2009
Table Of Contents
- Contents
- Overview
- Maya Basics
- Polygonal Modeling
- Introduction
- Preparing for the lesson
- Lesson 1: Modeling a polygonal mesh
- Introduction
- Setting modeling preferences
- Using 2D reference images
- Creating a polygon primitive
- Modeling in shaded mode
- Model symmetry
- Selecting components by painting
- Selecting edge loops
- Editing components in the orthographic views
- Editing components in the perspective view
- Drawing a polygon
- Extruding polygon components
- Bridging between edges
- Adding polygons to a mesh
- Splitting polygon faces
- Terminating edge loops
- Deleting construction history
- Mirror copying a mesh
- Working with a smoothed mesh
- Creasing and hardening edges on a mesh
- Beyond the lesson
- NURBS Modeling
- Subdivision Surfaces
- Animation
- Introduction
- Preparing for the lessons
- Lesson 1: Keyframes and the Graph Editor
- Lesson 2: Set Driven Key
- Lesson 3: Path animation
- Lesson 4: Nonlinear animation with Trax
- Introduction
- Open the first scene for the lesson
- Creating clips with Trax
- Changing the position of clips with Trax
- Editing the animation of clips
- Reusing clips within Trax
- Soloing and muting tracks
- Scaling clips within Trax
- Open the second scene for the lesson
- Creating clips from motion capture data
- Extending the length of motion capture data
- Redirecting the motion within a clip
- Beyond the lesson
- Lesson 5: Inverse kinematics
- Introduction
- Open the scene for the lesson
- Understanding hierarchies
- Viewing hierarchies using the Hypergraph
- Creating a skeleton hierarchy
- Parenting a model into a skeleton hierarchy
- Applying IK to a skeleton hierarchy
- Creating a control object for an IK system
- Constraining an IK system
- Limiting the range of motion of an IK system
- Simplifying the display of a hierarchy
- Applying parent constraints on an IK system
- Planning an animation for an IK system
- Animating an IK system
- Beyond the lesson
- Character Setup
- Polygon Texturing
- Rendering
- Introduction
- Preparing for the lessons
- Lesson 1: Rendering a scene
- Introduction
- Open the scene for the lesson
- Creating shading materials for objects
- Refining shading materials for objects
- Maya renderers
- Rendering a single frame using IPR
- Rendering using the Maya software renderer
- Batch rendering a sequence of animation frames
- Viewing a sequence of rendered frames
- Beyond the lesson
- Lesson 2: Shading surfaces
- Lesson 3: Lights, shadows, and cameras
- Lesson 4: Global Illumination
- Lesson 5: Caustics
- Dynamics
- Painting
- Introduction
- Preparing for the lessons
- Lesson 1: Painting in 2D using Paint Effects
- Lesson 2: Painting in 3D using Paint Effects
- Introduction
- Preparing for the lessons
- Brushes and strokes
- Rendering Paint Effects strokes
- Paint Effects on 3D objects
- Creating a surface to paint on
- Painting on objects
- Using turbulence with brush stroke tubes
- Using additional preset brushes
- Mesh brushes
- Converting mesh strokes to polygons
- Modifying a converted polygonal mesh
- Beyond the lesson
- Lesson 3: Painting textures on surfaces
- Expressions
- Scripting in Maya
- Index
The scene contains a still life with a fruit bowl. Other surfaces act as the floor
and walls for the scene. The primary light source is a spotlight. The spotlight
casts light through a vertical opening in the wall. Some areas in the scene are
directly lit and other areas are not.
Shading materials have already been assigned to the bowl, fruit, and other
surfaces. The apple and orange models are from the previous lessons. If you
want to see what other shaders and textures are in the scene, you can view
them by opening the Hypershade editor.
When you render this scene using Global Illumination, the effect you want
to achieve is to have the upper and lower regions of the scene receive indirect
light: you want to be able to view more detail in the shadow areas as a result
of the Global Illumination.
Render the scene using raytracing
To better understand the differences in a rendering performed using direct
lighting methods vs. global illumination, you begin by rendering the scene
using the mental ray for Maya renderer without using Global Illumination.
You start by performing some preparatory setup and then render the scene.
In this section you:
■ Select the mental ray for Maya renderer.
■ Set the quality setting for your rendering.
■ Set the image size for your rendering using the Image Size settings.
When performing repeated test renders, a good practice is to render small
images so the tests render quickly.
■ Turn on shadows for the spotlight in the scene.
■ Render an image using the mental ray for Maya renderer using raytracing.
Using the mental ray for Maya renderer
To use the Global Illumination feature in Maya you must render using the
mental ray for Maya renderer.
To render using the mental ray for Maya renderer you need to change the
rendering type from Maya to mental ray for Maya. You initially render the
scene without using Global Illumination.
442 | Chapter 9 Rendering