2010

Table Of Contents
4 Go to the beginning of the playback range.
To change the view arrangement and display hidden objects
1 Select Windows > Saved Layouts > Hypershade/Render/Persp.
The Hypergraph, Render View, and the current perspective view are
displayed. This view arrangement makes it easier to assign shaders to
your objects and to view rendered frames of your simulation.
2 Open the Outliner in a separate window by selecting Window > Outliner.
3 Hide the nParticle_ Water object by selecting it in Outliner, then selecting
Display > Hide > Hide Selection.
4 Show the Water_Mesh object by selecting it in the Outliner then selecting
Display > Show > Show Selection.
5 In the Outliner, Ctrl-click the main, rim, and fill lights, then select Display
> Show >Show Selection.
The lights used for rendering the simulation appear in the scene.
6 In the perspective view, select Panels > Perspective > renderCam.
You now view the scene through the camera that you will use to render.
Assigning material shaders
To prepare the geometry for rendering, you assign the mental ray
mia_material_x shader to the pitcher, glass, and water meshes. Using the
mia_material_x shader presets for the glass and water provides a quick and
easy way to have proper refraction, reflectivity, and transparency values set
on these materials. For more information about material shaders, see the
mental ray mia_material/mia_material_x shader attributes section in the
Rending and Render Setup guide.
To assign a material to the pitcher and glass objects
1 In the Hypershade, on the Create tab, click Create Maya Nodes and select
Create mental ray Nodes from the drop-down list.
The Hypershade now shows the list of mental ray shader nodes.
2 Click Materials to open the list of mental ray material shaders.
3 Select mia_material_x from the Materials list.
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