From the course: Maya: Natural Environments
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Rendering cube map images - Maya Tutorial
From the course: Maya: Natural Environments
Rendering cube map images
- [Instructor] In the previous movie, we set up a camera to render our images for a cubemap. And we want to render six images, front, back, left, right, top and bottom. Before we do, we want to take a look at the documentation for whatever program we're going to be using, in this case Unity, and determine what the coordinate system convention is for that program. And it turns out that Maya and Unity do not use the same coordinate system. And that, of course, is the orientation of the world coordinate grid. I've got a document here I can pull up that just lists the differences between Maya and Unity. And this will be found in the exercise files in a folder called Photoshop. Maya uses a right-handed, y-up coordinate system. Unity uses a left-handed, y-up coordinate system. So, for example, if the camera's pointing towards the front then in Maya that's pointing in the negative z-axis. That's what we see here in the top…
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Contents
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360-degree scene layout4m 55s
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Camera-centric scene layout3m 42s
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Understanding scene scale7m 16s
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Adjusting Grid settings3m 17s
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Camera position and clip planes7m 27s
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Modeling a spherical backdrop11m 7s
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Setting up a camera for a cube map4m 44s
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Rendering cube map images6m 33s
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Modeling a skybox5m 1s
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Mapping a skybox3m 38s
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Shading a skybox7m 44s
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Modeling a planar backdrop matte painting4m 25s
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Shading a backdrop matte painting8m 36s
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Constraining backdrops to the camera5m 32s
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