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Showing posts with the label Materials

3rd Year: Arnold Materials, ai'StandardSurface

I've done a post on this before, but I wanted to get all of the preset materials rendered and displayed so that I know how each one looks and work. So I went through all the materials and rendered them out. Overall the standard surface shader is pretty powerful, and with lighting effects such as a HDR dome, you can get some really realistic looking stuff here. Balloon Blood Brushed Metal Bubble Car Paint (Metallic) Car Paint Ceramic Chrome Clay Clear Water Copper  Deep Water Frosted Glass Glass Gold Honey  For some reason I could figure out what was up with the honey, but if I find out what is wrong I will update this post. Incandescent Bulb Jade Milk Orange Jiuce Plastic Rubber Skin Thin Plastic Two Tone Care Paint Wax Some of the materials did work a little funny, but they all seem to have their perks and d...

3rd Year: Arnold Toon Shader

So in Maya 2018 the Toon Shader has been removed entirely as well as mental ray, so in order to achieve a Toony effect there are certain traits that can be tinker with in order to create this simulation. Now of course this isnt going be exactly like hitting a matwerial and hitting apply but rather some traits need to be added to a material in the hypershade in oder to modify the materials properties. For this I'm using an ai'StandardSurface, but this can be applied to multiple materials. Keep in mind every time you want this shader you will need to repeat this process and tweak it to your liking, but you can duplicate this set-up and change the colours rather then having to set this shader up over and over again. So in order to make this toon shader you need 3 things, your base material, so in this case "Red",  an Ai'FacingRatio, an AI'Color'Correct and a Ramp Shader. The basic things that need to be tak...

3rd Year: Maya Class Practises

'aiSkin' with textures applied, Modelled provided by 'Eat 3D' So I did a post about some of the materials before in Maya, saying how I had worked the basics of it out. Turns out the skin material has a little more depth to it than I initially perceived. It turns out that the 'aiSkin' material is so much more powerful to be expected, the way it renders is almost like rendering real skin. There are three levels, Shallow Scatter, Mid Scatter and Deep Scatter, Shallow scatter would be the top layer of skin, mid scatter would be underneath the skin and deep scatter would be the flesh. That merged with ambient occlusion, specular, bump maps and normal maps, can make something extremely realistic. Now the work flow is a lot more artistic and much less technical now. 'aiWireframe' 'aiWireframe' 'aiAmbient Occlusion' Desk Scene So I got to play with some of the materials in Maya today with the Arnold...