From the course: Maya: Rendering in Arnold 6
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Texture mapping with bitmap files - Maya Tutorial
From the course: Maya: Rendering in Arnold 6
Texture mapping with bitmap files
- [Instructor] To apply texture maps with bitmap files in Arnold you could follow the same techniques as you would for any other renderer in Maya. The traditional Maya methods are fully supported by Arnold, or you could use Arnold native nodes to build your shader network. Or in fact, you could use a mixture of the Arnold and Maya nodes, and that's what I'll do in this case to apply a color, roughness and bump onto the parquet flooring of our interior. I've got a scene already set up with the material assigned. Let's open up the Hypershade window. And if you don't see anything in the view, then click to rearrange the graph and we see we've got floor_parquet_aiStSf. Let's get in a little bit closer on that with Alt + right mouse button. This is an Arnold standard surface, we want to map the Base Color, Specular Roughness and the bump map, which is the normal camera input. Let's start with the Base Color, I'll navigate…
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Contents
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Creating an aiStandardSurface material6m 23s
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Base color and specular roughness6m 19s
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Texture mapping with bitmap files8m 4s
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Rendering metallic surfaces with Metalness5m 50s
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Masking geometry with an opacity map3m 47s
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Transparency and refraction with transmission4m 15s
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Tinting transparency with transmission depth4m 49s
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Shading with ambient occlusion4m 12s
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Building an Arnold shading network3m 35s
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Rendering vertex color with aiUserDataColor4m 3s
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