Datasheet
24 Chapter 1: Texturing and Lighting a Product, Part 1
The Foam surface, which represents the material covering the headphone’s built-in speak-
ers, can also benefi t from a bump-mapped noise. To add such a bump, follow these steps:
1. In the Hypershade, select the material assigned to the Foam_L and Foam_R surfaces.
(The included sample scene files use the Foam material.) Open the material’s Attribute
Editor tab and click the checkered Map button beside the Bump Mapping attribute. In
the Create Render Node window, click the Noise texture icon. Render a test. Blobbish
pits appear on the Foam surfaces (see Figure 1.26).
2. To make the surfaces appear as if they are made of closed-cell foam that possesses tiny,
bubble-like air pockets, adjust the 2d Placement node connected to the new Noise tex-
ture node. Change the Repeat UV attribute to 10, 10 to create smaller “cells.” To further
randomize the noise pattern, select the Stagger check box. To reduce the depth of the
bump, change the Bump 2d node’s Depth attribute to 0.5. Last, fine-tune the Color and
Diffuse attributes of the material assigned to Foam surfaces. Figure 1.26, for example,
has Color set to dark gray (0.19, 0.19, 0.19 in RGB) and Diffuse set to 0.36.
Creating Custom Bitmaps
Although procedural textures are suitable for creating semirandom patterns, they cannot
re-create specifi c designs or features. Hence, the addition of printed logos for the head-
phones requires the creation of custom bitmaps.
To create a custom bitmap, it will be necessary to export the UV texture space of a
targeted surface from Maya and bring it into a digital paint program. For example, to cre-
ate a bitmap texture for a headphone junction (the plastic part between the chrome slider
and the head pad), you can use Adobe Photoshop with the following steps:
1. In Maya, select the Junction_R geometry as a surface and choose Window
UV Tex-
ture Editor. From the editor’s menu, choose Polygons
UV Snapshot. The UV Snap-
shot window opens, allowing you to export the UV texture space as a bitmap (see
Figure 1.27). Use the File Name browse button to choose a file name and directory
location. Change the Size X and Size Y attribute values to an appropriate resolution.
Figure 1.26
(Left) Detail of ren-
der after addition of
the Noise texture as
a bump map. (Right)
Render after the
adjustment of the
2d Placement, Bump
2d, and material
node attributes. A
sample file is saved
as headphones
-step8.ma on
the DVD.
903278c01.indd 24 4/13/11 10:08:56 AM