We've added a Displacement Map to deviate the shape of the ground plane outside our window.…What we want to do here is just optimize performance. We want achieve the result of …we have a highly detailed surface, but we only want that to be just…detailed enough and no more.…We control the quality of the Displacement through the NURBS Tessellation Attributes.…Basically there are two things involved in here. First of all, there's the amount of …Tessellation for the NURBS surface.…
Tessellation of course is tiling or splitting the object up into polygons.…I have a very high tessellation here for the object itself.…Additionally, we've got tessellation for the displacement. This is another…level of Tessellation that happens after the Displacement Map has been applied.…You'll see Initial Sample Rate and Extra Sample Rate.…Initial Sample Rate is how many times a polygon is subdivided as it's being displaced.…
Then the Extra Sample Rate is an additional level of subdivision…that's applied in order to enhance sharp edges and features.…
Author
Released
3/1/2013- Getting familiar with Hypershade
- Making and breaking connections
- Using mental ray materials
- Adding reflectivity with ray tracing
- Rendering refractions
- Mapping translucence
- Adding surface relief detail
- Adjusting and combining textures
- Constructing a stylized non-photoreal shader
- Working with math and utility nodes
- Rendering ink and paint with Maya Toon
Skill Level Intermediate
Duration
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Illustrator CC 2013 One-on-One: Intermediate
with Deke McClelland11h 37m Intermediate
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Introduction
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Welcome1m
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1. Hypershade Interface and Workflows
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Creating shading nodes6m 7s
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Using the Render view6m 57s
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Graphing networks4m 26s
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Understanding shading groups3m 45s
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Using the Connection Editor4m 27s
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2. Essential Techniques
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Introducing the Node Editor3m 17s
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Lighting the scene6m 31s
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Understanding ambient color1m 39s
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Bump mapping3m 7s
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3D texture placement1m 31s
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Defining specular shading4m 26s
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Duplicating networks3m 31s
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Building branching networks5m 56s
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3. mental ray Materials
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Exploring mia_material_x3m 51s
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4. Glossy and Reflective Surfaces
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Mapping specular color3m 37s
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Setting raytracing depth3m 14s
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5. Transparency and Translucence
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Rendering refractions3m 39s
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Mapping translucence3m 40s
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6. Surface Relief
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Normal mapping3m 47s
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7. Adjusting and Combining Textures
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Filtering a file texture4m 13s
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Nesting maps3m 59s
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Applying multiple UV sets6m 34s
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Compositing shaders7m 19s
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Building substance textures7m 37s
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8. Special Effects
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Using Shader Glow5m 22s
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Adding OpticalFX3m 56s
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Creating a noisy ramp1m 57s
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Adding colors3m 51s
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Multiplying values6m 40s
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Adding Brownian noise5m 40s
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9. Maya Toon
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Assigning a Toon outline2m 3s
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Conclusion
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Goodbye35s
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Video: Controlling displacement tessellation