To work in Hypershade you'll need to graph the networks of your materials.…Let's go ahead and open up a Hypershade.…Window>Rendering Editors>Hypershade.…You will see in this scene I have got lots of materials.…You will notice by the way, that some of these are in red and that's an indicator…actually that those materials cannot be rendered using the current renderer.…In fact, these are all in this case, mental ray materials and my current renderer…is Maya software and these are not renderable in Maya software.…
That's why they're highlighting in red.…So don't let that disturb you.…It's not going to affect our lesson here.…In fact, later what we'll do is we'll put those into their own bins.…So we can filter the view here so we don't see those if we don't want to.…So let's graph a network.…There's multiple ways to do that.…One way is to simply select a material in this tab here and graph the network…directly by right-clicking and choosing Graph Network.…
Now you can see all of the shading nodes that make up that shader.…
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
Views
Related Courses
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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: Graphing networks