Hiding the General UI
- Use lesson 02 file
- Turn off all menus/show all menus
- Turn off all workspace options / turn on stage fullscreen
- Change the Panel Organization to Preset Configurations
- Open the Attribute Editor
- – Press CTRL + A or MAIN || Display > UI Elements > Attribute Editor
Hotkeys / Shortcuts
(For the complete set of Hotkeys: Windows > Settings/Preferences > Hotkey Editor )- LAYOUT
- HotBox/window Popping: SPACEBAR
- Showhide Attribute Editor: CTRL + A
- MANIPULATING
- Select: Q
- Move: W
- Rotate: E
- Scale: R
- Show Manipulator Tool: T
- Invoke last Tool: Y
- Repeat Last Command: G
- Start / Stop Playback: ALT + V
- Go to first frame: ALT + SHIFT + V
- Frame Selected: F
- Frame All: A
Shading Network
Adding color, texture, light and geometry to an object to give it your desired look is done thru shading networks.
The Hypershade Window
- Has 3 sections; (Create Bar | Hypershade Tabs | Work Area)
- Create Bar: allows you to create any rendering nodes for your scene
- Hypershade tabs: Lists all the nodes that make up your scene
- Work Area: allows you to look more closely and alter any part of your shading network’s graph
Creating Shading Networks
Contains a series of nodes that input into a shading group. A shading group is a node which defines the various rendering attributes of it’s related objects, i.e. surface shading, volumetric shading, displacement shading, etc
- Build Sky Material
- – open Hypershade and Attribute Editor
- – Click on Show top and bottom tabs in the Hypershade
- In the Create Bar section, Click on the tab Create.
- Click on the down arrow just below the Create tab, make sure Create Maya Nodes is selected
- Click on Lambert
- Lambert gives control over flat materials without shiny highlights
- Rename the material node
- – In the Attribute Editor rename the material node to skyM
- – “M” is to remind you this node is a material node
- – Hold CTRL + DBL CLICK on the node in the Hypershade to be able to rename it there.
- Edit the Material’s Color
- Assign the Material
Creating a Procedural Texture Map
- Rock Material
- – In the Hypershade, clear the graph. Click HYPERSHADE WINDOW || Clear Graph or press the clear graph button
- – This clears the workspace so you can start a new shading network
- – Create a Blinn material. CREATE [tab] > Blinn
(Blinn gives you shininess of your material) - – Change the material node to rockM in the Attribute Editor Window
- – Select every rock in the scene.
- – RMB on your rockM and select Assign Material to Selection
- – With rockMselected, change the Specular Shading values in the Attribute Editor Window
- Eccentricity: 0.8
- Specular Roll Off: 0.3
- Specular Color: Brown
- Reflectivity: 0
- Adding a Fractal Texture
The rocks look flat because they don’t have a grainy texture. Adding a fractal texture will help enhance the look of grainy-ness - View the texture
(you need to enable Hardware Texturing, if you can’t see the texture on the stage) - Edit the Fractal Attributes
- – Click on the Fractal node
- – In Attribute Editor, CLICK on Color Balance to expand the attributes
- – Color Gain (swatch color): pick a color
- – Color Offset (swatch color): pick a color
- – In Attribute Editor, CLICK on Fractal Attributes
- – Adjust the values to your preference
- – At the top of the Attribute Editor Window, Click on the place2dTexture tab. (This tab shows different placement options for the fractal texture)
- – Change the fractal’s placement attributes
- Repeat U: 2
- Repeat V: 1
- Display the whole shading group
Map a File Texture
Create a texture for the ground using a file texture node. Use a file for a texture.
- Create a material for the ground
- – In the Hypershade, clear the workspace
- – Scroll to the Create[tab] > Surface and select Lambert
- – Rename this node to groundM
- Create a file texture node
- – DOUBLE CLICK on groundM in the Hypershade to display the Attribute Editor
- – Attribute Editor Window || Click on the Map (checkered box) icon next to Color
- – A Create Render Node window pops up
- – Create Render Node window || Click on Textures > 2D Textures > File
- (you will see this layout in your hypershade work area)
- Import the file texture
- Apply the textured material to the ground
- – Select the ground surface on the stage
- – Hypershade window RMB CLICK + Assign Material to Selection
- Roof Texture. Using file textures with an alpha channel or transparency
- – Save a texture image as a TIFF file with a alpha channel
- – Create your image in Photoshop
- Complete the Scene
Test Render
- Display the Resolution Gate
- The current view panel may not be displaying the actual proportions that will be rendered. To see how the scene will actually render
- – HotBox [SPACEBAR] || View > Camera Settings > Resolution Gate
- – The view displays a bounding box for 640×480
- Render your first scene
- – In the Render View Panel || RMB(CLICK) + Render > Render > perspective from the popup
- – Add lights. MAIN || Create > Lights
- – Render your scene again
- Zoom into your rendering
- – In the Render View Panel: use ALT + LMB/RMB to pan/zoom our render
- – RENDER VIEW PANEL || RMB [CLICK] + View > Real Size