Cover image for Advanced Maya Texturing and Lighting.
Advanced Maya Texturing and Lighting.
Title:
Advanced Maya Texturing and Lighting.
Author:
Lanier, Lee.
ISBN:
9780470388570
Personal Author:
Edition:
3rd ed.
Physical Description:
1 online resource (459 pages)
Contents:
Contents -- Introduction -- Chapter 1: Understanding Lighting and Color -- Using 1-Point Lighting -- Using 2-Point Lighting -- Using 3-Point Lighting -- Using Naturalistic Lighting -- Using Stylized Lighting -- Understanding Color -- Color Theory Overview -- Checking Color Calibration -- A Note on Color Temperature -- Setting a White Point (White Balance) -- Step-by-Step: 3D Lighting Examples -- Chapter 2: Applying the Correct Maya Light Type -- Reviewing Maya Light Types -- Investigating Common Light Attributes -- Activating Light Manipulators -- Working with Light Decay -- Using Spot Lights -- Using Directional Lights -- Using Ambient Lights -- Using Point Lights -- Using Area Lights -- Using Volume Lights -- Linking and Unlinking Lights -- Generating Fogs and Glows -- Creating Light Fog -- Creating Light Glow -- Chapter Tutorial: Lighting an Interior -- Chapter 3: Creating High-Quality Shadows -- Rendering Depth Maps -- Understanding Depth Maps -- Refining Depth Maps -- Comparing Shadows -- Raytracing Shadows -- Linking and Unlinking Shadows -- Creating Effects Shadows -- Shadowing with Light Fog -- Shadowing with Paint Effects -- Shadowing with Maya Fur -- Shadowing with Maya nHair -- Chapter Tutorial: Creating Quality Shadows with nCloth and Paint Effects -- Chapter 4: Applying the Correct Material and 2D Texture -- Reviewing Shading Models and Materials -- Lambert -- Shading with Phong -- Shading with Blinn -- Shading with Phong E -- Shading with the Anisotropic Material -- Shading with a Shading Map -- Shading with a Surface Shader -- Shading with Use Background -- Reviewing 2D Textures -- Applying Cloth -- Applying Water -- Applying Perlin Noise -- Applying Ramps, Bitmaps, and Square Textures -- Mastering Extra Map Options -- Adjusting Filter and Filter Offset -- Choosing a Filter Type -- Shifting Color with Invert and Color Remap.

Layering Materials and Textures -- Chapter Tutorial: Re-creating Copper with Basic Texturing Techniques -- Chapter 5: Applying 3D Textures and Projections -- Exploring 3D Textures -- Applying Random 3D Textures -- Applying Natural Textures -- Applying Granular Textures -- Applying Abstract Textures -- Applying Environment Textures -- Working with Env Sphere and Env Cube -- Adjusting Env Chrome -- 2D Texture Projection Options -- Differentiating 2D Projection Types -- Positioning 3D Placement and Projection Icons -- Applying the Convert To File Texture Tool -- Chapter Tutorial: Creating Skin with Procedural Textures -- Chapter 6: Creating Custom Connections and Applying Color Utilities -- A Closer Look at Nodes -- Hypershade vs. Node Editor -- Creating and Exporting Nodes -- Assigning Materials -- Reading Node Connections -- Creating Custom Connections -- Making Connections in the Node Editor -- Node Editor Tips -- Employing Drag and Drop in the Hypershade -- Hypershade Tips -- Node Names and Connection Labels -- Using the Connection Editor -- A Note on Alpha and Transparency -- Organizing Nodes and Networks -- Shifting Colors -- Converting RGB to HSV -- Converting RGB to Luminance -- Blending Colors and Other Values -- Remapping Color -- Remapping HSV -- Remapping Value -- Smearing Colors -- Correcting Gamma and Adjusting Contrast -- Clamping Values -- A Note on Sliders and Superwhite -- Chapter Tutorial: Creating a Custom Iridescent Material in the Node Editor -- Chapter 7: Automating a Scene with Sampler Nodes -- Coordinate Spaces and DAG Hierarchies -- Common Coordinate Spaces -- Working with DAG Hierarchies -- Employing Samplers -- A Review of the Ramp Shader Material -- Using Sampler Info -- Using Light Info -- Texturing Particles with the Particle Sampler Utility -- Tying Into Nonmaterial Nodes -- Using Measurement Utilities.

Adding Distance Between to a Custom Network -- Chapter Tutorial: Building a Custom Crosshatch Shader -- Chapter 8: Harnessing the Power of Math Utilities -- Math Utilities -- Reversing Input -- Multiplying and Dividing -- Adding, Subtracting, and Averaging Values -- Using Expressions -- Changing the Range of a Value -- Mapping Per-Particle Attributes -- Working with Vectors and Matrices -- Testing a Condition -- Switching Outputs -- Using Esoteric Utilities and Scene Nodes -- Stenciling Color -- Applying Optical FX -- Understanding Scene Nodes -- Chapter Tutorial: Creating a Zoom-Dolly by Connecting Nonmaterial Attributes -- Chapter 9: Improving Textures with Custom UV Layouts and Maps -- Preparing UV Texture Space -- Working with NURBS Surfaces -- Rendering Ptex Textures in Maya 2015 -- Using the 3D Paint Tool -- PSD Support -- Bump, Normal, and Displacement Mapping -- Bump Mapping -- Normal Mapping -- Displacement Mapping -- Creating Textures with the Transfer Maps Tool -- Normal Mapping -- Baking Lighting and Shading Information -- Chapter Tutorial: Generating and Rendering a Displacement Map with the Transfer Maps Tool -- Chapter 10: Prepping for Successful Renders -- Determining Critical Project Settings -- Deciphering Aspect Ratios -- Maya Camera Types -- Selecting a Film Back -- Displaying Gates -- Selecting a Focal Length -- Selecting Frame Rates -- Mastering Render Settings -- Working with the Common Tab -- Prepping Maya Software Renders -- Using Maya Hardware Renderers -- Prepping Maya Vector Renders -- A Note on IPR -- Rendering with the Command Line -- Organizing the Render -- Selecting Image Formats -- Creating Depth of Field -- Applying Motion Blur -- Working with the Render Layer Editor -- Setting Up Render Layers -- Rendering Render Layers -- Creating Render Overrides -- Chapter Tutorial: Test Rendering with Maya Hardware 2.0.

Chapter 11: Raytracing, mental ray, and Effects Rendering -- Maya Software vs. mental ray -- Raytracing with Maya Software -- Comparing the Scanline and Raytracing Processes -- Maya Software Raytracing Optimization -- Setting Up a Raytrace -- Controlling Reflections -- Managing Refractions and Aberrations -- Raytracing with mental ray -- Understanding mental ray Unified Sampling -- Diagnosing Samples -- Using mental ray Motion Blur -- Controlling mental ray Depth Map Shadows -- Creating Reflections and Refractions with mental ray -- Solving Raytrace Errors -- Rendering with Dynamic Effects Systems -- An Introduction to Bifröst Liquids -- Shading and Lighting Fluid Effects -- Rendering nParticle Meshes -- Chapter Tutorial: Texturing and Rendering an Ice Cube -- Chapter 12: Working with mental ray Shaders, Global Illumination, and Final Gathering -- Applying mental ray Shaders -- Using the mia_material_x Shader -- Applying mi Series Shaders -- Using mental ray Environment Shaders -- Using mental ray Lens Shaders -- Applying Subsurface Scattering -- Contour Rendering -- Understanding Indirect Illumination -- Tracing Photons with Global Illumination -- Adjusting Photons -- Adjusting Global Illumination Attributes -- Reviewing Photon Hits -- Applying Photon-Traced Caustics -- Activating Importons -- Final Gathering -- Adjusting Final Gathering Attributes -- Working with Final Gathering Maps -- Controlling Final Gathering Quality -- Final Gathering with Irradiance -- Using Irradiance Particles -- Working with Volumetric Shaders -- A Note on Photonic Shaders -- Using mental Ray Light Shaders -- Chapter Tutorial: Using Global Illumination and Final Gathering with the Cornell Box -- Chapter 13: Color Management, HDR Workflow, and Render Passes -- Managing Color Spaces -- Color Space Overview -- Choosing Color Profiles for Textures.

Using the Color Management System -- Working with HDR -- Rendering 16- and 32-Bit Image Sequences -- Creating a Linear Workflow -- Using HDR Textures -- Applying Image-Based Lighting -- Indirect Lighting Options with IBL -- Adjusting the IBL System -- Using Physical Sun & Sky -- Rendering Passes -- Overview of Common Render Passes -- Creating Pass Contribution Maps and Render Passes -- Rendering Passes to Multichannel Formats -- Creating Material Overrides -- Rendering Ambient Occlusion Passes -- Rendering Passes with a _passes Shader -- Overview of Third-Party Renderers -- Book Wrap-Up -- Index.
Abstract:
Level up your skills with powerful texturing and lighting techniques Advanced Maya Texturing and Lighting, Third Edition leads you through the latest advanced techniques for adding realistic detail to your models. This new edition is up-to-date with the latest Maya texturing, lighting, and rendering features, including an exploration of the Node Editor, new Maya utility nodes and expanded coverage of mental ray shaders, and render settings. The proven tutorials are culled from real-world experience and refined to give you the ultimate in practical skills. You'll learn workflow tips and tricks, the construction of custom shading networks, and the application of time-saving tools that bring your project from concept to reality. The companion website features several gigabytes of Maya scene files, texture bitmaps, and QuickTime movies that support the exercises in the book, giving you everything you need to advance your animation skillset. This book helps you take your rendering skills to the next level with the advanced tools and techniques that take animation from good to great. Learn the theory behind expert lighting design Understand shadows, shading components, and texture mapping Work with node networks, raytracing, and global illumination Try new approaches to rendering using Maya Software and mental ray If you're ready to take a big step forward and fine-tune your style, Advanced Maya Texturing and Lighting, Third Edition is the practical, hands-on guide you need.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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