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Maya: Advanced Materials

Maya: Advanced Materials

2h 11mIntermediate2020-06-29

Authors

Aaron F. Ross

Aaron F. Ross

3D Expert, Video Producer, and Teacher

Course details

Maya is an industry leader in 3D materials and shaders. The software's nearly limitless tools for materials and shading enable artists to visualize almost anything. In this course, instructor Aaron F. Ross helps you take material look development to the next level. Accelerate your workflow with tips and tricks on the Hypershade graph and browser in Maya. Learn how to design a wide range of convincing materials with the new Standard Surface shader. Plus, discover how to apply textures to key shading attributes, render transparency and translucency, and add surface detail with bump, normal, and displacement maps.

Skills covered

Maya3D AnimationRenderingMotion Graphics and VFXAutodesk3D ModelingVisualization and Real-TimeAECProduct and ManufacturingAnimation and IllustrationDeep Dive (X:Y)

Concepts

0. Introduction

  • 01 - Introducing Maya - Advanced materials
  • 02 - Using the exercise files

1. Hypershade Tips and Tricks

  • 03 - Options for node creation
  • 04 - Optimizing performance
  • 05 - Setting renderer attributes
  • 06 - Previewing with interactive production rendering
  • 07 - Graphing networks
  • 08 - Binding hotkeys
  • 09 - Displaying attributes and node names
  • 10 - Filtering nodes and searching attributes
  • 11 - Working with node presets
  • 12 - Organizing materials with bins

2. Standard Surface Physical Materials

  • 13 - Rendering the standard surface material
  • 14 - Balancing reflections with Specular Roughness
  • 15 - Using IOR to control reflectivity
  • 16 - Adjusting metalness
  • 17 - Stretching highlights with Anisotropy
  • 18 - Mapping floating-point attributes such as base weight
  • 19 - Adding another specular layer with coat

3. Ray Tracing and Geometry

  • 20 - Translucency with subsurface scattering
  • 21 - Light emission from a surface
  • 22 - Controlling transparency with Transmission
  • 23 - Tinting transparency with Transmission Depth
  • 24 - Translucency with Transmission Scatter
  • 25 - Assigning materials to polygon faces
  • 26 - Rendering thin-walled geometry
  • 27 - Cutout mapping with opacity

4. Surface Relief

  • 28 - Bump mapping
  • 29 - Normal mapping
  • 30 - Prepping level-of-detail models
  • 31 - Simulating detail with Transfer Maps
  • 32 - Deforming a surface with displacement

Conclusion

  • 33 - Next steps

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