From the course: Maya: Advanced Materials
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Translucency with Transmission Scatter - Maya Tutorial
From the course: Maya: Advanced Materials
Translucency with Transmission Scatter
Picking up from our discussion of transmission and specularity, I want to talk a little bit about how to achieve certain effects, such as frosted glass or very dense thick liquids. Currently, I've got a version of my denser with a tinted transmission color and a specular of roughness, very low value of 0.05 and I would correspond to a polished glass. I'll make a snapshot of that. For a frosted glass effect, I would increase the specular roughness. Bring that up to, let's say, 0.4 or so and let that finish rendering. When that's done, store another snapshot and we can compare these. Here's a roughness of 0.05 and a roughness of 0.4. The roughness is at the surface of the material. In other words, we've simulated the effect of the outer surface of the glass being frosted. But if we want the effect of the interior of the material scattering light, then we would use transmission scatter. So I'll go back to a live…
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Contents
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Translucency with subsurface scattering6m 34s
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Light emission from a surface4m 45s
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Controlling transparency with Transmission4m 16s
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Tinting transparency with Transmission Depth3m 41s
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Translucency with Transmission Scatter3m 45s
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Assigning materials to polygon faces5m 3s
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Rendering thin-walled geometry1m 47s
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Cutout mapping with opacity2m 21s
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