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Modeling an F1 Wheel in Maya
Illustration by Richard Downs

Using mental ray for higher-quality renders


From:

Modeling an F1 Wheel in Maya

with Veejay Gahir

Video: Using mental ray for higher-quality renders

In this video, we're going to talk a little In chapter two, let's open up file 12 MentalRay. And we're going to go up to Windows, to the plugin manager. Next thing we want to do is go into Just go into our blend mode, and change to a red.
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  1. 1m 30s
    1. Welcome
      57s
    2. Using the exercise files
      33s
  2. 17m 3s
    1. Setting the project defaults
      1m 24s
    2. Setting the scene units
      1m 57s
    3. Customizing shelves
      3m 8s
    4. Importing the reference image
      2m 26s
    5. Checking the footprint in Alias Design
      3m 19s
    6. Comparing different workflows
      4m 49s
  3. 40m 29s
    1. Using the Create Polygon tool
      2m 12s
    2. Snapping polygons
      2m 58s
    3. Creating quads with the Interactive Split tool
      3m 15s
    4. Creating a solid with the Extrude tool
      1m 47s
    5. Adding a chamfer using the Bevel tool
      6m 7s
    6. Understanding the Insert Edge Loop tool
      2m 47s
    7. Mirroring across the centerline with Duplicate Special
      2m 54s
    8. Alternatives to Duplicate Special
      2m 2s
    9. Understanding the Combine and Merge commands
      1m 59s
    10. Using the Merge Vertex tool
      5m 16s
    11. Using the software renderer for quick renders
      2m 29s
    12. Using mental ray for higher-quality renders
      3m 27s
    13. Understanding mental ray's Approximation Editor
      3m 16s
  4. 16m 39s
    1. Adding button recesses with Boolean operations
      2m 51s
    2. Creating quads using the Interactive Split tool
      3m 19s
    3. Creating the button base
      5m 23s
    4. Creating the button indent
      3m 39s
    5. Scaling the buttons
      1m 27s
  5. 11m 39s
    1. The main footprint
      1m 25s
    2. Creating quads
      1m 10s
    3. Create a solid
      3m 44s
    4. Fine-tuning the handle
      2m 45s
    5. Mirror across the centerline
      2m 35s
  6. 20m 56s
    1. Creating the paddles
      4m 46s
    2. Modeling the rotary dial
      8m 26s
    3. Modeling the center pad
      4m 35s
    4. Modeling the digital display
      3m 9s
  7. 18m 8s
    1. Create an alpha in SketchBook Pro
      58s
    2. Rendering exercise
      4m 49s
    3. Positioning lights and adjusting light attributes
      5m 18s
    4. Render settings
      3m 3s
    5. Comparing and saving renders
      4m 0s
  8. 26s
    1. Next steps
      26s

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Modeling an F1 Wheel in Maya
2h 6m Intermediate Apr 17, 2014

Viewers: in countries Watching now:

Once you've drawn your initial product design, it's time to take it to a 3D program for modeling. Veejay Gahir takes the initial sketch of a Formula 1 steering wheel from the first part of this series and shows you how to model and render a fully realized version in Maya. He shows how to import the sketch, use box and freeform modeling techniques to create the basic shape, and add details like buttons, dials, and decals. Finally, Veejay shows how to add texture and lights and render out the final view of your model.

This course uses an F1 wheel as an example project, but the techniques can be applied to any other automotive or consumer product. For more information, watch the first part of this series, Sketching an F1 Wheel in SketchBook.

Topics include:
  • Importing the reference image
  • Snapping polygons
  • Creating quads and solids
  • Adding chamfered edges
  • Mirroring across a center line
  • Adding buttons and handles
  • Positioning lights
  • Setting up your render
Subjects:
3D + Animation Modeling Product Design CAD
Software:
Maya
Author:
Veejay Gahir

Using mental ray for higher-quality renders

In this video, we're going to talk a little bit about the MentalRay rendering capabilities within Maya. In chapter two, let's open up file 12 MentalRay. And we're going to go up to Windows, to the plugin manager. And at the very bottom, let's just make sure the Maya to MentalRay plugin is loaded. Next thing we want to do is go into rendering, and select a model, and select a blend. Just go into our blend mode, and change to a red. Next thing we'll do is we'll select that, press number three to smooth.

We're going to go to our View, Camera Settings, Resolution Gate. Let's re-frame this, this is just all the presets that I go through, before we start actually rendering in MentalRay. So under Render settings, make sure we have MentalRay selected, we're going to change our formats to a tiff, again you can use jpeg, that's just a preference. And for now we're going to change the quality down to 640, and with that let's do a quick rendering.

So that looks quite nice, and we're going to actually take it up a notch as far as realism goes. So the next thing I want to do here under the Comment Tab is under Render Options, I'm just going to switch off default lighting. And if we render again, you'll notice everything will be black because we have no lights now. So I'm going to add some lights using rendering shells. And let's just put in directional light like that. W to move, and R to scale, and W to move again.

Now, one thing about directional light, it doesn't really matter about the scale of the actual light, I can make it as large as I want to. It really doesn't matter, it's purely a vector. And let's rotate this, like so, and move it back up again. And again, with the position of the light, it makes no difference. And also, with the scales, so again we're only talking about vectors. So I can actually position the light here, and it would illuminate exactly the same, as if I positioned here. I can show you this by simply selecting four for wireframe, five for shading, six for textures, and seven is a representation of that particular light on that model.

So, as I move, you can see it makes no difference at all. So let's re-frame this, like so, or take our intensity out just a fraction, and let's re-render. So that's a really nice result, and you can see we're getting some nice shadows appearing. That's just the very basics of rendering with MentalRay. In 2014, made rendering of MentalRay even easier. If we go to our Render Settings, under Quality, you'll notice that we have unified sampling. And right it's simply a case of moving the slider, to get the sample quality that you're looking for.

You do have the option to go back to the Legacy Sampling Mode, but for this exercise it's just easier to stay with unified sampling. I'm going to leave the value at 0.25.

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