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Simulating translucency

From: Creating Textures and Shaders in Maya

Video: Simulating translucency

Translucent materials are opaque or semiopaque materials that still allow light to pass through. A few examples of this would be like the leaves of the tree or plastic or stained glass. You can see in this scene I have a teapot. It has a translucent material applied to it and then on the inside I've added just a simple polygon sphere. Now we'll create a render and you'll see how light passes through this surface, allowing you to see what's inside, even though the surface for the most part is semiopaque.

Simulating translucency

Translucent materials are opaque or semiopaque materials that still allow light to pass through. A few examples of this would be like the leaves of the tree or plastic or stained glass. You can see in this scene I have a teapot. It has a translucent material applied to it and then on the inside I've added just a simple polygon sphere. Now we'll create a render and you'll see how light passes through this surface, allowing you to see what's inside, even though the surface for the most part is semiopaque.

Translucency can be simulated in a number of ways in Maya. It's similar to subsurface scattering and it's also similar to blurred refractions. So you have a number of options for creating translucent material. Some shaders have a translucency attribute that you can use or what you could do is you can work with creating very blurry refractions to create translucency or in some cases you can use a certain amount of subsurface scattering to make very realistic translucent surfaces.

I would use that in extreme cases like thick candle wax or something like that. But for something like plastic a certain amount of blurred refractions will do a good job of creating a translucent looking surface. So here's the final rendering. You can see the sphere even though it's semiopaque.

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This video is part of

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Creating Textures and Shaders in Maya

37 video lessons · 8328 viewers

Eric Keller
Author

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

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