From the course: Maya and After Effects: Product Visualization

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Assigning materials to shape nodes in a hierarchy

Assigning materials to shape nodes in a hierarchy

From the course: Maya and After Effects: Product Visualization

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Assigning materials to shape nodes in a hierarchy

- Once again, building on what we created in the previous movies, I've got Arnold running in the perspective view and the hyper shade window open, we now want to assign a painted metal material to all of the parts of the robot other than the motors and the end effector or the head here. Let's just clean up the hyper shade graph, once again, click to select nothing and then on the toolbar click to hide attributes on selected nodes and also click to rearrange the graph and then just push those nodes off the graph a little bit. Hold down alt and middle mouse and just move that around. And if we know the name of a node we can create it directly in the graph using the tab key but we need to know the technical name of the node not it's friendly name, but the technical name and if we select one of these Arnold standard surface material nodes, the technical name of that node is displayed here. It's aiStandard Surface.…

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