From the course: Maya and After Effects: Product Visualization
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Art directing advanced material parameters
From the course: Maya and After Effects: Product Visualization
Art directing advanced material parameters
- We're rendering Arnold in the perspective view once again. And in the hyper-shade, we have assigned a painted metal material and chosen the car paint preset. Now, let's customize that. I'll select that painted metal material node, and in the property editor, the first thing I want to do is isolate the clear coat from the underlying material. So, there's a clear coat which is applying an extra level of specularity here, and I want to just temporarily disable that, go into the coat section and reduce the coat weight down to zero. And now we're seeing the effect of just the base and the specular components. Let's increase that base weight once again, I always want to have the weight at a value of one in most cases so that the base color isn't being dimmed down. I'll increase that base weight up to its maximum of one, and now the base color that we see in the swatch here closely resembles what we see here in the Arnold…
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Contents
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Image-based lighting with a Skydome map4m 8s
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Arnold settings for real-time rendering5m 38s
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Rendering on the GPU3m 49s
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Applying Arnold Standard Surface materials5m 51s
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Adjusting material parameters3m 7s
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Designing metallic materials5m 54s
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Assigning materials to shape nodes in a hierarchy4m 49s
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Art directing advanced material parameters4m 33s
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Projecting UV coordinates5m 45s
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Mapping with a file texture4m
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Layering materials with aiLayerShader7m 7s
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Assigning materials to faces4m 45s
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