Join Veejay Gahir for an in-depth discussion in this video Rendering exercise, part of Modeling an F1 Wheel in Maya.
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…This video will go through an exercise to explain some of the characteristics that…we need to set up correctly, for the rendering on the decals to work.…If we take a look at this scene, we have…a directional light, we have a simple sphere, we have…a plane, which is going to be the one that we…apply the decal to, and we have a grand plane.…Like so.…So as it stands, let's go ahead, check our Render Settings.…Right now we're on Mental Ray.…And I want to make sure that my default lights are disabled, because…we have a directional light, and that's the one we're going to use.…
Let's go ahead and render this.…So, you can see that the sphere is casting a shadow onto the decal plane.…And also the ground plane, and also the decal plane…is casting a shadow onto the ground plane as well.…Let's save this.…Let's go ahead and apply a decal to our decal plane.…So let's select that, let's go to Attributes.…I'm going to go to Blend, let's go to Transparency >…File, and let's just choose something like the letter A.…
Now let's re-render.…
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.
- 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