Nodes and Connections
This tutorial we were given to help us to gain an understanding of the node editor. To do this the tutorial uses the node editor to make a moving clock. This tutorial I had a bit of a go at but did not manage to finish as we quickly moved onto looking at the hypershader.
The second thing we looked at was the ‘Hypershader’. For this we followed a YouTube tutorial, “Maya: Hypershade Basics”. The speaker had us placing an object in the scene and assigning a material to it then see how it look by quickly rendering it using ‘Arnold’. From completing these simple steps we moved onto the hypershader part. We accessed the hypershader in the menu shown below:
I had a go at testing the hypershader by placing both a texture and a shader into the hypershader and using the node editor connected them together. Following this I used my middle mouse button to drag this new shader/texture combo onto my model.
To test my result I will be using the Arnold renderer. This is accessed from the top menu bar.
It is rather dark though, so I will increase the light intensity from the ‘Light Manager’. This is located in the utilities section of the Arnold menu.
It looks much better now.
The final thing I had a go at before needing to dash off to my other class was the ‘Grease Pencil’. This is a fabulous too and is made very easy by using a wacom tablet. Until now I have never used one of these before and realise… I’ve been missing out! It was explained that I can use the grease pencil to do the assignment section where I need to create a blocking video of the steps I would like my character to go through in its future animation. Its basically creating a robotic like version of my animation using a rough drawing of the key steps involved in animating my model. The image below shows how I used the grease pencil to do a quick blocking of my doughnut as an example.
Bump and Displacement Mapping
Bump mapping is applying a 2D texture to an object that gives it the appearance of having bumps(being rough) rather than smooth. However, by itself it is still obvious that it is flat if looking at the edges as they will still appear flat and follow their their original path.
This is my using a bump map adjusted through noise only.
Following this I had a go at adding a displacement map to my model instead. Looking at the edges I can see they are no longer smooth or following the exact curve they used to.
This I had a go at. It is where a texture is projected onto an object.
The first thing I did was to add a new material from file. In this case I am importing a stone wall texture.
Going in to the UV editor I can view how the texture wraps around the object. In this case it is set to Maya’s default one.
The tutorial I followed set this to automatic layout which has a camera facing each face of the object.
I then selected the edges of each face and sewed it to its corresponding one until I had the normal unpacked cube layout. I then dragged and positioned it to where I wanted it on the texture. This allows me great control of the texture of the faces. I can even scale my object on the UV map as well to have a grainier or finer texture.