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.You will alsolearn how to use theConnection Editor toconnect hidden attributes as you build a textured brick wall.To achieve both a displaced and bumped surface, you will startby displacement mapping the shading group with a file texture.You will notice that this process also maps the bump channelautomatically with the same file texture.Later, a fractal willserve as a new bump map "chained" to this first bump in thedependency graph.This approach gives you the combined lookof both the displacement and the bump map qualities on theshading group.STEP ONEOpen the Hypershade andcreate a Lambert materialnode with a shading group.Click the show Up andDownstream Connectionsicon in the Hypershade todisplay the shading groupnode.Name this shadinggroup WallSG.Open up the Attributeeditor and click on theWallSG tab.Map the displacement channel on this shadinggroup with a grayscale brick file texture like the one shownhere.http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/rendering/bump_displacement/ (1 of 4) [3/7/2000 14:42:13] Assistant Online - Maya/How Tos/Rendering/Combine MapSTEP TWOAssign the shading groupto a plane and rotate it 90degrees around the X axis.Add a spotlight toilluminate the wall.Render the scene to seethe displaced effect.STEP THREEIn the Hypershade, create two newnodes using Create -> CreateRender Node.Under the texture tab of the Create Render Node window,create a 2D Fractal texture.Under the Utilities tab, create aBump 2D node.You will be layering these with the displacement map to givethe brick a rougher look.STEP FOURIn the Hypershade clear theview in the work area.Withyour MMB, drag the WallSG,the 2Dbump, and the fractalnodes from the Visor into theHypershade view.You will be building the restClick to view larger versionof this shading network in theHypershade.STEP FIVEIn the Hypershade, drag the fractal node onto the new bump2dnode.The default connection (outAlpha to bumpValue) is madeautomatically in this case.http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/rendering/bump_displacement/ (2 of 4) [3/7/2000 14:42:13] Assistant Online - Maya/How Tos/Rendering/Combine MapSTEP SIXDrag the bump2d node ontothe bump2d node that isalready part of the WallSGshading group.TheConnection Editor opens.On the left side click on OutNormal.Go to the RightSide Filters menu and turnClick to view larger versionon Show Hidden.Click onNormal Camera.This creates a connection between the two bump nodes.Besure that you have Auto-connect turned on under the optionsmenu in the Connection Editor to make connections this way.STEP SEVENSelect the second bump2dnode that you justconnected into the shadinggroup.Open the Attributeeditor and change theBump Depth to about 0.2.Render your scene againto see the effect of thisnew bump added to the WallSG.STEP EIGHTMap an image like theone shown here to thecolor channel of thematerial on the WallSG tocomplete the look of thebrick wall.http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/rendering/bump_displacement/ (3 of 4) [3/7/2000 14:42:13] Assistant Online - Maya/How Tos/Rendering/Combine MapSTEP NINERender your scene againto see the completedbrick wall.CONCLUSIONYou have learned how to create a shading group that hasboth a displacement map and a bump map by chaining twobump nodes together.Use of this file confirms your agreement to the Terms and Conditionsset out on the Terms and Conditions page.http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/rendering/bump_displacement/ (4 of 4) [3/7/2000 14:42:13] http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/rendering/bump_displacement/img/step4_lrg.gifhttp://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/rendering/bump_displacement/img/step4_lrg.gif [3/7/2000 14:42:16] http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/rendering/bump_displacement/img/step6_lrg.gifhttp://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/rendering/bump_displacement/img/step6_lrg.gif [3/7/2000 14:42:22] Assistant Online - Maya/How Tos/Rendering/Camera CutsAlias|Wavefront / Assistant Online / Maya / How Tos / Rendering / Camera CutsHOW TO ANIMATE CAMERA CUTS by Robert MageeMaya CompleteRenderingWhen animating, youmay want to be able tocut between severalcameras that look atyour scene from differentpoints of view.In thislesson, you will learnhow to use thecameraMain.mb cameraPlay Movie [~407kb]to cut between othercameras in the scene.The camera cut file is included inside cameraMain.ma.The cameraMain camera is a pre-made camera that has anexpression which lets it mimic the qualities of the othercameras in the scene, based on a cameraNumber attributethat you can animate.Note: This expression has been updatedfor Maya 2.This lesson uses a scene of a robot in a tunnel to show youhow the camera cuts can be animated using this camera.STEP ONECreate several camerasin your scene.Makesure that they are namedcamera1, camera2 etc.The naming is importantto ensure they work withthe camera cutexpression later.You can now positionPlay Movie [~502kb]and animate thesecameras to view your scene.For the Gunbot scene, camera1 was set up to use anhttp://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/rendering/camera_cuts/ (1 of 3) [3/7/2000 14:42:30] Assistant Online - Maya/How Tos/Rendering/Camera Cutsexpression so that it moved along the z axis as the robot walks,camera2 is animated to move slowly down the tunnel whileviewing the robot from a distance, and camera3 is waitingaround the corner.This camera is also animated to react whenthe robot shoots at it.Each of these cameras represents adifferent point of view of the scene.STEP TWOImport cameraMain.mb.Thisfile contains a new camera thatuses the camera cutexpression.If you want to build your own camera cut camera,or if you want to understand how the cameraMain cameraworks, review the How to create a camera cut camera lesson.Note: If you look through cameraMain and cameraNumber isreferencing a camera that hasn't been created, thencameraMain will go to a default position at the origin.Thisbehavior is built into the cameraMain expression.In a view panel, select Panels -> Perspective -> cameraMain.Now select View -> Select Camera.Now you have thiscamera's attributes in the channel box.The one attribute that iskeyable is the cameraNumber attribute.By changing cameraNumber you change what cameracameraMain will look through.If cameraNumber is 2, thencameraMain will look through camera2.Note: When you first change the cameraNumber, cameraMainwill not look through the chosen camera.You must playbackthe scene, or change your current frame for cameraMain to popto its new position.STEP THREEYou now want to set keyson cameraNumber so thatyou can animate thecutting of the camera.From the Animationpreferences Under theKeys section, set theClick to view a larger versionDefault Out Tangent toStepped [ Pobierz całość w formacie PDF ]

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