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Texture-mapping NURBS surfaces

From: Maya 2011 Essential Training

Video: Texture-mapping NURBS surfaces

When you start applying textures to an object, you'll often need to control how those textures are placed. There is a number of different ways to control text replacement in Maya. So let me show you some of the simplest ones first. I'm going to start with NURBS based surfaces. So the best way to look at this is to start with the plane, and we'll just show you very simple tools just to how to control placement of a texture on a NURB surface. So, first thing I want to do is put a material on there.

Texture-mapping NURBS surfaces

When you start applying textures to an object, you'll often need to control how those textures are placed. There is a number of different ways to control text replacement in Maya. So let me show you some of the simplest ones first. I'm going to start with NURBS based surfaces. So the best way to look at this is to start with the plane, and we'll just show you very simple tools just to how to control placement of a texture on a NURB surface. So, first thing I want to do is put a material on there.

In this case, I'm just going to use a lambert, and then let's go ahead and put an actual texture into the Color channel. So, I'm going to select a File and because I'm in Chapter 8, I'm going to be in my Chapter 8 > sourceimages. We're going to find our lovely donut picture here. Okay, and then we're going to hit this number 6 key to shade that, and let's make sure we're also in High Quality Rendering. This will actually help a lot with viewing this. So, by default, Maya takes the corners of your image and pins it to the corners of the NURBS surface.

Very simple, it's almost a one-to-one mapping. So, no matter how much I change the size of that NURBS surface, let's say I go back to my original makeNurbPlane here, and I add in patches. I make it wider. I make it bigger, whatever. It's always going to map one-to-one to that. Now, we can change this by going into the mapping type. So I'm going to go into my Color channel and then go down into my texture. And notice there's actually two here.

There is one for the actual file. The other one is called place2dTexture. So I can either get to it by hitting this tab or if I go down one more input, I'll find it. Now let me show you how this works in the Hypershade very quickly. I have my lambert here, my lambert2. Let's go ahead and graph that. So, if I double-click on the actual lambert itself, you can see I can go down to the file and then if I click here I go down one more.

So basically, what I'm doing is I'm going backwards, backwards to the actual place 2dTexture, which is where I'm at right now. Now, this allows me to control how the texture is placed on that NURBS surface. By default, again, it's a one-to-one relationship. So this is one and this is one. So, if I brought this down, let's say, to 0.75 by 0.75, you'd see that well, it only gives you a fraction of this and the rest is just the default color of the texture.

So we start here at the bottom- right and then we go up 0.75 by 0.75. If I want, I can also rotate that frame or I can translate the frame. So let's say I make it 0.25 and so on. So I can actually slide it left and right, shrink it up and down, and rotate it. I also can add in Repeats. So, if I want to repeat it more than once, I can do that. Now this is repeating within that frame.

So, it's repeating within the 0.75. So, if I want to repeat it twice over the whole thing, I can do it that way as well. And then with the translation of 0, there we go. So, this is how many times it's tiling within this frame. So, if you have an image and you want like a texture of a fabric or something, and it's a little bit too coarse, you can just tighten it up right here. And again, you can rotate and do all sorts of stuff. Now probably the cooler way to do this or the more interesting way to do this is to use what's called interactive placement.

Now before I do that, I'm actually going to bring my Repeats back up to 1 so we have a full solid image to work with. And then all I have to do is hit this Interactive Placement button. And what it does is it lights up. It gives me this big red frame around my image. Now, I can manipulate this by using my middle-click. So if I middle-click on one side, notice how that changes. I can scale that. So, middle-click, middle-click on the top, middle-click on the bottom, and middle-click in the middle.

I can move this around, or if I'm at the sides, that's how I can rotate. Notice how as I do this, these numbers are actually all changing here. So as I move this, my translation is changing. If I scale it up, my coverage is changing, and so on. And all this comes back up when I render, so you can see how this is actually affected. Now this mapping is actually in the texture itself. So, when I go into my Hypershade window, I can actually graph this and you can see that this texturing is within the actual material itself.

So if I created any other surface, even a polygonal surface, this would apply. So all I have to do is now is go into my Hypershade, select this plane, assign to selection, and we'll have the exact same effect. So, basically, what's happening here is we're changing the way that this maps within the material. This is great for setting global parameters. There are other ways to actually map on a per object basis, but typically, when you start off texturing, you want to make sure that your material itself is at the right scale and the right number of repeats and so on and so forth.

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This video is part of

Image for Maya 2011 Essential Training
Maya 2011 Essential Training

115 video lessons · 26234 viewers

George Maestri
Author

 
Expand all | Collapse all
  1. 3m 50s
    1. Welcome
      1m 34s
    2. Using the exercise files
      26s
    3. A note on screen resolution
      1m 50s
  2. 1h 0m
    1. Overview of the Maya interface
      7m 42s
    2. Working with files and Maya projects
      2m 27s
    3. Navigating viewports
      5m 56s
    4. Reviewing the Viewport menus
      6m 28s
    5. Configuring safe frames and grids
      3m 21s
    6. Selecting objects
      4m 33s
    7. Using the Move tool
      3m 48s
    8. Rotating and scaling
      4m 31s
    9. Manipulating pivots
      3m 59s
    10. Understanding the Channel Box
      5m 36s
    11. Working with the Attribute Editor
      2m 28s
    12. Using the Hotbox
      2m 59s
    13. Working with marking menus
      3m 6s
    14. Customizing the interface
      3m 36s
  3. 59m 25s
    1. Creating polygonal objects
      6m 28s
    2. Working with polygonal components
      4m 42s
    3. Selecting polygonal components
      5m 44s
    4. Working with Soft Select
      7m 3s
    5. Using the Extrude tool
      6m 47s
    6. Keeping faces together
      2m 42s
    7. Extruding along curves
      3m 27s
    8. Using the Polygon Bevel tool
      4m 14s
    9. Smooth and subdivision surfaces
      7m 6s
    10. Blocking out a character body
      11m 12s
  4. 36m 6s
    1. Working with edge loops
      3m 27s
    2. Inserting and offsetting edge loops
      3m 38s
    3. Symmetrical modeling techniques
      5m 53s
    4. Combining objects
      3m 50s
    5. Using the Polygon Bridge tool
      2m 7s
    6. Connecting components and splitting polygons
      2m 48s
    7. Poking and wedging faces
      2m 49s
    8. Working with polygon booleans
      3m 17s
    9. Modeling with nonlinear deformers
      4m 54s
    10. Modeling with lattices
      3m 23s
  5. 1h 18m
    1. Introducing NURBS modeling
      5m 3s
    2. NURBS primitives
      5m 54s
    3. Using the NURBS curve tools
      5m 7s
    4. Creating Bézier curves
      1m 59s
    5. Creating text
      3m 51s
    6. Manipulating NURBS curves
      4m 13s
    7. Refining NURBS curves
      4m 16s
    8. Offsetting NURBS curves
      2m 31s
    9. Editing NURBS surfaces
      7m 3s
    10. Refining NURBS surfaces
      7m 22s
    11. Using NURBS Revolve
      7m 31s
    12. Using NURBS Loft
      4m 11s
    13. Using NURBS Extrude
      6m 0s
    14. Using NURBS Planar
      4m 47s
    15. Stitching NURBS surfaces
      8m 52s
  6. 35m 53s
    1. Extracting NURBS curves from surfaces
      5m 57s
    2. Creating curves on a surface
      3m 53s
    3. Projecting curves on surfaces
      7m 2s
    4. Trimming NURBS surfaces
      3m 42s
    5. Using the NURBS Fillet tool
      5m 31s
    6. Sculpting NURBS and polygonal surfaces
      5m 52s
    7. Converting NURBS to polygons
      3m 56s
  7. 33m 22s
    1. Working with the Outliner
      4m 58s
    2. Grouping objects
      4m 2s
    3. Creating hierarchies
      4m 17s
    4. Duplicating objects
      4m 51s
    5. Understanding the Hypergraph
      3m 32s
    6. Working with Hypergraph connections
      2m 31s
    7. Hiding and showing objects
      2m 12s
    8. Creating layers
      4m 2s
    9. Working with selection masks
      2m 57s
  8. 40m 18s
    1. Overview of renderers
      3m 24s
    2. Understand the basics of materials
      6m 15s
    3. Creating and applying maps
      5m 13s
    4. Using bitmaps as texture
      2m 59s
    5. Working with the Hypershade window
      5m 12s
    6. Working with mental ray materials
      6m 57s
    7. Using displacement and bump mapping
      3m 14s
    8. Using the Ramp Shader
      2m 36s
    9. Using the 3D Paint tool
      4m 28s
  9. 30m 14s
    1. Texture-mapping NURBS surfaces
      5m 46s
    2. Projecting textures onto surfaces
      4m 0s
    3. Texture-mapping polygonal surfaces
      7m 0s
    4. Applying UV mapping
      8m 11s
    5. Using the UVW Editor
      5m 17s
  10. 41m 16s
    1. Creating joints
      10m 2s
    2. Deforming a mesh using the Skin tool
      5m 2s
    3. Creating IK handles
      6m 48s
    4. Creating blend shapes
      5m 39s
    5. Rigging nonlinear deformers
      2m 36s
    6. Finalizing the character
      4m 45s
    7. Rigging the character to the scooter
      6m 24s
  11. 1h 5m
    1. Working with the Timeline
      4m 16s
    2. Creating and adjusting keys (keyframes)
      5m 4s
    3. Editing keys
      3m 13s
    4. Modifying keys in the Graph Editor
      5m 47s
    5. Modifying keys in the Dope Sheet
      2m 51s
    6. Creating breakdown keys
      2m 28s
    7. Animating objects along paths
      5m 54s
    8. Animation playback using Playblast
      3m 10s
    9. Animating with constraints
      6m 16s
    10. Creating animation cycles
      8m 25s
    11. Using set-driven keys
      6m 13s
    12. Adding sound to animations
      2m 24s
    13. Finishing the animation
      9m 45s
  12. 1h 2m
    1. Lights and lighting types in Maya
      7m 29s
    2. Adding depth-map shadows
      4m 13s
    3. Using Raytrace shadows
      3m 28s
    4. Understanding the basics of cameras
      7m 14s
    5. Adding depth of field
      6m 31s
    6. Adding Bokeh using mental ray
      4m 33s
    7. Using motion blur in Maya Software Renderer
      4m 10s
    8. Using motion blur in mental ray
      3m 5s
    9. Raytracing reflections and refractions
      4m 41s
    10. Interactive rendering with IPR
      3m 33s
    11. Lighting a scene
      8m 29s
    12. Batch rendering
      4m 53s
  13. 25s
    1. Goodbye
      25s

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