.
04:09Now each one of these is a way to change the way the material looks.
04:13If we want to, we can also change the type of material.
04:16So right here we have Blinn.
04:19If we go and change it to Lambert, what happens as it keeps the diffuse color
04:25but we don't have any specularity, and that's really the definition of a Lambert
04:29shader is that it has no specularity, it's not shiny.
04:33It's just a flat surface.
04:35So if we change this again, we have a number of other ones here, I'm going to go
04:39up to the top here to Anisotropic.
04:41And this type of shader actually has non-round highlight.
04:45So we can see it here in the material's sample.
04:47We can change the Spread in X and Y, we can change how the highlight shows up.
04:53Now it's not showing up in our viewport, but if we do a quick render, you
04:57can see that it does.
04:59So not all of these will show up in the viewport, it's best to look at
05:02the material's sample. Now there's a couple of other standard ones.
05:06We have Phong which is basically very similar to Blinn in that it has basic
05:12specularity here, and then we have what's called Cosine Power, and again, the
05:17Specular Color and Reflectivity.
05:20We have another one called Phong E which I find is really good for glass.
05:25And again, the Specular Shading, we can actually add Roughness to the Specular
05:29Shading, we can also add a number of other things.
05:32Now once you've created a shader, notice how we've actually created a bunch of
05:36different ones, and when we change this to Phong E, it creates a phongE1.
05:40Now if I want, I can rename this by giving it a name.
05:45We could call it Blue. Now we have a material that's called Blue.
05:51So if I wanted to, I could create another object, so let's go-ahead and say
05:55create a polygonal cube.
05:58And if I want to, I could apply that blue material that I created here.
06:03Now all I have to do to do that is just right-click over the object, and we have
06:08our Material Attributes windows here.
06:11So this is exactly the same as we have under this Lighting/Shading.
06:15So these four menu options are actually under your right mouse button.
06:19So if I right-click over this you see I can assign a new material, I can assign
06:24a favorite material, so any one of these such as Blinn, Lambert, Phong, or Phong
06:29E, or I can assign an existing material.
06:32So in this case, I have Blue which is the one I just created, and so I can
06:36assign that as well.
06:38As you can see, there's a lot of options for these materials.
06:42So we'll start to go through these to start customizing our materials even more
06:47in the next few lessons.
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Creating and applying maps
00:00Now as you start getting deeper into materials, you'll want to go beyond just solid colors.
00:05You'll want to add texture maps to your materials.
00:08So let's go over some of the basics of how to apply texture maps.
00:13Just start with a simple object.
00:14We're going to go with our good friend, the sphere here.
00:17I'm going to go ahead and lift that above the grid so we can see it.
00:23Let's do ahead and apply a material to it.
00:25So I'm actually going to go into my rendering shelf here and just apply a
00:30simple Blinn material.
00:33Now once I do that, I can select the object, go into the Attribute Editor and select blnn1.
00:40If we wanted to, we could change the color like we did before.
00:44So I can basically just dial in a color on the color wheel that I like.
00:48But this is just a solid color.
00:51Now if I wanted to make this more of a texture map, I can go over here to this
00:56little checkerboard on the right-hand side of this attribute.
01:01Now if we notice we've got checkerboard on all of these, and if I click on this
01:06it brings up a special menu called Create Render Node.
01:10And if we take a look at this we have all sorts of different textures.
01:14Notice how it automatically highlights the ones that are textures.
01:18We can also create other types of render nodes such as Surfaces or Lights or
01:24other types of things.
01:26But this is really just all the different textures that we have available for this material.
01:31So if we want, we can add any of these procedural textures such as Bulge or Checker.
01:36We could also add Files.
01:38We could also add other procedural such as Mountains, we could add Movie files.
01:43So if you want to have something that changes over time, we can do that. We can add noise.
01:49I'm not going to go through all of these.
01:51In fact, let's go through some of the simplest ones here.
01:54Let's just go ahead and apply Checker.
01:56And, as you can see, we've got a checkerboard here.
02:00Now what this does is it brings us into an Attribute Editor for the
02:05Checker procedural texture.
02:07And so if we want, we could change the color of this.
02:11So if we want black and green instead of black and white, we can do that.
02:15Now we're not seeing this on this sphere, and that's because we don't have
02:19hardware texturing turned on.
02:21So let's go ahead and go into Shading, turn on Hardware Texturing, and you can
02:25see now I've got that available.
02:27When I'm in this texture node, I don't see all of the other nodes for the object.
02:34This is basically just for this texture.
02:37If I want to, I can either reselect the object, or I can hit this little Up
02:43Arrow here, and this goes my output connection.
02:46And basically what it does is it goes back up to my shader, which is my Blinn
02:51shader, and it allows me to see all of my other parameters.
02:54So, as you can see, I've got Color, and now instead of this green, it's actually
03:00coming from this checker pattern.
03:02So I don't have to have a green, and I can have a blue and black or whatever.
03:07Now when you have a texture, we also have another node here which is
03:11called place2dTexture.
03:13And this determines how this 2D image is placed within the map, and then the map
03:21is applied to the object.
03:23So, for example, if I wanted to, I could rotate how this is applied so I
03:29can just dial this in.
03:30I can change my Coverage, I can make it bigger or smaller.
03:34So actually what I'm doing is changing the size of the map.
03:38If I change it from 2 to 2, it grows the map and applies it differently.
03:43Now we have mapping in our object here.
03:46So what I'm doing is I'm just making this particular texture bigger.
03:51If I wanted to, I could bring it back down to 1, either 1 and 2 or 1 and 1 or
03:57really any value that I want.
03:59And then we also have a Repeat value, and so this is how many times does this repeat.
04:05So if I want four checkers per repetition, then I can do that.
04:10If I want to have even more checkers, I can go from 4 to 8 or really any
04:15number that I want.
04:16And again, with this if I want go back up to my checkerboard pattern, I can do
04:21that and notice how this is changed.
04:23And this is the map that we're applying to the object.
04:27And then if I want to, I can go back up to the original material, and then go from there.
04:33Now one more thing I want to show you is that we can actually go deeper than this.
04:38So if I go into my checker pattern either by clicking here or here, you see here
04:45under Color, we have a color picker, but again, off to the right, we have
04:50another Map button here.
04:52So if I want to, I could actually change this from a color to another map.
04:59So if I click here, I again get this menu, Create Render Node.
05:04So I can put anything I want into this.
05:07So let's say for the sake of argument, let's just go ahead and put in some noise.
05:12So now I have noise where black used to be, and then in the other one, I have blue.
05:19So notice how I have another noise texture and another place2D texture for that noise.
05:26I can adjust all the parameters to create whatever noise I want.
05:30I'll go back up to the checker which contains this noise.
05:35And then if I go back up again, I go back to the Blinn which contains the
05:39checker, and again, you can see how we can start embedding textures within
05:44textures, and you can see there's a lot of different possibilities with that.
05:48So those are some of the basics of how to apply maps.
05:51Now remember, each attribute in a material has the ability to accept a map and
05:58each map can also contain multiple maps.
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Using the ramp material
00:00In addition to the standard materials, Maya also has additional materials that it can use.
00:07So let me show you one of these which can be very, very useful.
00:10And it's called the Ramp material.
00:13Now let's take a look at how this material works on a simple surface.
00:16I'm going to go into Surfaces here, and let's go ahead and just select a
00:20NURBS Torus, and I'm just going to go ahead and drag this out and shade it,
00:25so that way we can see it.
00:28We can apply the Ramp material here by using this icon or if we want, we can go
00:33to Lighting/Shading > Assign Favorite Material > Ramp Shader.
00:37It just brings up the Attribute Editor, and we can go ahead and click on the
00:41rampShader Tab to get to everything that we need here.
00:45By default, it just comes up as this kind of gray shader.
00:49If I hit the Render button here, you can see it's a very simple shader.
00:55But we've got a lot of control over this.
00:57So if we go to Color, you'll see that the color picker is way different than it
01:04is on a lot of the other shaders. We actually can put in what's called a Ramp.
01:09So what we can do is we can actually have it fade from one color to another
01:15depending upon criteria that we select.
01:18I'm going to go to Selected Color here and just click on that, and let's go
01:23ahead and just select a red. Now the whole object is red.
01:26But what we want to do is we want to fade this from red to another color.
01:32In order to do this all we have to do is just click towards the right of this ramp.
01:37In fact, if you notice you can click and drag, but I'm going to go ahead and
01:40put this all the way to the right here, and you'll see that well, it's still red here.
01:45But as long as I have this selected, and it's highlighted in white, I can click
01:49on this color here, and we can pick another color.
01:52So I'm going to go ahead and pick blue, so we're going to go from red to blue.
01:57The object in the viewport turns purple.
01:59But what we really need to be looking at is the sample here.
02:04So how this is determined is by this Color Input selection.
02:08And so the color that it reflects is going to be based on the Light Angle.
02:14So let's do a quick render here and see what we get.
02:18The angle of the light determines the color.
02:21So, as you can see, when the light is straight on, it's blue, and as it starts
02:26to fade away to shadow, it turns red.
02:30So it just basically allows you to create colored shadows.
02:35Let's go ahead from a dark blue say to a light blue here, and let's go ahead and
02:41do this one more time, let's go ahead and do quick render here, and you can see
02:45how it's now going from light blue towards kind of a reddish color.
02:49But probably the best thing to do is to change this to other options here.
02:53So if we go Facing Angle, what it does is basically those polygons that are
02:58facing the camera will have the blue color.
03:02Those that are facing away will have the red color.
03:05So, as you can see, that as the surface bends away from the camera, it starts
03:11to change color, and this can be really great for things like silk and
03:14iridescent types of things.
03:16As you can see, it's a very, very rich type of effect.
03:19Now we don't have to do this with these completely opposite colors either.
03:25I can go from light blue to dark blue, and you can get something that's a little
03:30bit more saturated, a little bit more realistic.
03:33The shadows don't just go to just a darker color, it goes to a different color.
03:39So let's go head and change it to Brightness, as you can see, or we can also do
03:44what's called Normalized Brightness, so let's go ahead and render that as well.
03:48Again, you're getting a different effect. Now this works for not just color.
03:53It works for all sorts of things such as transparency.
03:57Now this could be really great for glass.
03:59So as the surface bends away, it gets a little bit less transparent because
04:04you're looking through the thickness of the glass.
04:07You can also do it for Incandescence.
04:09In addition, we have all sorts of other attributes that don't take ramps but
04:14just take regular maps.
04:16So, for example, we have Specular Shading, so if you want, you can make this
04:19more specular or less.
04:22And if we go up here and turn this Normalized Brightness to say Facing Angle and
04:27do a quick render, you can see we have a nice specularity here.
04:33As you can see, the Ramp shader has a lot more flexibility in terms of how it applies color.
04:39So this can be useful for a number things, from transparent glass to silk or
04:45other sorts of iridescent objects.
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Working with the Hypershade window
00:00There are times when you want to go beyond the Attribute Editor in
00:03modifying your materials.
00:05In this case, we can use what's called the Hypershade window, and this is a
00:10better interface into material authoring.
00:13So let's go ahead and just create a simple sphere here, and we're going to go
00:18ahead and just apply some materials and a few maps.
00:21So I'm going to shade this here, and let's go ahead and turn on Hardware Texturing.
00:27So I'm just going to go ahead and right- click over this object and go Assign
00:32Favorite Material, and let's go ahead and assign a Phong E.
00:36And then let's go ahead over to the Phong E attributes.
00:39So as we've seen before, if I want, I can attach a map to this so let's go ahead
00:44into the Color channel here, and let's add a map.
00:47Let's add a Cloth map to it.
00:49And if we want, we can change the color of it, and we can do a lot of
00:53different things with it.
00:55But let's say we wanted to change the V Color here to a map.
00:59Let's go ahead and change it to something like a Ramp.
01:02So, as you can see, we've got a Ramp here, and, as you can see, it's changing color.
01:07So we're not going to modify this Ramp, I just wanted to have multiple things in here.
01:13Now if we wanted to, we could go back up, and we can start hitting these Up
01:16Arrows here and going through our material by stepping through it.
01:21As your materials get more and more complex, this is going to get a little bewildering.
01:25It'd be like wandering in maze and not knowing where you're going to be.
01:29So if we want to see this in a more global sense, we can go into our Hypershade window.
01:34So we go into Window > Rendering Editors > Hypershade. I'll open this up.
01:41You can see all the materials that are in the scene.
01:45So in this case, I have four materials.
01:48I have my original lambert, I have what's called the particle cloud which is just a default.
01:52But the one I'm looking for here is called phongE.
01:55Now notice how when I click on these, my Attribute Editor changes to reflect the
02:02one that I've selected.
02:03Now you can apply the same material to multiple object.
02:08The object and the material are not necessarily connected.
02:12I know a lot of times you can get to the material by clicking on the object and
02:17going off to the right side of the attributes. But we can also select the material itself.
02:24Now once we select it, we can actually go into our Attribute Editor and
02:28start editing things.
02:30Well, probably a better way to do it is to right-click on this and just
02:34select Graph Network.
02:37What we have here now is a visual representation of how this particular
02:42material is constructed.
02:44So we've got basically these nodes here, so I have place2dTexture which places
02:50the texture into this cloth material here.
02:54I also have that ramp which I put into the V Channel here.
02:58So if I select my ramp, I can get to that here.
03:02I can also get to the place2dTexture for that ramp.
03:05So if you we can see here, I've got this ramp, and then how is that ramp placed
03:10within the material.
03:11Then I've got this map here which is my cloth which is attached to the phongE material.
03:17So, as you can see, I've got this all mapped out here, and I've got all
03:22the nodes available.
03:23All I have to do is click on any one of these, and I can get to the attributes
03:28for that particular node.
03:29Now in addition to this we have our library of materials, but we also have
03:36a library of texture.
03:37So in this case, I have a cloth and a ramp texture, and again, I can just select
03:43either one of these.
03:45Now beyond this we have a number of different ways we can use the Hypershade window.
03:50We also have a tab for the Utilities which is how we place the textures.
03:55We also have Rendering nodes.
03:56We have Lights if there's any lights or cameras in the scene.
04:01We also have what we called Shading Groups and a bunch of other types of nodes
04:07which we're not going to get into in this particular course.
04:10Now off to the right here, we also have all sorts of ways to create nodes.
04:16Now if I wanted to, I could create a Blinn material here.
04:20And if I click on that, you see I get a new blinn material that's not attached
04:26to any object, it's just a blinn.
04:28So if I click on this you can see I've got my blinn material here, and I can
04:32change the color, so I can make it say a purple blinn.
04:35And if I close this you can see I've got well, that's applied to my object,
04:40but if I right-click over this Assign Existing Material, you can see I can
04:44pull up that blinn.
04:46So again, I can create whole new materials in the Hypershade window.
04:52I can also edit existing materials, and I have a much better visual
04:57representation because I can graph my material network.
05:01So as you start to get into more and more complex materials, the Hypershade
05:05window will become more and more valuable to you.
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Using the Interactive Photorealistic Renderer (IPR)
00:00One way to be more productive in authoring materials is to use what's called
00:05IPR, which stands for the Interactive Photorealistic Renderer.
00:10An IPR is basically just an interactive renderer that allows us to change
00:14parameters and see them rendered in real times.
00:17So it's really just one step better than what we see in the viewports.
00:22So let's go ahead and just creates a simple NURBs Sphere and shade it, and I'm
00:27going to apply a Material, let's go ahead and apply a Phong Material.
00:33So I can see that over here under phong1, and we can start to change it.
00:38So if we want we can change Color, or we can change Transparency that sort of
00:45stuff, but if we want to we can also change it while we render it.
00:49So there are some things that we can't see in the viewport that we can see in the renderer.
00:56So if we want we can just click on this IPR button here and what this will do is
01:01it will render my view.
01:03And notice here how it says, select a region to begin tuning.
01:08So if I want I can just draw a box around the part of the image that I want to interactively render.
01:16And when I let go notice how it renders that.
01:18So if I change the Color of this notice how as I change the color it
01:25interactively starts to render that in real time.
01:31If I start dialing up Transparency you can see how that changes, again in real time.
01:36If I scroll down and change say the Cosine Power of my render you can also change it.
01:45So this is actually pretty cool, because what it does is it allows you to change
01:51your parameters and change your attributes of your materials, and see exactly
01:56how they'll look in the scene.
01:58Now this works not just for materials, but it also works for other things such
02:03as the lighting, shadows and a lot of different rendering effects.
02:07It will also work for both the Maya and the mental ray renderer.
02:12So as you start to render your scenes and even just develop Materials, take a
02:18look at the Interactive Photorealistic Renderer or I PR as a way to speed up your workflow.
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Exploring mental ray materials
00:00Maya has a number of standard materials that will work with either the Maya or
00:05the mental ray renderer.
00:07And those are basically the materials we find under our Assign Favorite
00:11Material. So this will be like Blinn, Lambert, and so on.
00:15But if you're using mental ray, Maya offers a number of additional shaders and
00:21materials that you can use only with mental ray. So let's go ahead and take a look at those.
00:27In order to use mental ray obviously we need to make sure it's turned on, so I'm
00:31going to do a quick check here.
00:31I am going to into Window > Settings/ Preferences and just go into my Plug-in
00:36Manager and make sure that Mayatomr is turned on.
00:41And then in my Render Settings window here, I'm going to make sure that my Renderer
00:48is set to mental ray.
00:51Now that I have that set up, let's go ahead and take a look at how to use
00:55mental ray materials.
00:57I'm going to create my favorite Sphere here, and let's go ahead and just apply a
01:02mental ray material.
01:04So under Lighting/Shading, well, we can assign the Favorite Materials which are
01:09common, but that's not what we want, we want a metal ray material.
01:14We can get to those by using this menu option here, which is called Assign New Material.
01:21We can also find that under that right-click menu that we've used before.
01:24Now when we do this it brings up this window here, and it allows us to select
01:31any number of different materials. Now these are all of the materials that we have.
01:37Now if we want we can click on any one of these entries to restrict this.
01:41So if I go to my Favorites, these are all my just standard materials, these are
01:46the standard Maya Surface Materials, Volumetric Materials which we have gotten
01:52into, but we have one here from mental ray materials.
01:56Now if you have additional renderers installed you may have some more entries
02:01here, but the one we're looking for is mental ray materials.
02:05And if you'll notice that we've got all sorts of different types of materials,
02:10different ways to shade an object.
02:13Now some of these are ways to create glass or metals, different types of reflections, refractions.
02:20One of the most common ones is the car_paint shaders.
02:23So we have here called mi_car_paint_phen, so I'm going to go ahead and click on
02:29that, and when I do it applies that as a material.
02:32And, as you can see, we've got the car paint phenomenon, phen is for phenomenon,
02:37and we have all sorts of different options here. So actually let's take a look at this in IPR.
02:45So I'm going to go ahead and do an IPR render here, and I want to make sure it
02:50says, Select a region to begin tuning.
02:52So I am going to go ahead and select that, and, as you can see, it renders it.
02:56It looks a little bit like car paint, it's kind of like a metal
03:00flake multicoated paint.
03:02So we can change any one of these, we can change our Base Color, for example,
03:06or we can change what's called the Lit Color which is basically this color
03:12here, so if I don't want it to be red I can make it blue and again you can see how that changes.
03:18We can change all sorts of different parameters here.
03:21I am not going to get too deep into it, we have our Specularity Color, we also have Flakes.
03:28So if we want we can have different color metal flakes to this.
03:31So if I wanted I could have a yellow metal flake, or I can have different
03:36sized metal flakes.
03:37So if I wanted the different Weight of my flake, let's say I wanted this to be
03:40little bit smaller, I could type in and say 0.5 five, and that would create a
03:45smaller metal flake.
03:47We also have different parameters for Reflections, and so on.
03:51We also have parameters for Dirt, so if I wanted to I could bring up the
03:55Dirt Weight say 0.4, and you can see it's kind of musty, because it's got a
03:59film over, it's dirty.
04:01So, as you can see, this has a lot of different options, and it's a great way to
04:06very easily create a complex sort of shader.
04:10Now this is just one of many, many materials that we have available for mental
04:15rays, so if you do want to render in mental ray just remember you have a lot
04:20more materials available to you.
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2. Refining Materials
Using bitmaps as textures
00:00Now that we understand the basics of materials, let's go ahead and refine them further.
00:04We are going to start by adding a bitmap as a color texture.
00:09Now this is a very common way to create textures.
00:13You can photograph an image or create something in Photoshop from scratch.
00:18However, you want to create a bitmap you can do that, and then apply that as a
00:22texture within Maya.
00:24So let's go ahead and start off by creating a very simple texture.
00:27I am going to do a Create > NURBS Primitives, and we are going to create a
00:31simple NURBS Plane.
00:32I am going to go ahead and drag that on the grid, and I want to make sure
00:38that this is square.
00:39So under the Channel Box in makeNurbPlane I want to make sure that my Length Ratio is 1.
00:47So now that I have that let's go ahead and hit 5 to shade.
00:51Let me go ahead and move this above the grid so that we can see it a little bit
00:55better and also let's make sure that we turn on Hardware Texturing.
01:00So now that we have this done let's go ahead and create a material that has a bitmap in it.
01:05So we need to create just a basic slot for a material.
01:09We have to decide what type of material we are going to use, and in this case we
01:13are going to use a Lambert.
01:15So I am just going to go ahead and right-click over this Assign Favorite
01:18Material > Lambert, and this brings up my Attribute Editor, and I should get a lambert2.
01:25When I do that you can see that, well, I've got all my Common Material
01:28Attributes here, and I want to change the color to a bitmap.
01:33So I am going to go ahead and click on this little checkerboard right here and
01:37find the File entry in the Create Render Node menu.
01:42So once I click on that it brings up the entry for that file.
01:47Now I don't have anything in there yet, go it's going to show up as white.
01:51So in order to find it I have to scroll up here to File Attributes, and then
01:55under Image Name I should in my source images for this particular project find
02:01an image called Smiley.jpg, and, as you can see, it's just a simple smiley face.
02:06So let's go ahead and open that, and, as you can see, it just maps directly to the image.
02:12Now because we use the NURBS Plane it is mapping one to one, corner to corner
02:18on that NURBS plane.
02:20Now let's take a look at how to change this bitmap.
02:24So if we scroll down you can see we've got the image name, and if we scroll
02:28further you'll see we have a number of different rollouts here.
02:32We have one for High Dynamic Range.
02:35This is HDRI, if you're using that you can determine how you preview that in your viewport.
02:41But probably the more important one is Color Balance.
02:44So if you want, you can actually fine-tune and tweak the color a little bit on this.
02:49So if we want we can select Color Gain so this is kind of a brightness control
02:54so you can actually turn down the brightness.
02:57You can also click on this and select the color, and you can tint it.
03:02So I am going to actually turn this back to white here.
03:06We can do the same on the other side.
03:08We can do Color Offset, and this raises the black level.
03:11So this turns blacks to grays.
03:14We can also do again on the Alpha Channels if you have that in your image.
03:19We also what's called Effects, and these are basically Filter effects.
03:26So in other words how is this going to be filtered so that way you don't get
03:29jaggy so that way it looks good when it renders. But probably the most important one is Invert.
03:35If you want you can invert a map just by clicking on this button here.
03:39We also have what's called a Color Remap which is a little bit more
03:43sophisticated way to change the color.
03:46Now if we go a little bit further down we have what's called UV Coordinates.
03:50Now this is how the image is mapped within the material.
03:55It's not how the image is mapped on an object by object basis, it's how the
03:59images mapped within that material.
04:03So we have what's called a UV Coordinates which is basically the same as an
04:07X and a Y coordinate.
04:09Now notice how we have this little arrow here which basically tells us it's
04:13connected to something else and actually it's connected to this tab here
04:16called place2dTexture1.
04:19So I can either click on this tab or click on this button, and I get to the same tab here.
04:24Now this is actually a very important tab.
04:27This determines how the image is mapped within the material.
04:32So we have a number of options here.
04:33We have what's called Coverage, which is how much of the image is mapped.
04:38In other words, it's a multiplier.
04:40So if I multiply this by two in each direction you'll see that the image is
04:45twice as big within the material. I am going to go ahead and put that back to 1.
04:51Now if we want we can go smaller. We can make the Coverage 0.5.
04:56So, as you can see, it's only mapping a portion of this and it's leaving
04:59the rest of this blank, and this color here is determined by the color of
05:02the original material.
05:04So again this just determines how much of this is mapped and again I am going to
05:08go ahead and put this back to 1.
05:13Now we also have Translation, how is this positioned within the material?
05:18So if we want we can type in a number here. 1 is the exact length of it.
05:22So if I type in something like 0.2 that will go over to 2/10 of the size of the
05:27image and again I am going to go ahead and set these back to 0.
05:32We also have a Rotate.
05:33So you can actually rotate this frame, and this is actually a slider.
05:37So this is action pretty easy. And if we want, we can Mirror this.
05:41We also have a Repeat.
05:42Now Repeat is a little bit different than Coverage.
05:45Coverage is just a one time thing.
05:47Repeat tells you how many times does this texture repeats within the material.
05:53So if I type 2 into this one it repeats it two times.
05:57So in other words, it works almost the opposite of the Coverage value.
06:02So if I wanted to I could repeat it multiple times.
06:05I can also do an Offset of that repeat.
06:08So if I typed in say 0.5 it'll offset it half of an image.
06:13I can also again do another rotation, but again this rotates around the corner
06:18rather than around the center. So you have to be aware of that.
06:22And then we can also put in Noise.
06:26So Noise is basically just jitter in how it maps.
06:29So if I put in say a large number, let's say, I put in noise of 1.
06:35Now you're not actually going to see this in the viewport.
06:38So I have to go up here to my Render option here just click on this and you can
06:43see how it will render.
06:44And, as you can see, that it adds all whole lot of noise to the image, and
06:49this maybe something you will want to do, or you may want to have a more subtle effect.
06:53So if you actually put in a fairly small value say 0.02 or 0.05 something in
06:59that range here, it'll just give a smaller effect.
07:02So let's go ahead and render this again, and, as you can see, it just gives a
07:06little bit of waviness to this.
07:08Now this maybe good if you're wanting to add a little bit more of an
07:12organic quality to a map.
07:14You can add just a little touch of noise, and that might help to sell the
07:18mapping of the object. I'll go ahead and turn those to 0 again.
07:23Now in addition of this we also have what's called an Interactive Placement.
07:26So if I click on this it brings up a window, and this window basically shows me
07:33where the image is and, as you can see, we've offset this.
07:37So if I turn my Offset to 0 here you can see that this little frame slides, and
07:43if I want to I can grab these corners by middle-clicking, and I can drag them.
07:49So middle-click on the corner rotates it, middle- click in the middle sizes it.
07:56So if I want to I can resize it and middle- click in the very center allows you to place it.
08:02So again on the edge is scale, so up and down here in the middle of that edge.
08:09At the very corner is rotate and at the very, very center is translate.
08:15So this is just another way to place your texture within the material.
08:20Now these placements options work really for any texture.
08:23We are using this with a bitmap, but you can use it with any sort of
08:27procedural texture as well.
08:29So one more thing to remember about this is that again we are just mapping
08:34this within the material.
08:35So wherever you apply the material, it will use this as the default, and then
08:40take on the mapping of the object itself, and we'll get into mapping in the next chapter.
08:47So just remember that when you start working with these controls.
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Working with ramp textures
00:00Now let's take a look at another common map type, and that's the Ramp, and this
00:05is something that you'll probably be using a lot.
00:07So let's go ahead and go through this.
00:10Let's go ahead and do the same thing we did before.
00:11We're going to just create a simple NURBS plane, so I'm going to go ahead and
00:15drag this on the grid.
00:17And again, I'm going to go over to my NURBS Plane shape under makeNurbPlane,
00:20and let's go ahead and just make the Length Ratio 1, so that way it's perfectly square.
00:27And I'm going to go ahead and shade it and move it up so that we can see it, and
00:32let's turn on Hardware Texturing.
00:35Okay, so let's go ahead and start playing with the ramp.
00:38I'm going to add a Lambert shader to this so I'm going to go ahead and
00:43right-click over my object, Assign Favorite Material > Lambert.
00:48And then in the Color channel of this Lambert, I'm going to go ahead and
00:52select this and we're going to find the one that says Ramp, which is right
00:57here, and click on that.
01:00And, as you can see, we've got what's called a Ramp.
01:02Now this is basically a gradient that allows me to change my color however I want.
01:08Now I'm on a fairly tight screen here, so, as you can see, I have to just kind
01:13of scroll up and down, so just bear with me on this.
01:16But let's take a look at how this works. First off, we have different types of ramps.
01:23So on a material, we have what's called a U and a V direction.
01:27It's very similar to the X and Y direction.
01:31And so what this tells me is that this ramp is going in the V direction, so it's
01:36going from this to this.
01:37If I want, I can change this to any sort of type of ramp.
01:42So if I want, I can go to a U Ramp which goes the other way.
01:45I can do what's called a Diagonal Ramp, a Radial Ramp, in other words, it spins
01:52it around, a Circular Ramp, a Box Ramp, couple others, UV, okay, Four Corner, so
02:03each corner is a different portion of the ramp, and what's called a Tartan Ramp.
02:09So we've got a number of different ways to use these, and you can use these for
02:14a lot of different things.
02:15So, for example, if you wanted to use a Circular Ramp, you might be able to use
02:17that to create what's called a bump or something like that.
02:21Let's say we're doing bump mapping, and you can use that to create kind of like
02:24a bulge in an object or something like that.
02:26Or another way to use it is to create something like the iris of an eye or
02:30something like that.
02:31So let's take a look at how to actually manipulate some of these parameters.
02:37So if you look here, we've got this ramp here, and it goes basically from red to green to blue.
02:43And so each one of these has a little dot and a box.
02:48So the dot is the selection and the little box here has an X in it, and that
02:53allows us to delete it.
02:55So, for example, if I selected this green one here, I can select the handle, and
03:02I can move the position of that green channel up and down.
03:06If I don't want green, I can go ahead and just hit this box, and it goes away,
03:11and so now I'm just going from red to blue.
03:14Now again, I can select these and just move them around.
03:17So if I wanted it to be more red, I can do it like that.
03:23Now once I have this handle selected, I can change the color.
03:27So all I have to do is click on that color, and I can change it to any color I want.
03:33I can also change the Position.
03:38Okay, and again, what that does is it just basically is the same as moving
03:43this little handle here. So, as you can see, as I move this, this changes.
03:49We also have what's called a Wave.
03:51So if you want you can do what's called a U or a V Wave, and you can probably
03:56see this a little bit more clearly if I turn this back into a V Ramp.
04:00So I'm going to go up here, select V Ramp, and, as you can see, the Wave
04:05basically works in one direction.
04:08So if I'm doing a V Wave, that's in the V direction, and a U Wave, because this
04:15is a V Ramp, you're not going to see it, so you have to see it in something
04:19that's a little bit more UV-like, which would be a Circular Ramp.
04:22So I'm going to go ahead and switch it back to Circular Ramp, and, as you can
04:26see, each one of these can change it a little bit.
04:29So that is a great way to get some psychedelic type effects.
04:32We can also add Noise. So if you want you can add noise to the ramp.
04:37And if you add noise, you can also add a Frequency to the noise, how big do you
04:41want that noise to be.
04:44So I'm going to go ahead and turn all these down.
04:46Now if we want, we can also add what's called Hue and Saturation Noise.
04:52So this is just noise just to specific parts of, or specific channels.
04:57So if you were to have a color picker with HSV, in other words, Hue,
05:01Saturation and Value, so you can change each one of these just by dialing up the Noise value.
05:08And again, each one of these has a Frequency.
05:11Now just like with any other map, we have Color Balance, Effects, and UV
05:17Coordinates, and these are exactly the same that we would have in the bitmap.
05:22So, as you can see, this is a great way to create different types of effects.
05:27So let's go ahead and use this to create something as fairly simple.
05:30Let's go ahead and create the pupil of an eye.
05:33So I'm just going to start with a cartoon eye pupil, so I'm going to go ahead
05:37and click on this top one here, and let's go ahead and turn that selected color to white.
05:45And then for this bottom one here, I'm going to turn the selected color to black.
05:49So let's go ahead and just get a dot in the middle here.
05:52So if I want, I can create another handle here and all I have to do is just
05:58click a little bit off of here.
06:00And if you want, as you can see, as I click on the gradient, I can
06:04create another handle.
06:06So, as you can see, I can dial this down.
06:11I can create a very sharp edge, so if I wanted to, I'm creating basically a
06:15circle within a field of light.
06:18And you can use this, for example, for an eye, on a character, or something like that.
06:21But let's say you wanted an eye that was a little less cartoony and little
06:25bit more realistic.
06:26Well, what you could do, again is just click in here and create another ramp or
06:31two and change the color of the eye.
06:33So let's say I wanted the center of the eye, in other words, the pupil of the
06:37eye, to be black, but I want the iris to be a different color.
06:41So now I've got basically a whole bunch of handles here, but I'm going to go
06:45ahead and select this one, and let's go ahead and just make it up a dark blue.
06:49And, as you can see, we're already getting that effect.
06:52I'm going to go ahead and select this one here, and I'm going to make it even a darker blue. Okay?
06:58So, as you can see, we've already got this almost like a pupil of an eye.
07:03And this is really just using the ramp by itself.
07:07So when I do a quick render of this you can see I've got a pretty
07:11good-looking eyeball there.
07:12So, as you can see, this can be a very, very versatile tool, and so that's one
07:16reason why I really wanted to show it to you.
07:19So go ahead and experiment with it and get familiar with it because I know
07:22you'll find use for it as you start to author your materials.
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Creating transparency
00:00There are many times when you'll need to add Transparency to a material, not all
00:05objects in the world are opaque, there is a lot of transparency, so let's take a
00:10look at some ways to add that to your materials. Now I have a very simple scene here.
00:16I have a plane that's colored and a simple sphere.
00:22Now the reason I have the plane here is so that way you can see through the
00:25sphere to see the transparency.
00:27So let's go ahead and select the sphere and apply Material.
00:30I am going to go up here to my Rendering Shelf and just click on Blinn, and it
00:35should create a blinn1 material.
00:39And so in this we have our Common Material Attributes and under that we have Transparency.
00:46So if I want, I can dial my Transparency up or down.
00:50So first thing I want you to notice is that when Transparency is black,
00:54the object is opaque, when Transparency is white, the object is completely transparent.
01:01So white is transparent black is opaque, and anything in between is semi transparent.
01:09So if I were to dial this somewhere in the middle and hit Render, you can see
01:13that I have a semi transparent object.
01:16Now this may not be exactly what you want, it's just basically a Transparency
01:22effect and objects will change their transparency depending upon their surface.
01:27So there are some ways that we can change the transparency as well.
01:31Let me go ahead and turn this all the way down, and let's go head and start by
01:35adding a map to the Transparency channel.
01:38I am going to go ahead and click on this checkerboard, and let's go ahead and
01:42just select the Checker Map as our Transparency map.
01:45Now when I do this we are not seeing it in the Viewport.
01:50Well, the way that we can turn this on is to make sure we have Hardware
01:54Texturing turned on, and we need to turn on Viewport 2.0, and when I do that I
02:00can actually see my transparency in the Viewport.
02:02And, as you can see, we've got a checkerboard map, and that map is determining
02:07the transparency of the object.
02:10And if we do a quick Render you can see how that works just fine.
02:15Now By default, the Checker Attributes have white and black, so we have either
02:20transparent or opaque.
02:23If I click on the white channel and dial it down, you can see how I can make a
02:28semitransparent and opaque as well.
02:32Now if we want we can also create other types of transparency.
02:37Now one of the materials that I really like to work with for Transparency is the Ramp Shader.
02:44So I am going to go ahead and select the Sphere, and we're going to go ahead
02:49right-click over that and under Assign Favorite Material I want to go into the Ramp Shader.
02:55Now this assigns a completely new Shader, so it obliterates the Blinn and
03:00replaces it with this Ramp Shader.
03:03Now we've used this a little bit before, and that we can actually change your
03:08color of this depending upon the direction you look.
03:12Now this is actually really important for transparency as well.
03:15As you can see, we can add a ramp to transparency to change the color of the
03:21transparency depending upon how the surfaces facing you.
03:25And this is really important for things like glass, because let's say a piece of
03:29glass is curving away from you, as it curves away from you the thickness of the
03:33glass obscures more light.
03:35So when you'll look flat and directly through the glass, it's transparent but as
03:40you turn the glass it becomes more and more reflective and more and more opaque.
03:46So with that giant description behind me let's go ahead and just click
03:50in this Transparency right up here, and I'm going to just go ahead and
03:54create another handle.
03:57And so in the Selected Color I am just going to add white.
04:01Now you can see this in the Viewport here, and if you want we can actually see
04:06this even little bit better if we did IPR.
04:08So I am going to select IPR Render, and, as you can see, as the object fades
04:15away it gets more and more opaque.
04:18So I am going to go ahead and just draw a box around this so that way it will
04:22automatically render, and let's take a look at how this works.
04:26So the first thing is we need to understand the Color Input. The Color Input here
04:31is actually in the Color Channel, so we can change this from Light Angle to
04:36Facing Angle to Brightness or Normalized Brightness.
04:41But if we're doing Transparency based on how you look at it we have to
04:45choose Facing Angle.
04:47So this is basically the angle that you're looking at it through the camera.
04:52So as we do this then we can just start to change how that Transparency works.
04:57So if I grab this white handle and move it, you can see how the Transparency
05:03tends to fill up more of this sphere.
05:06Now if I were to change that Selected Color, and let's say make it a little bit
05:11more gray, you can see I can make it semi transparent but going towards opaque.
05:16Or we can do it in the other way.
05:18If I select this handle and bring it above black, then you can see how well,
05:24it's semi transparent, but again it just getting a little bit darker as it goes to the edge.
05:31And this adds a little bit more realism to your effect.
05:34Now if you want you can add in a map to this as well.
05:40So if I want to I can use this almost as I use the other Blinn Shader and just add in a map.
05:46So I am going to go ahead and select this handle, and then click on this
05:50checkerboard, and I can add in a map.
05:52Let's go ahead and add in our Standard Checker here.
05:54And, as you can see, I'm adding in a checker as my Facing Color.
06:00Now in order to get back to my material all I have to do is click on this little
06:04button here that will bring me back up to the top.
06:07And, as you can see, now I've got a map in this channel, but not in this one.
06:12So if I change my Selected Color here to black and may be start dialing it in,
06:18you can see how I can start dialing that in, so I've got a map on the facing
06:24channel and the facing away channel which is basically black creates my opacity.
06:30So I can dial these however I want to create a different type of effect.
06:36Now this is just a simple, simple example, but, as you can see, you can get
06:40very, very complex with this very quickly.
06:43I find that this is a great way to create more realistic transparent effects,
06:48and that's by using the Ramp Shader.
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Understanding specularity
00:00When you start creating materials in Maya you'll need to pay attention to Specularity.
00:06Now Specularity is basically the highlights of the surface or how the material
00:09computes its highlights.
00:11And the highlights of a surface really are the guide to what this surface is made of.
00:16Usually the human eye uses the highlights on the surface to assume what the
00:21surface is made off.
00:23So, for example, rubber is not going to reflect too much light, but glass or metal will.
00:28And by that reflectivity it will determine what the eye assumes the object is made out off.
00:35So let's go ahead and take a look at Specularity.
00:38I am going to go into Surfaces and just create a simple NURBS Sphere.
00:42I am going to go ahead and shade it, and let's go ahead and just position it.
00:49So By default, any object that you create in Maya will have the
00:54lambert1 material applied.
00:56Now Lambert is really the only material that doesn't have Specularity.
01:01So if I go here into Lambert you'll see that the Material Sample has no highlights.
01:06And if we go through Common Material Attributes you'll see I have no
01:09Specularity or Reflectivity.
01:12So if I were to render this you basically get a flat object that has no reflection.
01:18And that's one type of surface.
01:19See there are surfaces in this world that don't really reflect light, that are
01:23kind of matte in color.
01:25But a lot of surfaces do reflect light and so let's take a look at how to create
01:29those sorts of materials.
01:31So under Rendering, let's go into our Rendering tab here, it's probably
01:34easiest place to see it.
01:36You'll see that we have a lot of material samples here.
01:39Now this one here is the Lambert Material, and as you can see, it's the one
01:43that really doesn't have the highlights.
01:45We also have Anisotropic, Blinn, Phong and Phong E.
01:52Now each one of this four will reflect light and the difference between each of
01:56these is how it calculates its Specularity. So let's take a look at this on a simple object.
02:02We're going to go ahead and keep our sphere selected and apply a Blinn Material.
02:07Now as soon as we do that you can see how the highlight actually shows up in the
02:11Viewport, we can also see it in the Sample.
02:14Now I am going to go ahead and change my Color of this object here to kind of a
02:19red or may be even a reddish orange here just so we have a little bit more color to see here.
02:25And let's go ahead and do a quick render.
02:27Now, as you can see, the highlights here are pretty well determined.
02:30So I am going tog go ahead and close this and let's go into our blinn1 material.
02:36Now as we scroll down you'll see we have a whole roll out here for Specular Shading.
02:42So let's go head and render this object in IPR so we can adjust these parameters
02:46and see how they affect the object.
02:48So I can make sure I get my object in my Viewport here, and I'm going to hit IPR
02:53Render, and then just draw a box around the object.
02:59Now By default, you'll see we get this kind of neutral sort of highlight.
03:03Now as we change the highlight you can see how the character of the surface changes.
03:10So we have two values here, we have Eccentricity which is basically how big is
03:15the highlight, and then we have Roll Off which is how intense that highlight is.
03:21So if I increase my Eccentricity you can see how it actually makes it bigger, or
03:27if I want to I can make it smaller.
03:30Now when you have a smaller highlight, the object looks shinier.
03:36When you have a larger highlight the object looks a little bit less shiny, a
03:41little bit more matte in color.
03:43Now the Specular Roll Off determines how bright this is.
03:47If I turn it all the way up you get a very, very bright Specularity.
03:52As I turn it down you can see I am basically just fading out the Specularity.
03:56If I bring it all the way down to 0 it turns off, and it's almost
04:00essentially like a Lambert.
04:03So I am going to go ahead and bring this up again.
04:06Now we also have a Specular Color, so again we can make this very, very white.
04:12So the whiter it is again the shinier it looks.
04:15We can also change the Color of this so if we want I can make it say blue or
04:21purple or really whatever color I want.
04:24I'm going to go and turn it back to a light gray here.
04:27And then we also have Reflectivity which we'll get to in little bit.
04:32Now these options are the one for the Blinn Material.
04:35Now each material that has Specularity has a different way of calculating it, so
04:40these will be different.
04:41So let's go up here and instead of a Blinn let's go ahead and change this to a Phong.
04:47Now as I do this notice how Specular Shading it changes now to Cosine Power
04:53and Specular Color.
04:54Now the color is pretty much the same that we had before, it was just basically
04:59the color of that highlight.
05:01But Cosine Power determines how sharp or how broad that is.
05:07Now Phong is probably better for doing really shiny surfaces, because you don't
05:12have the ability to do that you Eccentricity, you just have this Cosine Power.
05:16And so you don't have the ability to really turn up or down the volume of the
05:23highlight as you do in Blinn.
05:26Now Phong E adds a little bit more to that, so let's go into Phong E here and
05:31so under Phong E we have what's called Highlight Size, and that determines how
05:36big that highlight is.
05:38We have Whiteness, and then we have Specular Color.
05:42We also have a really nice parameter here called Roughness.
05:46That's almost like your volume control, basically it's the sharpness of the edge.
05:52So if we want to we can have a very, very high highlight here.
05:57Or as we turn it down we can, as you can see, we can get almost like a pinpoint
06:03sort of affect there.
06:05And as you start to dial these you can see we can get different types of effects.
06:11Now the last one is the Anisotropic Shader.
06:14Now this is typically used for metals, it's also used for hair.
06:18Now Anisotropic actually has None Circular Highlights, so the Highlights are
06:24basically aligned along an axis so you can actually have elliptical or
06:30non-circular highlights.
06:31So under Specular Shading we have an Angle. We have a Spread in X, a Spread in Y.
06:39You can create circular highlights if X and Y are equal, but they don't have to be.
06:44And then we also have some similar parameters to the Phong E which is your Roughness.
06:51And then we have what's called a Fresnel Index, and this will determine how it
06:55reflects light depending on the roughness of the surface.
06:59So those are some of the basics of how to use Specularity.
07:03Now each type of object that you use will demand a different type of Specularity.
07:08So if you're not getting the specularity you want with one type of shader, try another.
07:13And after a while you'll start to get the hang of which shaders work best for
07:18which types of materials you'll want to use.
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Creating reflections
00:00Reflections are an important effect that you'll need to know how to create in Maya.
00:05Now reflectivity is determined by material, but the renderer that you
00:10choose also has an effect.
00:12Each renderer in Maya handles reflections a little bit differently, it's pretty
00:17much the same but there are some differences.
00:19So if you're using the Maya Software Renderer, it might be a little bit
00:22different than mental ray.
00:24But let me take you through the process of creating reflections in both renderers.
00:29So I have a very simple scene here, and, as you can see, we've got a sphere on a plane.
00:34Now I have my Maya Software Renderer set as my default renderer.
00:39I'm going to go to Render Settings window and just open it up, and as you see
00:44we've got Maya Software.
00:45Now I have it set to the defaults, this is basically just, as you open Maya
00:50this is what you're going to see.
00:52Now if I were to render this you'll see that well, I have no reflections.
00:58It's just a simple scene with nothing reflecting in anything.
01:02Well, one of the things you'll notice is that, if I select on this sphere and go
01:07to the Attribute Editor, you'll see that it has a Blinn Shader applied.
01:12So I'm going to go ahead and click on Blinn, and if you scroll down here you'll
01:16see under Specular Shading there is a Reflectivity Value.
01:22And it's already set to 0.5 by default, and if I dial it up, well, nothing
01:28happens, and this is a common, common thing.
01:31What you have to do in order to make this attribute work is you have to turn it on in Renderer.
01:38Now this a little bit different.
01:40So what we do is we go into our Render Settings window, and under the Maya
01:44Software tab we scroll down to Raytracing Quality.
01:49Right now, Raytracing is not turned on, and this is how Maya calculates
01:54reflections, it traces the rays through the scene to get the reflectivity.
01:58I'm going to go ahead and turn this on, and as you'll see we've got a number of
02:03Reflections, Refractions and Shadows.
02:05And this just determines how many times things are going to reflect.
02:08Are you just going to get a reflection, or you are going to get a reflection of the reflection.
02:13So how many times you want this object to reflect in the scene, I'm going to
02:18leave it at the default.
02:19Now all we did was turn on Ray Tracing, and when I go ahead and just do a Quick
02:22Render, you'll see that now I get my reflections in my scene.
02:28Now these other objects in this scene are not reflecting, and that's because
02:33they have Lambert Shaders applied.
02:36So if I were to close this and select any one of these, you'll see that it has a Lambert applied.
02:43Now as I scroll through the attributes for this you'll see that, well, there are
02:47no reflection parameters for this.
02:50So if I change it say from a Lambert to a Blinn, a Phong, a Phong E or an
02:59Anisotropic, all of those will have reflections. So let's go ahead and change it to a Phong.
03:03And when I change it to a Phong you'll see that under Specular Shading it has Reflectivity.
03:08So I'm going to go ahead and just render this and now you can see that we now
03:13have two reflective objects.
03:15I could do it again one more time, select the floor and again you'll see that
03:20this has a Lambert applied.
03:22But if I want to I could change it to something else, let's go ahead and change
03:25it to Phong E and again now I've got just a cornucopia of reflections, and I've
03:33got a lot of reflections in the scene.
03:34And, as you can see, all you have to do is apply the proper material that allows
03:40you to do reflections.
03:42Now up to this point we've been working with the Maya Software Renderer.
03:46Let's go ahead and switch over to mental ray.
03:49Now in order to do that, we need to make sure we have the mental ray plug-in turned on.
03:53So I'm going to go into my Plug-in Manager and make sure Mayatomr is loaded, and it is for me.
04:02And then let's go into our Render Settings window and make sure we have
04:06mental ray turned on.
04:07Now By default, mental ray will turn on Raytracing.
04:12So if all I do is turn on mental ray, and I render, I will get those reflections. Okay?
04:20Now we can change our Raytracing options under Quality.
04:25So under quality if you scroll down here we have our Raytracing options.
04:30And we have pretty much the same options we have for the Software Renderer, and
04:34that is the number of Reflections.
04:35So if I want to I can dial this up or down to allow things to reflect within themselves.
04:40Now one more difference between the Maya Software Renderer and the mental ray
04:44Renderer is how it handles IPR.
04:48So let's go ahead and change back to the Maya Software Renderer, I'm going to go
04:53ahead and close this.
04:55And let's make sure that we have Raytracing turned on, and now I am just
05:03going to do an IPR.
05:04So I'm going to do IPR Render of the current frame with Maya Software turned on.
05:08And, as you can see, IPR does not handle reflections with the Maya Software Renderer.
05:14So if I select a region, and it renders it, I'm not getting reflections.
05:19But if I change to mental ray and do an IPR render, by clicking on this button
05:25here, and I draw a box around it, you'll see that I do get reflections.
05:31Mental Ray and IPR work really well with reflections, it doesn't work with
05:36Maya Software Renderer. So I can select any one of my parameters here.
05:41I have my floor selected, and, as you can see, now I can start dialing up my
05:46reflectivity or dialing it down just to see how I can affect my parameters here.
05:52So if I wanted to I could go over here, select my sphere, go into the Blinn and
05:57again just dial up and down my Reflectivity.
06:00Now Reflectivity doesn't have to be a standard value, you can add maps to it.
06:06So if I want to I can go over here and add a map, let's go ahead and add a Noise map.
06:11And, as you can see, it now adds noise to the reflection of that sphere.
06:16So those are some of the basics of how to add reflections in Maya.
06:20Now remember, the Maya Software Renderer is a little bit less intelligent, it
06:26doesn't work with IPR, and you have to consciously turn on Raytracing when you select it.
06:33Mental ray is a lot more reflection friendly.
06:37It automatically has Raytracing turned on, and it will work with IPR.
06:42So just keep that in mind as you set up your materials for reflections.
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Using bump mapping
00:00Many surfaces that you encounter will not be smooth, they'll have some sort of
00:05texture or roughness to them.
00:07Now, you can add a lot of roughness just by getting the right type of color or
00:12image map for your object.
00:14But if you want something a little bit more sophisticated, you'll have to use
00:18what's called either bump or displacement mapping.
00:19Now, we're going to take a look at bump mapping in this lesson.
00:24Now, bump mapping really is just a render effect.
00:27It tricks the eye into thinking that a surface is bumpy.
00:31Let's take a look at how this works.
00:32I'm going to go into Surfaces, and let's create a simple NURBS surface, shade
00:38it, and I'm going to go ahead and move that into place.
00:44Now, I want to take this surface and open up my Rendering shelf, and let's just
00:48go ahead and apply a Phong material.
00:51Now, if I do a quick render, you'll see that well, the material is pretty smooth.
00:56So, let's add some bumps. I'm going to go over to my phong1 tab here.
01:01Let's go ahead and scroll down here until we find Common Material Attributes.
01:05Now, these attributes are the same for most of the materials in Maya.
01:10So you'll see this in the Blinn, the Phong, the Anistropic shader,, and so on.
01:16In here, we have what's called a Bump Mapping attribute.
01:19Now, notice the Bump Mapping attribute doesn't have a slider or a color.
01:25That's because if all you did was add just one color or one slider value to it,
01:30it would just make the object bigger or smaller, it wouldn't add bumps, it
01:34would just add size.
01:35We want to add bump, so we have to add a texture map.
01:38So, when we do that, let's go ahead and just click on this Texture Map button
01:43here, and open up a Render node.
01:45Now, when we do that, we can add really any sort of node we want.
01:49We can add an image map file or if we want, we can add a procedural.
01:53Let's go ahead and play with the Cloth map. So I'm going to go ahead and click on that.
01:58And as soon as I do, it brings up what's called a Bump node, and it also brings
02:03up the node for the texture itself. So it actually creates two nodes.
02:08So if I do a quick render, you'll see that it's turned it from a flat object into a bumpy object.
02:15In fact, we can see this in the Viewport as well.
02:19So if I turn on Shading > Hardware Texturing, and make sure I have Viewport 2.0 on.
02:24We can actually see how that works.
02:27Now, I have this bump2d still up, and we can change the bumpiness of the object
02:33by changing the Bump Depth.
02:36So, if I want, I can dial this up, add more.
02:39I can dial it down, and now as I get to 0, the object gets smooth, but as I go
02:44into the negative, it creates negative bumps, which is kind of cool.
02:50Now, one of the things I want to show you is that with this object, it doesn't
02:55really create a real bump. It's actually just a rendering effect.
03:00Now, if I highlight this you can see by the isoparms that the object is still just a sphere.
03:05It really isn't extruding that detail beyond what the surface allows for.
03:12So, as I render this you'll see that this outside edge will always remain
03:18smooth, or basically the shape of the object.
03:21This doesn't distort the object, it doesn't displace it.
03:24And that's what Displacement Maps which we'll see in the next lesson.
03:28Now, before I go here, let's go ahead and click off of this and reselect this
03:33and go into my phong1 tab here.
03:36Notice how when I click on my Bump Mapping here, it says it's for cloth1.
03:41So I go here, it looks like I've lost that Bump Map parameter, that node that
03:47allows me to dial in the height of the bump.
03:50Well, I can get out of that here by clicking on this one here which brings me
03:55back up to my bump2d. Another way is to use the Hypershade window.
04:00So, I'm going to go into Window > Rendering Editors > Hypershade.
04:05Now, if I find that Phong material, and just right-click over it, and hit Graph
04:09Network, and you'll see that here is all the nodes that I need.
04:13So if I click on this one, that's my Phong, this is my Bump, this is my Cloth,
04:18and this is how I'm placing my cloth.
04:21So if I ever get lost, and can't find this just go into your hypershade, and
04:25select it, and then I'll have my Bump node, where I can dial up or down the
04:31depth of that bump map.
04:33So these are some of the basics of how to create bump maps.
04:36Now, bump maps are probably best for just general surface roughness.
04:40If you really need to change the size and shape of a surface, then you'll need
04:44to use what are called Displacement Maps, which we'll cover in the next lesson.
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Using displacement mapping
00:00Bump Maps are really just a render effect.
00:03They don't really change the character or the actual geometry of the surface.
00:07If you need to do that, you have to use a Displacement Map.
00:11Now, Displacement Maps work best on NURBS surfaces.
00:13So let's go ahead and use one of those.
00:16I am going to go ahead into Surfaces, create a NURBS sphere.
00:20In fact, we're going to create the same situation we did with the Bump Map in
00:23the last lesson, but we're going to do it with the Displacement Map.
00:27So I am going to go ahead and shade the sphere, go to my Rendering shelf, and
00:31let's go ahead and add in a Phong material.
00:34Now, if I click on this Phong material, you'll see that, well, I don't have any
00:40place here where I can add in a Displacement Map.
00:44That's because a Displacement Map is actually in what's called a Shading Group.
00:49Which actually supersedes the Phong material itself.
00:53So, if I click here to go up one level, you'll see that I get this phong1SG.
00:58So I have my phong, go up one, I get phong1SG, and this is the trick where I can
01:06put in my Displacement Map.
01:09So, I have my Surface material which is Phong, and I can go into that just by clicking here.
01:15I have what's called a Volume material, and that's really for special effects,
01:18we're not going to get into that.
01:20What we really are here for is Displacement Material.
01:24So, if I click on this I can add in whatever map I want to create displacement.
01:30So, let's do the same thing we did with the Bump Map, and add in that cloth.
01:34Now, as you can see, well, you're not seeing any of this in the Viewport, In
01:39fact, you won't. It is a render effect, it actually recalculates the surface of
01:43the object at render time.
01:45So, if I do a quick render here, you can see I am using the Maya Software
01:50Renderer, and, as you can see, I'm getting significant displacement.
01:55You can actually see the object itself is deforming to accommodate that map.
02:01Now, if you want, you can change the scale of that displacement.
02:05So, if I stay in this Displacement Shader, I have a Scale option here.
02:10If I want to, I can dial it down.
02:13Let's go ahead and just say 0.25 instead of 1 and just render.
02:19And, as you can see, it's a little bit smaller, or if we want, we can go higher.
02:24Now, I'm just going to go ahead and put this back to 1 and do a quick render.
02:28When I render this you'll see I have a lot of little breakups here, and I am
02:34getting kind of some jaggy effects.
02:36And part of that is because I'm using the Maya Software Renderer which doesn't
02:40compute displacement as accurately as mental ray.
02:43So, I am going to change my renderer here to mental ray, and do another quick render.
02:50Now, this will take a little bit of time, because mental ray actually uses a lot
02:55more computing power to compute a displacement.
02:58But you'll notice that this displacement is a lot smoother.
03:03So, if you're using displacements, you probably will want to use mental ray.
03:08Now, let's take a look at this object and how it looks in the Hypershade.
03:11I am going to go into my Window > Rendering Editors > Hypershade.
03:17So, I am going to select that Phong material and do Graph Network.
03:23Now, if you notice here, we've got place2d, cloth, and then that
03:29Displacement Map is here.
03:31So if I ever need to go back to it, all I have to do is click here on this
03:35displacement, and I should be able to get to it, and then I can change whatever
03:41parameter I want to change, and then render.
03:44So those are some of the basics of how to do Displacement Mapping.
03:49Now, Displacement Mapping is computing-intensive.
03:51So, if you don't need it, don't use it, and if you really, really need an object
03:56to be a specific shape, you might want to consider modeling it in that shape
04:00again to keep your render times low.
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3. Applying Textures
Projecting textures on surfaces
00:00Now, as you start working with textures and materials, you also need to be able
00:05to apply those textures to objects.
00:08So, the materials themselves have mapping within the material, but we need to be
00:14able to map the materials to the object.
00:17So, let's take a look at some methods for doing that.
00:20The first method we're going to look at is called Projections, and this just
00:24allows you to project an image onto an object.
00:29So, I have a simple submarine here, and I've basically just mapped it, and
00:34textured it with solid colors.
00:36So if I do a quick render here, you'll see it's just very solid here.
00:40But let's say we wanted to put a Logo or a Texture onto one of the parts of this submarine.
00:45Let's say we wanted to add it to this conning tower here.
00:49Well, we can do that by adding in a map to the Color Channel.
00:54So if I go over to my Attribute Editor here, you'll see that I have a material
00:59called Body2, and under that, we have a Color Map.
01:03Now, I've created an actual map that we can use. Let's go ahead and create a Render Node here.
01:10I am going to click here on this checkerboard here, and under File, I want to
01:15basically add a file in.
01:17But because we're going to do a projection, we need to do this a little bit differently.
01:21Now normally, we just left-click on this.
01:24But in this case, we're going to right- click on it, and we're going to select
01:29Create as Projection.
01:33And when we do that, you'll see that Well, it goes black because it's waiting
01:36for the texture, and it brings up an option here with three separate tabs, we
01:42have the projection, the place3DTexture, and a file.
01:48You'll see here, in the Projection, we have a slot for the image file.
01:53So let's go ahead here to that, and let's go ahead and load the image.
01:58In this case, we're going to load an image called Pattern.jpg, and it's
02:03basically just a little target pattern, and we're going to go ahead and open that.
02:07And, as you can see, well, it's mapping, but it's not really mapping all that accurately.
02:14In fact, if we want to see this a little bit more accurately, we can change the
02:18Renderer to High Quality Rendering, and that will give us a much better
02:24indication of how this is mapping.
02:26But, as you can see, it's not really mapping all that great.
02:31Well, we can fix that by going back up to that Projection Node.
02:35So, up here in file, I'm going to hit this up arrow here and go back up, and so
02:41now we're in Projection.
02:43What we can do here is we can actually do interactive placement.
02:48So when I do this when I hit Interactive Placement, look what happens, a
02:52little icon comes up.
02:55I can move this icon, and I can grab the corners, and start scaling this.
03:02And if you'll see, this is actually an object in the scene, and this allows us
03:07to position this anywhere we want.
03:11So, if we wanted to position it on the front of the tower, we could just
03:15position it this way.
03:16Now, one of the things about this is that it does not have to be a planar projection.
03:22We can change the Projection Type here.
03:25So let's say we wanted to do a Cylindrical Projection, or a Spherical, we can do all of those.
03:31But I am going to go back to Planar Projection here.
03:35Let's go ahead and just place this on the tower.
03:39Now, once I have this scaled up, I can actually click off this and grab this object.
03:46It's actually a separate object called place3DTexture.
03:50If we go into our channel box, you'll see that I have all sorts of options
03:54here, I can scale it.
03:56And this basically does the same thing we can do in that Interactive Placement.
04:02We can also rotate this. So let's go ahead and rotate this around Y.
04:08Let's go ahead and rotate it 90 degrees around Y because what that's going to
04:13do is that's going to put it on the side of the tower, and that's really what we want.
04:17Then let's go ahead and position this pretty much towards the center of that
04:22tower, and then if we want, we can scale it.
04:26So just by scaling and manipulating and rotating this object, I can place this texture.
04:37So now that I have this texture placed, I can pretty much keep it there.
04:43Now, one important thing to remember is that this Texture Placer is a separate object.
04:50So I can move it and animate it separately.
04:53This can be advantageous if you want to move a texture over something, but a
04:57lot of times this becomes a problem because you have to move this with your other objects.
05:01So, if we go into the Outliner, and make sure we do a Show All, then you'll see
05:10that I've got this place3dTexture node here.
05:13If I want, I can middle-click and say drag that in the hierarchy of the body of
05:19the object, and then when I move this it all moves together.
05:24Okay, so that's just one additional thing that you have to be aware of.
05:28But projections do have a lot of flexibility, in that you can interactively
05:33place textures, and you can animate the placement of those textures as well.
Collapse this transcript
Texture-mapping polygonal surfaces
00:00When you apply materials to polygonal objects, you have some more options.
00:05Polygonal objects can have multiple materials and multiple maps applied to them.
00:11This gives you a lot of versatility because you can have one object and have
00:15multiple surfaces on that object.
00:17This is one of the advantages of polygonal objects.
00:20So let me show you a little bit of theory, and then we'll go ahead and apply
00:24multiple materials to this little fish here.
00:27But before we do that, I'm just going to go ahead over to my Channel Box here,
00:31and turn off the Geometry layer, and let's go ahead and just start with a simple sphere.
00:38So, I'm going to do Create > Polygon Primitives > Sphere, and just drag on the grid,
00:45and let's go ahead and position the sphere. Now, I can just apply one material to this.
00:52So, if I select the sphere, and just go over to my Rendering shelf here, I could
00:56apply say, for example, a Phong material.
01:00I can go over to my Phong material, and say add a color to it, give it red or
01:07reddish and basically just dial in whatever parameters I want for this material.
01:16Now, if I wanted multiple materials on it, all I have to do is select the faces
01:20I want, and then apply the material.
01:23So, if I right-click over this and select Face, then I can just go ahead and say
01:30box-select the top of this sphere.
01:34Then all I have to do is just apply another material.
01:38I can right-click over this and say Assign a Favorite Material.
01:42Let's go ahead and assign a Lambert, and it brings up a lambert3 here.
01:48And if I want, I can change it to whatever color I want, or I can pretty much
01:54do whatever I want.
01:56Now, if you notice here, I've got this object, it is textured in two separate materials.
02:03In fact, if I render it, you can see this pretty easily.
02:06You'll see that the top-half is a matte Lambert, and the bottom-half is a shiny Phong.
02:12You can even see the specular highlight kind of gets cut off as soon as it
02:16does that transition. Now, this also works for subdivision surfaces.
02:22So, if I were to subdivide this it will subdivide the divisions and textures as well.
02:29I'm going to go ahead and right-click over this go into Object mode, select the
02:33sphere, and delete it.
02:34Now, let's go back to our Channel Box, and turn on our geometry.
02:40So, let's go ahead and apply some materials to this little fish here.
02:44So, I'm going to go ahead and select the mesh, and, as you can see, everything
02:48is just one solid mesh.
02:51So, let's go ahead and apply a material. I'm going to apply a Blinn.
02:55So, I'm just going to go to my Rendering shelf here, and I just assign a Blinn material.
03:01So, if we want to, we can change him to whatever color we want.
03:05So, let's go ahead and make him kind of a bluish, purple something like that.
03:10But when I change the material on it, it changes material for everything which
03:15is really what we've applied.
03:17But I want the eyes on this fish to be a slightly different texture or
03:23a different material.
03:24So, we can do that just by selecting those faces that are in the eye, and
03:29applying a new material.
03:31I'm actually going to do this in a Side Viewport.
03:34So, I'm going to hop out here, highlight my Side Viewport by hitting the
03:38Spacebar, and I can see I've got X-Ray turned on here.
03:42But actually, let's go ahead and turn that off and actually, let's go into Wireframe.
03:47This will be easier to see.
03:48And, as you can see, the eye really is just a separate part of the mesh.
03:53So, let's go ahead and right- click over this and go into Face mode.
03:57I want to select just the eye but not the fish itself.
04:01So, I'm going to just rectangular- select the middle part of this eye.
04:05So you can see I've got that.
04:07I'm going to hold down the Shift key, and hit the greater than sign on the keyboard.
04:12And, as you can see, greater than and less than just adds more to the selection.
04:17And Then I just want to make sure I get everything in the selection but not part of the fish.
04:23Once I do that, you can see I've got it pretty much selected here, and then I
04:27can apply whatever I want.
04:29So, I'm going to go ahead and apply a Phong material to this.
04:32As soon as we do that, you can see I've got this Phong material, so I am going
04:37to give him kind of a darker color eye.
04:39Once we have that done, you can see how now my fish is a little bit more distinct.
04:44I've got the eyes as a separate material from the body, and I can use this if I
04:50want to further texture map the fish later.
Collapse this transcript
Exploring the basics of UV mapping
00:00Now if you want more precise mapping on a polygonal object you'll need to start
00:05doing what's called UV Mapping.
00:08Now this can get to be a very complex task, but let me show you some of the
00:14basics of how to apply Basic UV Maps.
00:17Now before we get started let's go ahead and make sure that we are in our
00:21Polygons menu, and that will make sure that all of the tools we need are in place.
00:27We're going to start with a very simple object, we're just going to start with a
00:31polygonal cube, and I'm going to make this rather cube like.
00:35And I'm going to shade it and make sure I have Hardware Texturing turned on.
00:40And let's go ahead and apply Materials.
00:42So I'm going to right-click over this Assign Favorite Material, and we are going
00:46to just assign a Lambert to that.
00:49So I'm going to go into my lambert tab here in my object, and let's add
00:55something into the Color channel.
00:57So I'm going to add a render node, and let's go ahead and add a File.
01:04And let's just go ahead and load from our project, we have one here called
01:08Pattern, which is what we used on the submarine, and it's just really just
01:12a little target here.
01:14And, as you can see, this will map according to what Maya thinks is the best way to map.
01:20Now each polygonal object that Maya creates does have what's called a default map.
01:26So you will get kind of a basic mapping coordinate even if you just create an object.
01:33But if the mapping is not correct as it is here, we can change it.
01:38Now we can change it on a per face basis, or we can change it a little bit more
01:42globally by doing what's called Create UVs.
01:46So I'm going to go ahead and tear this off, and each one of these is just a
01:53different type of mapping that we can apply to the object or to the sub-object.
01:58So I'm going to select the whole object, make sure I'm in Object mode here, and let's just
02:03click on Planar Mapping. And, as you can see, things change.
02:07Basically this map is now mapped to the object.
02:13We also have this Interactive Texture Placement tool which allows us to scale
02:18and position this texture.
02:20Now I'm now projecting on a surface which creates a separate object.
02:28This actually is just a node within the object.
02:31So if I go back into Object mode and select this cube, you'll see here I've got
02:37a node here call Poly Planar Projection.
02:41And this will actually give me all of the options that I had with that
02:45Interactive tool here.
02:46So I can change the Width, the Height, I can change the Rotation Angle, I can
02:52change where the image is I can also rotate it.
02:55So if I don't want it on this plane, I can say rotate it over to another plane.
03:02Now this is just one of several ways to create UV.
03:06So if I right-click over my object here, I can also do Cylindrical Mapping which
03:11creates basically a cylinder.
03:14So it creates a cylinder that allows me to project from a cylindrical shape.
03:20We can also do Spherical Mapping. We can also do what's called Automatic Mapping.
03:26So when we select Automatic Mapping what happens is it creates one plane per axis.
03:34Now this is probably the best way to texture objects, it just need to be kind of
03:39generically texture, that have just kind of generic texture on them.
03:43It gives a good basic coverage of that texture.
03:47We also have another one called Create UVs based on Camera.
03:51Now this is really important for visual effects in that it will project
03:55something based on the camera, so you can actually project something like the
03:59image that you're trying to match to, and it can use that as a texture.
04:04So if we do Create UVs Based On Camera, it's basically we'll project it based on
04:09how my camera is set.
04:11Now if I want I can also texture on a per face basis.
04:17So if I right-click over this and select Face and maybe select this one face, I
04:23can Planar Map this one face.
04:27And so I'm selecting my face here, and as you see this is probably not what I
04:32want here, I've got my Planar Projection here, I'm going to go ahead and change
04:37my Rotation to 0, and then let's go ahead and try and dial this out here,
04:50and get my Width, there we go. Okay, so now I am going to, there we go, okay.
04:58So now I've got my Width and my Height, and this is just for this one plane, okay.
05:04So this basically is projecting on this one face.
05:07So if I wanted to say map this face I could do it again, or this face.
05:12So let's go ahead and select this face here, do a Planar Mapping and again I can
05:19place this however I want. So those are some options for Basic UV Mapping.
05:25Now you can map the entire object using any one of the Create UV tools, or you
05:32can select a face or group of faces and just map those individual faces, again
05:38using any tool that you want.
Collapse this transcript
Fine-tuning maps in the UV Texture Editor
00:00The more complex your polygonal objects become, the more precise you're going
00:05to have to be with mapping.
00:07Sometimes planar or cylindrical mapping just won't cut it.
00:12And in this case you'll have to unfold your object and do what's called UV Mapping.
00:18And we do this in what's called the UV Texture Editor.
00:22So let's go ahead and just do a real simple case here, we're just going to do a simple box.
00:27So I'm going to go my Polygon shelf here and select a cube, and we are going to
00:31draw a box that's about twice as tall as it is wide, so something likes that.
00:38And let's go ahead and shade it by hitting 5, and let's apply a Material.
00:45So I'm going to go to my Rendering shelf, and let's just apply a simple Lambert Material.
00:50So I'm going to find in my Attribute Editor, find my lambert2 and under
00:56Color we're going to add a in our bitmap. So I'm going to click Create
01:00Render Node, and then we are going to hit File, and then let's just go ahead
01:06and find our image.
01:07So in this case we're going to do an image called CardboardBox, and this is
01:11basically just an unfolded cardboard box.
01:14So I've got the slides here and the top and the bottom.
01:18It's basically if you were to break apart the seams of the box and just fold it
01:22flat that's basically what it is.
01:23And that's essentially what we're going to be doing in the UV Texture Editors.
01:27So I'm going to go ahead and Open this, and let's go ahead and turn on Hardware
01:32Texturing so we can see this.
01:33And, as you can see, it, well, it's actually not bad, it's pretty close.
01:38And what this shows you is that Maya does kind of have its own default mapping.
01:45And so sometimes the default mapping is pretty close to what we're looking for,
01:49a lot of times it's not, so don't expect this to happen every single time.
01:55So now that I have this I can start to fine tune these textures, and we do that
02:01using the UV Texture Editor.
02:03So I'm going to go in to Window, select UV Texture Editor, and, as you can see,
02:09it's got a texture, it's pretty close to being unfolded.
02:17I am going to turn off my window here so you can see this a little bit more clearly here.
02:24So, as you can see, each face on this box is mapped to this object and so all I
02:32have to do now is just position things.
02:34And so how I position it is by using a special type of vertex.
02:40So if I were to right-click over this we've got regular vertices which are these.
02:45But we also have what I called the UV coordinates.
02:50And those are pretty much the vertices of the object but they are specific to
02:55texturing, not shape.
02:56This vertex here if move it, it changes the shape.
03:00This changes the placement of the texture.
03:03So if I were to grab this you'll see that a little green dot shows up here.
03:09If I were to grab this a green dot shows up here.
03:14So each vertex of this polygonal object shows up here.
03:18And so what I can do is I can start selecting parts of this and start
03:23manipulating them just using the standard move tools.
03:26So let's say I want to box select these two top corners, all I have to do is hit
03:31W to start my move tool, and I can just start adjusting these.
03:36And, as you can see, here, here let's go ahead and see this THIS SIDE UP selects.
03:45And then if I want to I can select here, I can just right-click over this is so
03:51select UVs as well, and I can select my UVs in this editor as well.
03:56So I can select them either in the Viewport or in the UV Texture Editor.
04:01And then I can move those over, so I can grab them here and move these over.
04:08Or if I want I can grab them here. So if I were to select these here.
04:13Now what I'm doing here is I'm selecting these, but I'm also selecting ones on the other side.
04:18So actually I'm going to stick to this UV Texture Editor here, and then just
04:23kind of move this up. And again, we can just start to affect this.
04:30So a lot of this is going to happen in the UV Texture Editor, but if you
04:34don't know exactly where it is you can always grab it here, and you say okay
04:39that's this corner here.
04:42And if I want to I can again just adjust these however I want.
04:48So, as you can see, it's a fairly straightforward process.
04:52Here let's go ahead and take a look at this bottom here.
04:54So as I adjust these, it basically just adjusts all of these different ones to a single map.
05:03Now this is probably a much more efficient way of mapping, it gives you much
05:09more precise control.
05:11Now this is just some of the basics, there is a ton of tools here.
05:15We'll have a lot of tools allow us to select anything that's connected, unconnected.
05:20We can actually create different sets of things.
05:24We can also create lattices, so if I want to I can select multiple objects
05:30there and actually use a lattice to select it, so if you want to deform these just a little bit.
05:36There is some number of different tools that you can use here.
05:39And I just wanted to give you a brief overview of how it works, and then in the
05:43next lesson we're going to do something a little bit more complex and go
05:47through some of the tools.
05:48So just remember when you use the UV Texture Editor, the vertices of your object
05:53also are UV texture coordinates.
05:56And by moving these you can adjust how the object maps to the bitmap.
Collapse this transcript
UV mapping a complex object
00:00Now let's go a little bit deeper into the UV Texture Editor, and we're going to
00:05map a little bit more of a complex object than just a box.
00:08We're going to map this fish that we've been working with.
00:12Let's go ahead and take a look at the fish here.
00:14It's basically just a single polygonal object, and if we go into the Attribute
00:18Editor, you'll see it has two materials applied.
00:22A kind of purplish material for the body, and then another one, a Phong
00:28texture for the eyes.
00:31So what we want to do is texture map the body, so I'm going to select the blinn1
00:37material and go into the Color channel and select Create Render Node.
00:42We're going to add in a file, so click on File, and then under Image Name here,
00:47we're going to click on the browser, and we should be able to find the Fish_Map.
00:52Now if we take a look at this you'll see it's basically just a left-right map
00:57for the left and right side, so maps here for the fins, and then another one for
01:02the eye which we won't use because we applied a separate material.
01:06So I'm going to go ahead and open this.
01:09So, as you can see, it's really not mapping properly, so we're going to need to control this.
01:14So if we were to just select this object here--and let's just take a look at it
01:20in the UV Texture Editor--as you can see, it's actually broken up into a number
01:27of different little parts.
01:29And this really isn't something that's quite logical the way that we want it.
01:34So let's go ahead and just create our own basic mapping and just start from scratch here.
01:41So the first thing I want to do is I'm going to go ahead and open up this
01:46window a little bit more.
01:47Let's just go ahead and just do a simple planar map.
01:50So I'm going to do Create UVs > Planar Mapping, and as you can see, we've got
01:56a basic planar map.
01:59And you can see also in the UV Texture Editor how everything snapped together,
02:03and now I've got one planar map for everything.
02:08So what I'm going to do is as I adjust this you can also see how it's adjusting
02:14in the UV Texture Editor.
02:15So what I'm going to do is adjust my mapping here so that the fish is kind of over.
02:25This doesn't have to be perfect but I'm basically trying to get this fish to be
02:29about the same size as the texture I have already laid out here for the fish.
02:36And you can see, well, I'm pretty close, it's not exact, but it's close enough.
02:41And once I do that, I've got, actually a good deal of the mapping is pretty close.
02:49So now we can go into the UV Texture Editor and start refining things.
02:54So I'm going to zoom in on this and then just right-click here and start
02:59going into UV mode.
03:01Now if I want, I can select a bunch of UVs here, and I can start moving them
03:07just like I can in Maya or any other place.
03:10And if I want, I can also, if I double- click on this I can turn on Soft Select,
03:17and I can dial this up or down, so that way I get a soft motion of this.
03:24And if I want, I can use scaling.
03:27I can really use whatever tool I want to position these UVs, and notice how when
03:33I move them on the UV Texture Editor, they match up in the actual viewport.
03:43And I still have Soft Select turned on which probably is going to be pretty
03:47handy here, and again, I'm just trying to position all of these so that
03:56everything lines up here.
03:58Now I've overbuilt this texture map here, so I don't have to use everything that
04:05I have on this image.
04:08I'm just trying to make sure that I've got a good coverage here.
04:13So what I'm trying to do here is just again get everything on the fish into
04:20this texture map here.
04:22So, as you can see, we've got a pretty good coverage already, and we can just
04:27keep going through this and just fine-tuning it however we want.
04:31Now we do have a special case here, and that's the fins.
04:35And, as you can see, these fins, well, I've actually got separate little
04:40textures here for those fins but I need to disconnect this part of the mesh so I
04:45can move it over here so I can actually texture it.
04:49We can do that by going into Face mode here and just selecting the fin.
04:54So I need to get this kind of in a kind of a top-down mode.
05:02It might be easier to go into a top view here. Let's see, yeah.
05:10So I'm in my top view here, and I'm actually going to hit my 1 key so I can see
05:15exactly what polygons I have.
05:18And then I'm going to right-click and go into Face mode and just select those
05:22faces that are the fin.
05:25So, as you can see, when I select these faces, it does show up in the UV Texture Editor.
05:33But I want to map these differently.
05:35So I'm going to keep these selected and just do Create UVs > Planar Mapping.
05:42And what that does is again, it gives me that Planar Mapping Gizmo here which I
05:48can use to adjust it, and I'm basically just going to scale this up so that this
05:54is approximately the same size as that little fin there.
05:59And then go into my UV Texture Editor, and then I can just use my Scale tool,
06:05and then I can just right-click, select UV here and start scaling it.
06:11Now because I've disconnected this I can select this whole object.
06:17So if I want, I can do Select > Shell.
06:22So I'm going to go ahead and turn off Soft Select here, and I'm going to
06:26select the whole shell.
06:30So I'm going to go ahead and select UV, and then do Select Shell, and
06:34that selects everything. And now I can move this and scale it.
06:43And, as you can see, as I move it and scale it, it starts to show up here on the fish.
06:50And then I'm going to go into UV here and just grab this one here and move
06:57it in, and I just want to make sure that the ends of these are in this blue area
07:02which matches this blue area here.
07:05And now once I've got all of that, I've got a pretty good fin.
07:11So let's go ahead and do this again for the opposite side, and this will be a
07:15little bit more clear here.
07:17Again, I'm going to hold down my Spacebar, go into a top view here, go over to
07:24the other side, make sure I'm in Face mode, select these faces.
07:32Okay, I'm going to go into Perspective view just to see what I've selected here.
07:43I'm going to deselect that one here and Shift+Deselect that one.
07:50So I've got just these faces.
07:53So now that I have those, Create UVs > Planar Mapping.
07:58That's what cuts them away and creates what's called the shell.
08:03And then I'm just going to go ahead and scale these down, and now I can
08:07start placing this.
08:09Go ahead into UV, select this UV, go Select > Shell which selects everything, and
08:17now I can start to rotate this and move it.
08:24Again, I'm just using Move tool, so I'm just using, hitting E to rotate, W to
08:30move just like we do in the viewports, R to scale, and then again just get those
08:36in the way that I want.
08:37And then for this here, under Lighting here, I'm just going to use Default
08:44Lighting so I can see that a little bit better. And there we go!
08:55So again, I can fine-tune this to my heart's content, but, as you can see, it's
08:59a very, very simple way of doing this.
09:02And then when I subdivide it, you can see it pretty much works.
09:07So let's do a quick, quick render here and see what it looks like.
09:12Okay, so I'm getting a little bit of a scene here, but we can certainly
09:17fine-tune that just by fine-tuning the map.
09:20But, as you can see, the UV Texture Editor is great for creating very precise mapping.
09:27So the general workflow for this is to select your object, apply the best
09:33mapping for that object, which will unwrap it, then adjust it in the UV Texture Editor.
09:38Then take individual parts of your object that need to be mapped
09:43separately, apply another UV to them to create UV, and then use that to create a
09:49shell and adjust those shells as you see fit. So it's really just a back and forth process.
09:56You can get very, very detailed with this, and that means you can also get very,
10:01very good texture map placement.
Collapse this transcript
Conclusion
Goodbye
00:00Well, that's just about it for Maya Essentials 4: Creating Textures and Materials.
00:05I'm George Maestri, and I really hope you enjoyed this course and can use the
00:10tools that we've discussed in your Maya projects for the future.
00:15So have a great day and hope to see you in the next course.
Collapse this transcript


Suggested courses to watch next:


Maya Essentials 5: Animation Tools (1h 20m)
George Maestri

Maya Essentials 6: Lights and Rendering (1h 52m)
George Maestri


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