Ready to watch this entire course?
Become a member and get unlimited access to the entire skills library of over 4,987 courses, including more 3D + Animation and personalized recommendations.Start Your Free Trial Now
- View Offline
- Understanding shading concepts
- Simulating the Fresnel effect for realistic reflections
- Rendering transparent and translucent surfaces
- Comparing mental ray and Maya standard shaders
- Introducing the mia_material
- Developing shader networks
- Using subsurface scattering shaders
- Mapping polygon UV coordinates
- Incorporating texture nodes into networks
- Improving skin detail with ambient occlusion
- Painting bump maps
- Creating normal and displacement maps
- Troubleshooting maps
Skill Level Intermediate
- Hi, I'm Eric Keller. Welcome to Maya 2011, creating textures and shaders. For professional Maya users, rendering with Mentalray has become the de facto standard. Over time, the capabilities of Mentalray have evolved, making rendering easier and more powerful. I'll be showing you how to get the best results using the latest features. And I'm assuming that you have a good understanding of modeling concepts and that you know your way around the Maya interface, how to work in the hypershade editor, and how to do preview renders. I'll begin this course with a brief discussion of how light interacts with surfaces.
We'll look at reflection, refraction, and absorption, and how to simulate these properties. Then, I'll get right down to brass tacks and show you how to get your work done. We'll take a look at how to design translucent materials such as plastic, create subsurface scattering to simulate human skin, adapt presets to design your own shaders, and add texture maps to create surface detail. I've been working with Mentalray shaders in Maya for a number of years, and I'm looking forward to sharing what I've learned with you. So, let's start shading.