Maya: Shader Networks
2h 41mIntermediate2020-09-08
Authors

Aaron F. Ross
3D Expert, Video Producer, and Teacher
Course details
Autodesk Maya is one of the most popular 3D packages available, and it particularly excels in the area of complex materials. In this course, you can learn to harness the power of Maya to design more interesting shader networks. By combining and manipulating maps, materials, and UVs, you can construct an infinite variety of shader trees. Whether the goal is photorealism or a stylized render effect, Maya has all of the tools you need to create impressive and unique materials. The course concludes with a chapter on interoperability, so you can export your Maya work to other applications such as game engines.
Topics include:
Essential Hypershade techniques
Building Adobe Substance networks
Color correction
Remapping color palettes
Layering textures and shaders
Working with UV sets
Interactive 3D paint
Incorporating scene data in a shading network
Using the Node Editor for materials
Camera mapping with the Projection node
Building a nonphotoreal material
Converting Maya procedural maps to bitmap files
Baking Arnold maps with Render to Texture
Topics include:
Essential Hypershade techniques
Building Adobe Substance networks
Color correction
Remapping color palettes
Layering textures and shaders
Working with UV sets
Interactive 3D paint
Incorporating scene data in a shading network
Using the Node Editor for materials
Camera mapping with the Projection node
Building a nonphotoreal material
Converting Maya procedural maps to bitmap files
Baking Arnold maps with Render to Texture
Skills covered
3D LightingSubstance PainterAllegorithmicMaya3D AnimationRenderingMotion Graphics and VFXAutodesk3D ModelingVisualization and Real-TimeAECProduct and ManufacturingAnimation and IllustrationDeep Dive (X:Y)
Concepts
0. Introduction
- 01 - Shader networks in Maya
- 02 - Using the exercise files
1. Shader Network Essentials
- 03 - Duplicating networks
- 04 - Exporting and importing networks
- 05 - Distance-based mapping with Ai Ambient Occlusion
- 06 - Shape-based mapping with Ai Curvature
- 07 - Creating a Substance node for parametric mapping
- 08 - Mapping Substance outputs
- 09 - Adjusting Substance attributes
2. Color and Compositing
- 10 - Color adjustment with Color Correct
- 11 - Adjusting a floating-point attribute with remap value
- 12 - Mapping luminance to a color palette with ramp
- 13 - RGB curves with remap color
- 14 - Extracting hue, saturation, and value with RGBToHSV
- 15 - Building a network to remap saturation and luminance
- 16 - Compositing maps with layered texture
- 17 - Compositing materials with layered shader
3. Mapping and Scene Data
- 18 - Applying multiple map coordinates with UV sets
- 19 - Preparing for the 3D Paint tool
- 20 - Painting a map with the 3D Paint tool
- 21 - Using a 3D Paint file in a shader network
- 22 - Combining UVs with texture data
- 23 - Camera- and scene-based mapping with sampler info
- 24 - Scene and shading nodes in the Node Editor
- 25 - Using an expression in a shading network
- 26 - Camera mapping with projection
4. Non-Photoreal Materials
- 27 - Understanding a non-photoreal network
- 28 - Creating a ramp texture
- 29 - Creating a noise texture
- 30 - Multiplying colors with layered texture
- 31 - Defining a cutoff threshold with a Condition node
- 32 - Incorporating diffuse light with surface luminance
5. Interoperability
- 33 - Exporting Maya maps with Convert to File Texture
- 34 - Setting up AOVs for Render to Texture
- 35 - Baking shader components with Render to Texture
Conclusion
- 36 - Next steps