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SeiYuusha |
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Post subject: Car Paint Rendering with Maya 6.0 and MR
Posted: Oct 04, 2004 - 03:19 AM
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3DFB Addict


Joined: Jul 12, 2004
Posts: 207
Location: Indonesia
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First of all, all credits goes to Vexal, Mr. Ben Cowell, Smasher from 3dfuturebits.org.
Vexal for his inspirational car paint tutorial, Mr. Ben Cowell for his Cooper rendering tutorial that spawn the idea to map a ramp to Specular Color, Smasher for encouraging me to make my very first tutorial.
This tutorial will guide you to achieve results like my New Beetle's car paint. Using Maya 6.0 and Mental Ray for Maya 6.0.
OK, proceed !
01. Create a Phong Material,
name it whatever you want, i.e. main_paint_shd. Then of course, the
color, i.e. red (HSV : 0,1,1). Set the Cosine power to 150.
02. Open Hypershade, as we will
start connecting things. Create 3 ramp textures, delete their
2d_placement nodes as we don't need them. Name them anything, i.e.
specular_ramp, diffuse_ramp, and reflectivity_ramp.
03. Create a Samplerinfo node. Look for it in the Utilities tab.
04. Now, connections ! MMB
click the Samplerinfo and drag it to one of the ramp. From the pop up
menu, choose other.., it'll open the Connection Editor. In the left
column, click Facing Ratio. In the right column, click V Coord, it's
under UV Coord. As shown in the image. Repeat the same process for the
other two ramps. |
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Last edited by SeiYuusha on Oct 04, 2004 - 03:27 AM; edited 1 time in total
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SeiYuusha |
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Post subject:
Posted: Oct 04, 2004 - 03:22 AM
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3DFB Addict


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05. Now tweak the ramps. Tweak them so they'll look like the image. Here're my settings, i'll use the terms dark (D) and light (L), as there're no real white and real black in my settings. All in HSV values.
specular_ramp :
L : 0,0,2
D : 0,0,0.16
(pay attention, for the specular_ramp's darker V value MUST BE BIGGER THAN 0, or you'll never see any highlight)
diffuse_ramp :
L : 0,0,1.5
D : 0,0,0.16
reflectivity_ramp :
L : 0,0,0.65
D : 0,0,0.48 |
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Last edited by SeiYuusha on Oct 14, 2004 - 02:48 AM; edited 5 times in total
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SeiYuusha |
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Post subject:
Posted: Oct 04, 2004 - 03:24 AM
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06. Then, connect the ramps to our Phong. The steps are the same as step 4. But this time, the clicked items are different.
For specular_ramp, click Out Color (left) and Specular Color (right).
For diffuse_ramp, click Out Alpha (left) and Diffuse (right).
For reflectivity_ramp, click Out Alpha (left) and Reflectivity (right).
Check the image for the connections. Your Hypershade's view of the
connections should look like mine. And so do your Phong's attributes. |
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Last edited by SeiYuusha on Oct 04, 2004 - 03:34 AM; edited 1 time in total
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SeiYuusha |
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Post subject:
Posted: Oct 04, 2004 - 03:26 AM
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3DFB Addict


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07.
Next, create environments. For my scene, i use a huge NURBS sphere as
environment, detach a part of it, then stitch it to a NURBS plane named
ground_plane. Name it environment_sphere. Remember to check the UVs
before doing any stitching.
Then create a poly/NURBS plane as the reflection plane. Move it upward
along Y axis, but stay inside the sphere. Also make sure there's enough
space between the model and the plane. Name it light_plane. |
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SeiYuusha |
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Post subject:
Posted: Oct 04, 2004 - 03:33 AM
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08. Tweak the Render Stats attributes of the ground_plane, environment_sphere and the light_plane as shown in the image. |
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SeiYuusha |
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Post subject:
Posted: Oct 04, 2004 - 03:38 AM
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09. Assign a Lambert to the light_plane. Name it.., say light_shd. Set the color to very-bright-white (HSV : 0,0,9). Tweak the other attributes as shown in the image.
10. For the
environment_sphere's and ground_plane's material, you can use the
default Lambert, just tweak the attributes as shown. The color is white (HSV : 0,0,1).
11. Then, we play with the
camera. After achieving the most "artistic" view, go to its attributes,
either from Hypershade, or from your active view's menu, click View
-> Select Camera, then press Ctrl+a. Go to the Environment tab, then
change the Background Color. I use purplish-white (HSV : 287,0.28,1).
OK, we have our light sources ! |
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SeiYuusha |
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Post subject:
Posted: Oct 04, 2004 - 03:42 AM
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12.
Finally, time to tweak our renderer, Mental Ray ! Open the Render
Global Settings, uncheck Enable Default Light. Then switch to Mental
Ray tab. Here, tweak the Final Gather settings. I'll explain a few
things :
Final Gather Rays :
define the soft shadow's softness. More light, softer shadow, less jitter, slower rendering.
Min/Max Radius :
define the shadow's realness. My settings make my model looks not
floating. But the more the Min. Radius closer to zero (not zero though,
it's the default value), the slower the rendering.
Traces :
Don't really know if Raytracing's values have something to do with
FG's values, since there's no actual light. I just like to match them.
One thing for sure, the bigger the value, renders go slower.....
Check the image for more descriptive explanations. |
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SeiYuusha |
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Post subject:
Posted: Oct 04, 2004 - 03:45 AM
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13. That's all folks. Good number, good endings. Hope you like it. Enjoy the beauty of Maya and Mental Ray....
PS : For more rendered images, visit www.3dfuturebits.org. |
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Smasher |
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Post subject:
Posted: Oct 08, 2004 - 08:46 PM
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Site Admin


Joined: Apr 06, 2003
Posts: 476
Location: Zaprešić / Hrvatska
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Hey man! Great tut! I just wish I had Maya so I could give this one a try!!!
But I'm Sure you helped someone...  |
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SeiYuusha |
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Post subject:
Posted: Oct 09, 2004 - 03:07 AM
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then why don't you get one, Smash ?  |
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vexal |
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Post subject: Lovely
Posted: Oct 30, 2004 - 02:52 PM
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3DFB Regular


Joined: Apr 08, 2004
Posts: 76
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Lovely tutorial man, i know less about the Maya , but the rendering looks great.
Keep up the good work. |
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Rucell |
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Post subject: tutorial
Posted: Nov 13, 2004 - 11:44 PM
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3DFB Newbie


Joined: Nov 09, 2004
Posts: 5
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can you make a tutorial about how to bluild the neew beedle
plz
oke
tnxx |
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SeiYuusha |
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Post subject:
Posted: Nov 14, 2004 - 04:08 AM
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simps |
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Post subject:
Posted: Dec 23, 2004 - 05:44 PM
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3DFB First Timer


Joined: Dec 23, 2004
Posts: 2
Location: Raleigh, NC
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In the Connection Editor I have no option to link to the V Cord in the right Display??? |
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SeiYuusha |
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Post subject:
Posted: Dec 25, 2004 - 03:26 AM
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