Archive for the ‘Maya Tutorials’ Category

Underwater Lighting

In this tutorial we will be exploring the use of the Mental Ray node “parti_volume”.We will also be covering the creation of caustics. Although i will be using it in the situation of moving open water the process of creating them works in any situation that you require caustics.So lets get going…

for all of the following make sure Interactive Creation is turned off

1. Create a polygon cube and scale it by 300.

2. Name this Cube “photonBoundry”.

photonBoundry

3. Create a Polygon Plane and scale it by 60.

4. Name this Plane “seaBed”.

seaBed

5. Create another Polygon Plane, scale it by 20 and this time translate it by x=10 , y= 17, z=10.

6. Name this Plane “waterSurface”.

waterSurface

7. Create a Spot Light and rotate it by x=-75, y=50, z=0 and translate by x=15, y=36, z=15.

8. Name this Spotlight “photonEmmitter”.

photonEmitter

 

9. Create a new “dielectric_material” by selecting and Right Clicking on the “waterSurface” polygon plane and choosing “Assign New Material” from the menu. You’ll find the “dielectric_material” in the Mental Ray nodes in the window that has popped up..

10. Open up the shading group for the “dielectric_material” by clicking on the “go to output connections” output_connections button in the attribute editor

11. Click the chequered box next to “Displacement mat.” and select the “Ocean” texture from the “2D Textures” Category. the attributes for the texture should now show up.

12. Use the settings as shown in the image below.

ocean_material

13. If you want to animate the ocean attribute then Right Click on the “Time” attribute of the ocean and select “Create new expression” and type the following in to the MEL Expression area at the bottom:

ocean1.time = time/2;

Thats it for the water surface. On the next page we will be dealing with the Spot Light Attributes…

14. The first thing to note for this situation is we will not be using visible light. we will be using only photons that are emitted from the light. Therefore the first thing we need to do is uncheck “Emit Diffuse” and “Emit Specular” in the light attributes. See figure 3.1

15. So that the light covers the area of the “waterSurface” Plane we need to increase the size of the “Cone Angle”. if you have followed these instructions correctly you will need to change this value to “74″. See figure 3.1

To confirm that this has worked you can select the light and in the viewport select “Panels > Look Through Selected”. the circle that you see is the cone angle.

spotlight_1

look_through

16. Now is time to setup the photon emission. open up the attributes for the light again and open up the “Mental Ray” and scroll down to the “Caustic and Global Illumination” Section.

17. Check the box next to “Emit Photons” and you’ll see the section light up. Now set the “Exponent to “1.5″.
You’ll notice that the “Caustic Photons” option is still greyed out. this is not a problem. we just haven’t told maya that we want Caustics yet.

light_phot_setup_1

18. Open up the Render Options Diologue box and make sure the renderer is set to “Mental Ray” then open up the tab “Indirect Lighting”. Open up the “Caustics” Section and check the box next to “Caustics”.

render_settings

19. if you now close the attributes for the light and open them again the option for caustic photons will be available. Set this value to 500000.

light_phot_setup_2

Thats it for the light. in the next section we will be setting up the “parti_volume” node…

 

Setting up the photonBoundry

1. select the photonBoundry Cube and right click and select “Assign New Material”. Select “Transmat” from the Mental Ray nodes section.

2. Open up the Shading Group Attrributes by clicking on the “Go to Output Connections” button output_connections and open up the “Mental Ray” section.

3. Scroll down to the “Custom Shaders” section and click the chequered box next to the “Volume Shader” attribute. load into there the “parti_volume” found under the “volumetric Materials” section under the Mental Ray nodes. leave the settings for the “parti_volume” alone for now.

Setting up the waterSurface

4. Select the waterSurface plane and open up the attribute editor for it.

5. Select the “dielectric_material1″ tab and click the “Go to Output Connections” button output_connections.

6. Scroll down to the “Custom Shaders” section and where it says “Volume Shader” type: parti_volume1

7. Now where it says “Phot Volume Shader” click the chequered box and select “parti_volume_photon” from the “Photonic Volumetric Materials” section under the Mental Ray nodes. Again leave the settings alone for the node as we’ll set them up later.

Setting up the Camera

1. open up the attributes for the camera by clicking on the “camera Attributes” button in the viewport (it’s the second button in on the “mini shelf” in the perspective viewport.)

minishelf
2. Scroll down and open up the “Mental Ray” section.

3. In the “Volume Shader” box type: parti_volume1

Almost done now!

Setting up the parti_volume nodes

1. open up the hyper shade and select the “parti_volume1″ material that you created earlier and use the following settings.

parti_volume

2. Back in the Hypershade open up the “Utilities” tab and open the attributes for the “parti_volume_photon1″ node you created earlier. Use the following settings.
parti_volume_phot

uick note: a few people struggled with the tutorial and it would seem the problems are witht he parti_volume and parti_volume_photon setup. when setting the scatter attribute make sure it is a dark grey and not a black colour.

The end result

final_image

if you want to change the colour of the light coming in then all you need to do is change the “Col” and “Outside Color” of the “dielectric_material1″ shader to the colour of your choice. example below.

colour_image

Written By
Callum Ridley

Creating a Realistic Planet

First open Maya, and create a new scene.

 

Create a Sphere, Set it’s radius to 10, and center it on every axis.

 

Assign a Lamburt Shader to the Sphere, and set the color to Stucco.

 

Set the Shaker to 20, and Scale the Texture 10:10:10, and all the Subdivisions to 50.

 

One the First Channel Create a Cloud Shader, and On the Second Channel, Create an Ocean Shader.

 

For the Cloud Shader, Set the Edge Thresh close to zero, and the ratio around .7. Make the first color a tan/sandy color, and the second a green or white color.

 

For the Ocean Shader, set the Color Mode to Foam On Waves. Leave all the other settings alone.

 

Now we have created the world itself, let’s move on to the clouds.

 

Create a new Sphere, Center it on every axis, and set it’s radius to 10.07, and all the Subdivisions to 50.

Set the Setting’s as Follows:

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Now for the Stars.

 

Create a New Sphere, set its radius to 1000, and all the Subdivisions to 50.

 

I created a Star Field in Photoshop; you can either do the same.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Set the Ambient Color to white, and the Diffuse to Black.

 

Now for the lights.

 

Create a Directional light; angle it according to your preferences.

 

Now Render the Scene.

 

It should look something like this.

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