Join Aaron F. Ross for an in-depth discussion in this video Mapping reflection and transparency, part of Creating Product Shots in Maya.
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…The effect I like to achieve with the…tabletop is that it fades off into the distance.…I don't want to see this hard edge here.…To achieve that effect, I can apply a ramp into…the shading network of the tabletop, which will be circular…in nature, so we'll have a white area here on…the ramp and it'll fade out to black at the edges.…And we'll use that ramp to modify the transparency, the…reflection color and also the diffuse weight of the table top.…Let's go into the hyper shade, window, rendering editors hyper shade, and we…have the table top Mya material middle mouse drag that into the work area,.…
Select it and open the Attribute Editor, Control A.…As I said, we want to map several attributes, but there are…also others that we want to just directly set in the Attribute Editor.…Specifically, if we scroll down into the refraction section…we want to set the index of refraction to 1.…Index of refraction once again is the bending of…light as it travels from one transparent medium to another.…If we set the IOR to 1, then it will act like air.…
AuthorAaron F. Ross
Want to learn how to create the same effect with 3ds Max? Check out Creating Product Shots in 3ds Max.
- Understanding the scene layout, hierarchy, and display layers
- Working with mia_material_x
- Creating and optimizing mental ray area lights
- Generating reflections with self-illuminated white cards
- Providing indirect illumination with Final Gathering
- Image-based lighting with high dynamic range files
- Rendering to a 32-bit file format
- Saving material and lighting components to render passes
- Adding ambient occlusion
- Layering and color correction in After Effects
Skill Level Intermediate
Creating Shader Networks in Maya and mental raywith Aaron F. Ross5h 28m Intermediate
Lighting and Rendering with mental ray in Mayawith Eric Keller4h 56m Intermediate
1. Laying Out the Scene
2. Studio Lighting
3. Shading Models with Materials
4. Image-Based Lighting
5. Rendering and Color Correction
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