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SeiYuushaOffline
Post subject: Car Paint Rendering with Maya 6.0 and MR  PostPosted: Oct 04, 2004 - 03:19 AM
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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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SeiYuushaOffline
Post subject:   PostPosted: Oct 04, 2004 - 03:22 AM
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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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SeiYuushaOffline
Post subject:   PostPosted: 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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hypershade_and_paint.jpg




Last edited by SeiYuusha on Oct 04, 2004 - 03:34 AM; edited 1 time in total
 
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SeiYuushaOffline
Post subject:   PostPosted: Oct 04, 2004 - 03:26 AM
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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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SeiYuushaOffline
Post subject:   PostPosted: 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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SeiYuushaOffline
Post subject:   PostPosted: 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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SeiYuushaOffline
Post subject:   PostPosted: 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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SeiYuushaOffline
Post subject:   PostPosted: 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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SmasherOffline
Post subject:   PostPosted: Oct 08, 2004 - 08:46 PM
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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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SeiYuushaOffline
Post subject:   PostPosted: Oct 09, 2004 - 03:07 AM
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then why don't you get one, Smash ?
 
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vexalOffline
Post subject: Lovely  PostPosted: Oct 30, 2004 - 02:52 PM
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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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RucellOffline
Post subject: tutorial  PostPosted: Nov 13, 2004 - 11:44 PM
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can you make a tutorial about how to bluild the neew beedle

plz

oke
tnxx
 
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SeiYuushaOffline
Post subject:   PostPosted: Nov 14, 2004 - 04:08 AM
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umm... just go to www.suurland.com
there's a tutorial there on how to make beetle...

hope it helps.

_________________
My WIP : New Beetle RXi
My New Beetle
 
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simpsOffline
Post subject:   PostPosted: Dec 23, 2004 - 05:44 PM
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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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SeiYuushaOffline
Post subject:   PostPosted: Dec 25, 2004 - 03:26 AM
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make sure you load the right node for the right column. it's under UV coord. just click it.

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