Maya: Natural Environments
5h 25mIntermediate2021-02-12
Authors

Aaron F. Ross
3D Expert, Video Producer, and Teacher
Course details
Representing the natural world in a 3D program can be a daunting task. Autodesk Maya comes to the rescue with an incredible array of tools for world-building. In this course, learn how to command the powers of Maya to model, sculpt, and shade scenes of nature. Terrains can be imported as heightmaps, generated with procedural texture patterns, sculpted by hand, or art directed with any combination of those methods. With tools such as XGen and Paint Effects, you can easily populate a scene with plants and other objects. The layout requirements for exteriors often include special visual effects such as image planes and camera constraints. Volumetric clouds and atmospheric perspective complete the illusion of reality for a photorealistic natural setting. This course even touches on real-time workflows, rendering a cubic environment map in Maya and loading it into Unity. Get ready to tame the wilderness and design realistic exterior settings in Maya.
Topics include:
Layout for 360 and camera-centric scenes
Applying appropriate scale, grid, and camera settings
Building backdrop spheres, planes, and cubic environments
Creating a landscape with a height map
Generating a terrain with procedural textures
Painting and sculpting polygon geometry
Generating entourage objects with Paint Effects
Instancing massive numbers of primitives with XGen
Scripting XGen attributes with the SeExpr language
Painting XGen attributes
Developing materials for Paint Effects and XGen
Rendering transparency and translucency
Generating clouds with a 3D Fluid
Rendering haze with Arnold Standard Volume
Topics include:
Layout for 360 and camera-centric scenes
Applying appropriate scale, grid, and camera settings
Building backdrop spheres, planes, and cubic environments
Creating a landscape with a height map
Generating a terrain with procedural textures
Painting and sculpting polygon geometry
Generating entourage objects with Paint Effects
Instancing massive numbers of primitives with XGen
Scripting XGen attributes with the SeExpr language
Painting XGen attributes
Developing materials for Paint Effects and XGen
Rendering transparency and translucency
Generating clouds with a 3D Fluid
Rendering haze with Arnold Standard Volume
Skills covered
Maya3D AnimationRenderingMotion Graphics and VFXAutodesk3D ModelingVisualization and Real-TimeAECProduct and ManufacturingAnimation and IllustrationDeep Dive (X:Y)
Concepts
0. Introduction
- 01 - Natural environments in Maya
- 02 - What you need to know
- 03 - Using the exercise files
1. Layout
- 04 - 360-degree scene layout
- 05 - Camera-centric scene layout
- 06 - Understanding scene scale
- 07 - Adjusting Grid settings
- 08 - Camera position and clip planes
- 09 - Modeling a spherical backdrop
- 10 - Setting up a camera for a cube map
- 11 - Rendering cube map images
- 12 - Modeling a skybox
- 13 - Mapping a skybox
- 14 - Shading a skybox
- 15 - Modeling a planar backdrop matte painting
- 16 - Shading a backdrop matte painting
- 17 - Constraining backdrops to the camera
2. Terrain
- 18 - Setting terrain level of detail
- 19 - Creating a polygon disc primitive
- 20 - Applying a 2D height map with Texture Deformer
- 21 - Applying a 3D procedural height map
- 22 - Creating a texture reference object
- 23 - Resolving incompatibilities using Layered Texture
- 24 - Combining height maps with Layered Texture
- 25 - Using the 3D Paint tool
- 26 - Adjusting height maps with 3D Paint
- 27 - Modeling with Mesh Sculpting tools
- 28 - Modeling with Sculpt Geometry tool
- 29 - Altering topology with Edit Mesh tools
- 30 - Optimizing UV layout
3. Entourage
- 31 - Procedural modeling with 3D Paint Effects
- 32 - Drawing Paint Effects strokes
- 33 - Customizing Paint Effects strokes
- 34 - Customizing a Paint Effects brush
- 35 - Converting Paint Effects to polygons
- 36 - Controlling Paint Effects level of detail
- 37 - Preparing a scene for XGen
- 38 - Binding an XGen preset description to polygons
- 39 - Managing XGen file assets
- 40 - Adjusting XGen primitive attributes
- 41 - Understanding XGen attribute expressions
- 42 - Using the XGen Expression Editor
- 43 - Introducing SeExpr syntax
- 44 - Editing a random expression in SeExpr
- 45 - Loading SeExpr scripts from disk
- 46 - Binding XGen to a camera-based polygon selection
- 47 - Painting XGen attribute maps with Ptex
4. Shading
- 48 - Preparing an XGen scene for shader development
- 49 - Shading XGen splines
- 50 - Developing the look of the hair physical shader
- 51 - Previewing XGen colors with a global expression
- 52 - Shading Paint Effects with standard surface
- 53 - Converting Paint Effects textures
- 54 - Correcting Paint Effects transparency
- 55 - Rendering translucency with subsurface scattering
- 56 - Shading terrain slope with Snow texture
5. Atmosphere
- 57 - Creating a 3D fluid container for clouds
- 58 - Texturing a 3D fluid container
- 59 - Rendering volumetric clouds in Arnold
- 60 - Rendering haze with Arnold Standard Volume
Conclusion
- 61 - Next steps