From the course: Maya: Natural Environments
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Preparing an XGen scene for shader development - Maya Tutorial
From the course: Maya: Natural Environments
Preparing an XGen scene for shader development
- In this chapter, we'll look at shading and texturing and we'll start with shading these X gen spline primitives. In a scene that's densely populated with X gen primitives, Arnold renderings will take a very long time to initialize. In this particular case, just changing an X gen parameter such as density will result in a delay of 30 seconds up to a full minute before Arnold can update the scene. In this particular scene, the actual rendering only takes a few seconds, but the pre processing to initialize their rendering takes a very long time. Let's accelerate our shader look development workflow by binding primitives to a small area of the terrain. We don't want to lose the binding that we have so let's store that as a quick select set. We'll start by disabling the preview in the X gen editor so we can see the selection that we're making and then we want to go up to this button here to the pull-down list and choose select bound…
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Contents
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Preparing an XGen scene for shader development4m 22s
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Shading XGen splines5m 33s
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Developing the look of the hair physical shader7m 11s
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Previewing XGen colors with a global expression6m 35s
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Shading Paint Effects with standard surface5m 3s
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Converting Paint Effects textures6m 17s
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Correcting Paint Effects transparency7m 11s
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Rendering translucency with subsurface scattering7m 1s
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Shading terrain slope with Snow texture5m 22s
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