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SheepFactory
02-05-2003, 04:55 AM
Here is the sticky everyone has been asking for!


Lets see the shaders :)

Chappo
02-05-2003, 07:50 AM
Let me start off with a simple one :)

P.s. THANK YOU FOR THE STICKYYYYYYY :beer: :beer: :beer:

SPENEN
02-05-2003, 03:11 PM
Here's a pretty neat shader i came up with a couple of months ago, i was despeartly trying to make the whater shine when the sun hits it, like small lensflares. An example of that is in the warcraft 3 trailer when the army enters the caste in the beginning.

So anyway, sorry that I don't have so many pictures but i thought that it's better to post one mesage instead of 5 or so.

here's some settings:

blinn2:
color = black (it's up to you, but if you wanto do like the example)

ramp1:
U Ramp
Color = (ramp B on the attatched image)

ramp2:
U Ramp
Color = (ramp A on the attatched image)

shaderGlow1: (I havn't tried what settings that are importait yet, so I write them all to be on the safe side.)
Quality = 5
Threshold = 0.200
Radial Frequency = 0
Star Points = 6.923 (You can edit this if you want more or less "lines" on the stars)
Rotation = 190 (Just edit this to edit the rotation of the stars)
Auto Exposure = unchecked
Glow Color = Grey
Glow Intensity = 0.94
Glow Spread = 0.035
Glow Eccentricity = 0.128
Glow Radial Noice = 0.615
Glow Star Level = 4
Glow Optacy = 0
Glow Ring intensity = 0
Glow Ring Frequency = 0
Glow Filter Width = 1

Connections:
samplerInfo1.facingRatio - ramp1.uCoord
samplerInfo1.facingRatio - ramp2.uCoord
ramp1.outColor - blinn2.incandescence
ramp2.outColor - blinn2.glowIntensity


If you want more stars you could add some white "Lines" , lines that are as small as posible near the bottom on ramp2.

Just add a light and viola! =)
MSG Me if you find any errors or have any questions.


Here is a better example, but you have to look close on the picture to see the stars: http://213.66.208.141/hemsida/Pics/Maya/back_blackbeauty.jpg

Mikkel Jans
02-06-2003, 03:36 PM
Color editing network


Create

1 File Texture (file1)
4 Ramps (ramp1, ramp2, ramp3, ramp4)
1 RGB to HVS (rgbToHvs1)
1 HVS To RGB (hvsToRgb1)
1 Shader (lambert2)



The Ramps

Make ramp1 white in the Top and Black in bottom
Make ramp2 Red in the Top and Black in bottom
Make ramp3 Blue in the Top and Black in bottom
Make ramp4 Green in the Top and Black in bottom



Connections

file1.outColorG > ramp4.vCoord
file1.outColorR > ramp2.vCoord
file1.outColorB > ramp3.vCoord

ramp4.outColorG > rgbToHvs1.inRgbG
ramp2.outColorR > rgbToHvs1.inRgbR
ramp3.outColorB > rgbToHvs1.inRgbB

rgbToHvs1.outHvsH > hvsToRgb1.inHvsR
rgbToHvs1.outHvsS > hvsToRgb1.inHvsG
rgbToHvs1.outHvsV > ramp1.vCoord

hvsToRgb1.outRgb > lambert2.color


How to Use

With this setup you can edit contrast and Color of a image like in Photoshop.
Use Ramp1 to edit light and dark areas of the file like the "Curves" function in Photoshop..
The ramp2,3,4 is used to add or remove color from the Image file.

pauldryzen
02-13-2003, 04:03 PM
Hi,

since I started learning how to render in Maya Ive created some thousand samplerInfonodes and connected them into the vCoord of a ramp. (very timeconsuming)

But now this is history, cause I learned mel :-)

have fun

// siRamp.mel Script (c) Paul Dreisen 2002
// mailto: basspaul@web.de
// Version 0.2c
// this Script creates a basic bw-Ramp with a samplerInfoNode connected into the vCoord.

global proc siRamp()

{

// needed nodes

string $ctrlRamp = `shadingNode -at ramp`;
string $si = `shadingNode -au samplerInfo`;

// connections

connectAttr -f ($si + ".facingRatio") ($ctrlRamp + ".vCoord");
removeMultiInstance -break true ($ctrlRamp + ".colorEntryList[1]");

// settings for nodes

setAttr ($ctrlRamp + ".colorEntryList[0].position") 0;
setAttr ($ctrlRamp + ".colorEntryList[1].position") 1;
setAttr ($ctrlRamp + ".colorEntryList[0].color") 0 0 0;
setAttr ($ctrlRamp + ".colorEntryList[1].color") 1 1 1;

select $ctrlRamp;
editSelected;


}

(B-HOLM)
02-24-2003, 09:49 PM
this is all nice and all, but are there any ways that I can learn what I'm actually doing, when tryng to do a shader?
any links would be warmly welcomed :)

SPENEN
02-24-2003, 09:50 PM
try reading the manual =)

FloydBishop
02-25-2003, 04:51 PM
This thread shows how to use a ramp shader to give the effect of a rim light that always appears only on the top of the object, regardless of it's position or rotation.

http://www.cgtalk.com/showthread.php?s=&threadid=46043

Jozvex
02-26-2003, 12:05 AM
Here's a description of how that ramp shader Floyd posted about above works. It's fairly simple!

The end result is basically a shader that has a rim around it's edge (like with a toon outline or rim lighting effect) but you can choose how much (top half in this case) gets the rim effect.

All you need to use is:

1 shader (ie lambert)
2 ramp nodes (not the new ramp shader)
1 SamplerInfo node

The first ramp node is used to control how much of your object (vertically) recieves the rim effect. The second ramp when combined with the SamplerInfo node's much loved 'FacingRatio' attribute, gives you the rim effect in the colour of your choice.

You could of course plug this network into any other shading attribute of a shader to create say, a rim of transparency or a rim of icandescence.

There's an attached image to show the exact construction.

stunndman
02-26-2003, 01:58 PM
i'll try to compile a list of links that helped me to better understand how to write shaders

- leigh's tutorials on texturing

part 1 - introduction - http://www.cgtalk.com/showthread.php?s=&threadid=6648
part 4 - diffusion - http://www.cgtalk.com/showthread.php?s=&threadid=11053
part 5 - specularity/reflectivity - http://www.cgtalk.com/showthread.php?s=&threadid=17631

- metals and reflections (by Neil Blevins) - (specularity, reflectivity, fresnel, ...)

http://www.neilblevins.com/cg_education/metal_and_refs/metal_and_refs.htm

- water links - a collection of links to information regarding rendering of water - quite extensive and not restricted to water

http://www-public.tu-bs.de:8080/~y0013390/pov/water/water_app1.html

- bill's realitiy clinic

diffusion -> http://visualmagic.awn.com/mag/june98/brc.html
photorealistic 3d / part 1 -> http://visualmagic.awn.com/html/regulars/feb98-brc.html
photorealistic 3d / part 2 -> http://visualmagic.awn.com/html/regulars/march98-brc.html
photorealistic 3d / part 3 -> http://visualmagic.awn.com/mag/april98/billsrealityclinic.html

- Light Measurement Handbook - very thorough book about light and its interaction with surfaces - it describes many light phenomenons (e.g. how light is irradiated from human skin)

http://www.intl-light.com/handbookthanks.html

- IOR tables

http://hokum.freehomepage.com/Content/Reference/Ref_Refract.html

http://www.glenbrook.k12.il.us/gbssci/phys/Class/refrn/u14l1d.html

- DVGarage - a lot of tutorials on how to create maps and many other observations

http://www.dvgarage.com/garage/a2d/tut/tutpast/tutpast_1_25.php

stunndman
03-11-2003, 10:56 AM
mental-ray related links

Antialiasing and Mental Ray 2.x - http://www.countywest.com/marek/tutorials/Antialiasing_and_Mental_Ray/Antialiasing_and_Mental_Ray.htm

Ed Hariss's mental-ray (in XSI) link collection - http://www.edharriss.com/tutorials/tutorials_render_XSI.html

Volume Caustics and Subsurface Scattering Simulation - http://www.motiondesign.biz/

Norb
03-11-2003, 12:21 PM
here's a fairly simple shader for a car surface


Shader (http://www.cdis.org/~jholland/stuff/images/car_shader.jpg)

Carina
03-11-2003, 05:19 PM
B-Holm,

I made a really simple example of a fake fur shader, and am kind of toying with a tutorial for it, describing what the different nodes and stuff do.

Here's one variation of it..
http://lq.amsterdamned.org/images/child/teddybear4.jpg

No really complex stuff.. But if you're not used to working with Hypershade you might find it interesting.

(B-HOLM)
03-11-2003, 05:27 PM
Carina, thanks alot for taking the time to do one!
I know some simple stuff in the Hypershade.
But when I'm connection different I don't always know what I am doing really :/
so please post something in thise thread when your done with the tut :)

Carina
03-11-2003, 08:30 PM
Right I posted the tutorial, this is the thread for it..
http://www.cgtalk.com/showthread.php?s=&threadid=48866

Chappo
03-11-2003, 09:47 PM
KEEP IT GOING PEOPLE :D

fango
03-25-2003, 10:07 AM
simple network to get procedural hair :

http://www.na-ori.com/hairnet.jpg

SaucyJack
04-03-2003, 06:17 PM
Hi all,

Yep, this is a cool thread and i've been waiting a while for it. However, it's not as cool as it could be. For me anyways:) . I have barely scratched the surface of Maya's shading networks and what seems to be holding me back is a lack of basic knowledge. Actually, it seems a lack of advanced knowledge. Vectors products, dot products, ray direction, normal camera, plus/minus average?!?!?!?!??!?!????..?....?.! What on God's green earth does all this mean. I went to school why don't i understand this! Was i bunking off the day the teacher explained all this? Hmmm.... maybe.

What i imagine a lot of us need is for some brave soul to write a kind of introductory knowledge type of tutorial, which includes:-what all the nodes do(in a non geek way and with pretty pictures), basic and advanced networks, tips/tricks etc etc. As a reward for doing this i will impart MY knowedge of how i bedded 2000+ women.

And yes, i've read the manual.

Chappo
04-03-2003, 06:26 PM
" As a reward for doing this i will impart MY knowedge of how i bedded 2000+ women. "


i didn't know pornstars read the CGtalk forum too......

Kabab
04-11-2003, 03:31 PM
Ok here this thread kinda died but was a really cool idea so here is something to kick start it a real simple one most of you probably already know but if anyone missed out.

http://members.optusnet.com.au/bsanayei/3d_vis/height_field.jpg

In 4.5 there is this new node called a height field its used to preview the ocean shader.

Create the node in hypershape and it will create a plane for you, what i then did was map the out alpha of the ramp to the discplament value of the height node, then i just made the ramp repeat its self a few times and screwed around with different settings you can get some cool results.. you could map anything into the discplacement value. Under the attributes of the height field you can increase the resolutoin.

You can't render this out its only for real time preview (its pretty dam fast) but if you want to render this just make a nurbs plane with the same amount of division and connect your ramp/texture into the discplacement value.

Luis Cypher
04-27-2003, 04:41 PM
Excellent thread, the graphics are nice but wouldnt it be better to make an example of each shader then make it an attatchment or available for download somewhere.
Then supply a description of how it works and any peculiarities asociated with the shader.

Just a thought it would give the uninitiated a base to learn from.

Saying that I would like to see any examples people have of what they consider to be a good generic skin shader or techniques they use to achieve the "real skin look".

I have never realy been to happy with my own attempts at this.

joie
05-07-2003, 12:24 PM
Mikkel Jans, could you post your shader in order to download it?, Im trying to make it but got no results, when I try to get back HSV to RGB I got a normal ramp from black to white and dont know why...

It would very kind of you if you could put it here, or in your site.

Thanks in advance!

:)

joie
05-07-2003, 01:00 PM
Never mind, I forgot to delete all the 2D Placement for the ramp nodes... ;D

sander0105
05-30-2003, 10:25 AM
I've been wondering... are there any special mental ray materials... i can remember there was a tutorial in which i made a special MR material. Does anyone of u have some ?

Sander

Novakog
06-24-2003, 11:33 PM
This is the worst time I've ever had with a shader:

http://www.cgrenaissance.com/images/terrainshader.jpg (118 Kb)

It was an attempt at making a good shader for terrains (that were based on height, slope, etc.). Unfortunately, it was a complete failure.

hanzo
07-03-2003, 04:28 AM
cool idea, I need to learn how to make shader Oo this theard helps thanks :applause

don't know if somebody didn't already post this but http://www.denfo.net/ (denfo.net)
this is a huge resourse of some of the best shaders and high res maps I've seen .:

ng23
07-31-2003, 01:11 AM
Can anyone recommend or otherwise this book?





MAYA 4 TEXTURES AND SHADERS F/X AND DESIGN

PREVIEW ONLY

Maya 4 Textures and Shaders f/x and Design is designed for the intermediate to advanced Maya user. It will provide a strong grounding in texture and shader fundamentals. It will teach the reader how to combine texture elements, utility nodes, and MEL expressions, and allow the reader to create procedural texture effects, animated textures, and complex materials. Includes a CD-ROM filled with an interactive video presentation, complete with tutorials, texture and shader samples, and Web links.


Authors Darrell Spencer and Robert Rusick
ISBN: 1588801748
440 Pages
Coriolis Group



Although its not available on some of the book websites ive looked on, t'would be good to know if its any good, before i try n get hold of it.

SaucyJack
07-31-2003, 06:33 PM
Hell, i'm gonna buy it. Sounds like exactly what i was looking for.

:)

ng23
08-05-2003, 02:21 AM
On further investigation, this book was never released. Aparently the publishers pulled it before it was released, as theyd run out of money or something like that. :annoyed:

SaucyJack
08-05-2003, 06:55 PM
Well **** that idea then.

:buttrock:

Kaiser_Sose
09-20-2003, 09:17 AM
Can people please post there particle cloud shaders for fire and smoke type



Thanks

ovendelon
11-08-2003, 03:17 PM
some shader tests
done using 4 textures with camera projection and blending using ramp with Surface Luminance attached to V coord

http://ovendelon.free-host.com/shader1.jpg
http://ovendelon.free-host.com/shader2.jpg
http://ovendelon.free-host.com/shader3.jpg

ambassador
11-11-2003, 08:48 PM
some partical stuff

http://www.pic-vault.com/sktray/PIC005.jpg


recent skin shading experimentation, creating a "base" skin shader, maya renderer, no MR, no maps on skin. I didnt plan to actually make an image of it, but after I did some test renders of the skin I added the bg and metal part in ps. :wip:

http://www.pic-vault.com/sktray/PIC003.jpg

AniMo
11-17-2003, 11:13 AM
hmm this base ski shader eraly looks like SsS
i ask myself how u achieve this without mr ?!O_O
lookin very nice though :thumbsup:

Jackdeth
11-24-2003, 12:33 AM
Care to post the MR skin shader?...

Jackdeth
11-24-2003, 12:33 AM
whoops, double post

ambassador
11-24-2003, 06:24 AM
Originally posted by Jackdeth
Care to post the MR skin shader?...

here is the skin shader network/ or lack of, all the properties are placed within this ramp shader, no MR.:wip:

http://www.pic-vault.com/sktray/PIC007.jpg

Emmortal1
11-26-2003, 10:34 PM
I never understood why people don't use ramp shaders more often, you can get some nice effects with them out of one single node.

Emmortal

AniMo
11-27-2003, 11:40 AM
hmm embassador i see only a single shader node^^

could you post a graph view of it or better share the the mat!?:)

Jackdeth
11-27-2003, 10:45 PM
There is no graph for that shader. Everything he did to it is all inside of the main ramp shader node. I've done some testing and it works great without anything else plugged into it.

Marlboro-Man
11-28-2003, 04:15 PM
Now i really really like that skin shader.

So there's no graph? Just one ramp node? Ok.. since we all want to know ..do you mind, Ambassador..to pls explain what exactl you did to this node to make it look so damn nice?

Please? pretty please?

There was no other nodes at all?? it can't be. Any image maps used on the ramp ? No surface luminance ?


Regards,

Marlb Man

Marlboro-Man
11-28-2003, 04:15 PM
Now i really really like that skin shader.

So there's no graph? Just one ramp node? Ok.. since we all want to know ..do you mind, Ambassador..to pls explain what exactl you did to this node to make it look so damn nice?

Please? pretty please?

There was no other nodes at all?? it can't be. Any image maps used on the ramp ? No surface luminance ?


Regards,

Marlb Man

Duncan
12-04-2003, 04:05 PM
Ambassador.. if you want to share, you could create an attribute preset of your rampShaderNode( presets->save in the attribute editor ). This creates an ascii file in your attrPresets/rampShader directory that you could then cut and paste into message.
To then use this someone would then cut and paste this into a file in their attrPresets/rampShader directory( creating the rampShader directory if it did not yet exist).

Duncan

Emmortal1
12-04-2003, 04:30 PM
Or a screen shot of the attr editor would work as well.

Emmortal

Marlboro-Man
12-06-2003, 05:42 PM
Yes Ambassador.. please .. do share this ramp shader with us..

bluemagicuk
02-11-2004, 01:34 AM
Simple .. adjusting shadow transparency
MultiplyDivide>light shadow colour.
http://www.bluemagic.pwp.blueyonder.co.uk/transparentshadow.jpg
Scene File (http://www.bluemagic.pwp.blueyonder.co.uk/transparentshadow.ma)

and mountain shader with displacement
Mountain shader (http://www.bluemagic.pwp.blueyonder.co.uk/mountain.jpg)

nolodos
02-16-2004, 03:59 PM
ambassador
nice and impresive really shaders :applause:
im a newbie in advanced shaders even........ I would like to know more the respect.

you will have some tutorial?

thank`s and greetings :thumbsup:

Luki
02-17-2004, 01:48 PM
I need to create NPR shader like that one:

http://www.toonshade.com/images/gallery/009.jpg

but I don't know how to create my Ramp so noisy with this irregular blending color part:cry: , maybe someone could help me?:thumbsup:

Emmortal1
02-25-2004, 01:21 AM
Eh, more than likely that's not a ramp they are using and to get that effect as nice as that isn't all that easy.

Varsha
03-03-2004, 06:08 AM
hi i am varsha from india please help me i need a normal water shader i wated to fill a glass with water please send me the shader or else u can guide me through simple tutorials please if u know any other site where i can find this water shader please send me the links please

e.mail : samputh007@rediffmail.com

augustus
03-24-2004, 06:40 AM
A quick and dirty depth map shader, with conrollable focus distance. Works with mental ray too.

depth.ma (http://www.girisimciliknetwork.gen.tr/ozel/depth.ma)

Usage: Assign it to all object in the scene, and set Max_distance, Min_distance and Focus_distance attributes, under Extra attributes. Don't leave Focus_distance at 0 if Min_distance is not 0. Set it to same value with Min_distance to get regular depth map.


-Sorry for my English.

Edit: Cleared :)

cris castro
04-21-2004, 05:58 PM
ambassador: if you dont share dont show your stuff here

ambassador
04-23-2004, 09:00 PM
Originally posted by cris castro
ambassador: if you dont share dont show your stuff here


Haha, wow so harsh,

So by request here is that first version of my skin shader (attached). The latest version of my skin shader which was created off of V.1 is being used for hulk skin, I was texturing a friends (Brian Beck) hulk model from school, here is a WIP image, 2 maya render passes, 1 norm, 1 shadow occlusion (GIjoe)

http://www.pic-vault.com/sktraymon/PIC005.jpg

again heres what the V1 shader looks like, no other nodes, tip:use with a dome light setup
http://www.pic-vault.com/sktraymon/PIC001.jpg

I would be interested to see how it would look on some of your models, so if you do any test renders or develope the shader in a different way post it up!:thumbsup:

ambassador
04-23-2004, 09:04 PM
Shader Here...

poly enslaver
04-23-2004, 09:24 PM
ambassador: looks GREAT!!! Thx.

Emmortal1
04-23-2004, 09:29 PM
Only thing that bothers me is it is a bit too translucent around the edges, notice the bright edge around the fingertips and on top of the hand. I'll play around with it some this weekend and post some shots. Thanks for sharing Ambassador.

kryoboy
04-24-2004, 02:52 AM
thx ambassador! i really wish there was a thread dedicated to normal maya skin networks, and ramps.


thx...

ambassador
04-29-2004, 04:04 PM
Originally posted by Emmortal1
Only thing that bothers me is it is a bit too translucent around the edges, notice the bright edge around the fingertips and on top of the hand.

oh yeah, I know its a bit intense on the render, it was made that way for our flint artist to have more controll of color in post, without me having to render out more passes, its kind of a different way of looking at c-correction but it worked well with the hulk and our deadline:thumbsup: , the render you see here has no color correction work done yet.

kryoboy
04-29-2004, 06:22 PM
I used the light engine MR SSS node, plug the node into 3 seprate mutiply/divide nodes, and plug them into U ramps with , and the U ramps into V ramps. That way you can pinpoint any area of the character you have UV maps on. Usally i start of using black an white U ramps, that are plugged into the V ramps, so i can just move the ramps and make white areas on the face i want more SSS in. Then plug in each multiply and divide node into the white U ramps. and one multiply node into the black ramps on the U & V ramps. That way U have a control of the SSS thats not in the white areas of the ramps.

connect the V ramp into the ambient of a phong/or blinn. And connect the skin into the difffuse.

here is a paintover of my skinnetwork to help you understand. I wouldnt mind if anyone wants to show me how to do stevens nice glare.


http://www.ona1r.com/jason/jasonaunkst.jpg
http://www.ona1r.com/jason/skinnet.jpg

altruizine
04-29-2004, 07:53 PM
how can you get your node connection labels to appear for your screenshots??

-JF

Luki
05-05-2004, 10:13 AM
ambassador, i can't use your shader, where shall I connect may color textures? why it has so strange color?

Duncan
05-05-2004, 02:07 PM
When texturing ramp attributes you must texture the individual indices. This is powerful, as one can use different textures for different indices or even texture the indice left to right position. Select the indice and then right mouse on the selected value label. You can then choose to create a texture off the popup.

Duncan

Luki
05-05-2004, 02:12 PM
Duncac - of course I know I can use texture to each one color of the ramp shader, but thats mean that Imust use several textures or remap one with three different utillities. Is this how ambassador achieve this beautiful effect?

Duncan
05-05-2004, 02:26 PM
Often times you only need to map one indice.. especially if the other indice is black... but I understand your problem.

Perhaps a useful addition to the ramp shader would be gain(scale) and possibly offset attributes for each of the ramps. This would allow you to texture a single attribute and yet still edit the ramp colors.

Duncan

ambassador
05-05-2004, 03:58 PM
Originally posted by Luki
Duncac - of course I know I can use texture to each one color of the ramp shader, but thats mean that Imust use several textures or remap one with three different utillities. Is this how ambassador achieve this beautiful effect?

For the hulk skin I used 1 color map in the ramp and an almost black color on the side. Using multiple maps would give you greater detail and control. Anyone have renders using the shader? I would be interested in seeing it if you do.:thumbsup:

marcinm
05-24-2004, 09:56 PM
Ambassador , can you post description for your particle shader ?

pixelmonk
05-25-2004, 09:53 AM
Originally posted by acacaccaca
hey are you a real ambassador?

He's actually the King of England.

mimo8
06-11-2004, 09:27 AM
Originally posted by pixelmonk
He's actually the King of England.

at least he seems to rule over this thread here

sybille
07-27-2004, 04:40 PM
what the **** its goin on ambassador your shader doesnt work are you playiing with me?

ambassador
07-30-2004, 03:37 PM
sybille, haha, can you be a little more descriptive? I cant help you if you dont say which part your having problems with:wip:


marcinm, my workstations being fixed right now, and the files on there, when its fixed I will post a description.

spurv
10-18-2004, 11:09 AM
Hi people, great forum!

Sorry about this question but im new to MR, how can i connect a shader... for example: how can i connect gg_ambientocclusion to an object.. or what node connections i need to make?

tks:)

spurv
10-18-2004, 11:34 AM
OKNo need help anymore, just some line was missing in may.rayrc. tks anyway

siamak2004max
12-13-2004, 12:16 PM
hi my name is siamak
iwant to know how can i creat a realistic shader for a character
please help me and show me the network shader connection of a realistic
shader for a character skin tanks .

ovendelon
12-14-2004, 09:09 AM
it's not shader network, but more like lighting setup and using L-Glass shader, saw this setup from a photography book and tried to replicate it:

plan3tt3ch
12-16-2004, 10:07 PM
From hypershade go down to the shader tab and find the textures you want or might use.
Then right-click and select import.
Once youv'e done this on a few, minimize Hypershade.
--
Find the modeling object and right-click and hold down dragging down.
Then select assign existing texture, where you should see the textures you imported.
I don't know if this helps but since I learned this it's been amazing.
--
Also a question, has anyone using Maya had the experience where it seems like it has opened a part of your mind?

MissViz
01-28-2005, 04:47 PM
I am working on a shader in which all shader attributes are set in relationship with each other. I am doing that because I want to create realistic shaders that don't use more than 100% of the light. That means color, diffusion, specularity, transparency etc. have to add up to 1.

I chose the Phong Shader for my "Metashader". It is driven by four colour ramps controlling the colour, specularity, roughness and transparency. The rest is derived from those ramps. Unfourtunaltely, I have trouble embedding the ambient attribute into my network, so I would be glad for any help. (In what situations do you use ambient anyway?)

Since I am not allowed to post attachements (yet), I give you the link where you can download my shader:
www.natalinow.net/metaphong.ma (http://www.natalinow.net/metaphong.ma)
www.natalinow.net/metaphongRend.jpg (http://www.natalinow.net/metaphongRend.jpg) (Rendering Example)

_____________________________________________________________________________
The relationships between the attributes are as follows:

COLOR (Driver): Color is for the color ... but the diffuse value is added to the V-Value of the HSV-color-value (I make the color for the amount lighter which the diffuse value makes the color appear darker)

TRANSPARENCY (Driver): Well, it's for the transparency. Since the amount of light that passes through cannot be reflected, transparency influences the diffuse attribute and the specular color attribute.

DIFFUSE: Diffuse is the reverse of specular color. With transparency, it is the leftover that is distributed between diffuse and specular color.

COSINE POWER: Is driven by the roughness ramp (roughness * 100 = cosine power)

SPECULAR COLOR (Driver): I'm wondering why specularity is split in two attributes: specular color and reflectivity. Playing around, I found out that reflectivity is mulitplied with specular color. But what sense does that make? If you set reflectivity to 1, you can set the amount of reflectivity with the V-Value of the HSV-specular-color.

REFLECTED COLOR: It's just an image for the preview in the Hypershade. The raytracer ignores it anyway (except when there is no object to be reflected). Since I mostly use FG with a HDRI there cannot be nothing to be reflected.

MENTAL RAY - REFLECTION BLUR: It's is directly driven by the Roughness Ramp.
_____________________________________________________________________________

So please tell me, if the relationships between the attributes are right. Or if there are any other relationships (ambient color? translucence?). I would be very happy for your replies because there is no one else at my school thinking about creating r e a l i s t i c shaders (it's a small Industrial Design School) so I am pretty much on my own.

(By the way, I've tried the DGS material ... but I haven't found a way to put a bump map or a displacement map on it. And it takes aeons to get a rendered image.)

KIDI
01-30-2005, 07:32 AM
hi
Can u give again the shader network to download...
somthing don't work.

Thanks

Daniel Whitton
01-30-2005, 07:54 AM
Looks very interesting,however the link to your shader does not work.

MissViz
01-31-2005, 11:35 AM
That's funny ... it really does not work, although it's there. Now, I've put it in a zip-file and tested it - you can download it at:

www.natalinow.net/metaphong.zip (http://www.natalinow.net/metaphong.zip)

Sorry!

Chris Bacon
03-09-2005, 05:51 PM
Ambassador how do I instal your skin shader...Im guesing its a plugin...

Chris Bacon
03-09-2005, 05:53 PM
Does anyone have a shader network example for creating glass...I was going to just download the shader but I want to see how to make them myself first......

jasonkey
03-10-2005, 04:50 AM
just a quicky test. sample render and shader screenshot attached. this could obviously be simplified much more if you eliminate the tennis ball seams...

Karbonara
03-10-2005, 12:54 PM
Since this is a shader thread, I thought it would be the right place to post a question about blending shaders in Maya.

I've come from 3DS Max where blending two shaders on one object with the help of an Alpha mask is a piece of cake. I'm now trying to figure out how to do this in Maya.

What I want is:
Two shaders (any two.. could be a blinn and a lambert, or even a skin or glass shader) with their respective shading networks are to be mixed on a single object by using a mask.
If, for example, I have a wall object, I want to have a complete network for the stone (with diffuse, spec, bump - all of it) and then mask in a glued on poster or similar, with it's own shading network.
Just masking file nodes are simple, but mixing whole shading networks is something I haven't cracked yet.
Would love the help!

Daniel Whitton
03-10-2005, 06:59 PM
Since this is a shader thread, I thought it would be the right place to post a question about blending shaders in Maya.

I've come from 3DS Max where blending two shaders on one object with the help of an Alpha mask is a piece of cake. I'm now trying to figure out how to do this in Maya.



I think what you are looking for is either the Stencil Utility or Condition Node for a mask. I not poistive though.

Karbonara
03-14-2005, 08:44 AM
I've been looking around a bit, and seem to be on the right track now.
I've found the mix8layer shader on highend, which handles multiplying of shaders in layers, with alpha masks (and it renders good in Mental Ray, which is a problem with the standard Layered Shader in Maya).

I've just completed a testrender now, and managed to blend a SSSskin Shader with a normal Blinn material, on a single mesh, with the help of just one Alpha map.
Works like a charm.

Finally!
:)

A note though is that one have to connect the lmap node to the layered shader SG (instead of the original SSS_simple_skin).

Here's a link to Threedy where I wrote a short "how-to":
http://www.threedy.com/site/forum/showthread.php?p=314268#post314268

Closlight
03-14-2005, 03:57 PM
Karbonara,
I haven't tried the mix8layer, it sounds interesting. Here's my 2 cents if that doesn't work for other users.

You can place 2 shaders in a layered shader (e.g. a blinn and a phong) and use an alpha mask in the transparency channel of one of those shaders to reveal the shader below it. This is a very simple example but with a little practice you can set up some really cool and complex shader networks. I like this method b/c you can have an alpha mask for each shader in the network that can be moved independently of the other masks.

I gonna take a look at that mix8layer though, it appears it could be a useful shader.

Karbonara
03-16-2005, 08:53 PM
Yeah
the normal layered shader in Maya was what I got recommended from people, but I neveer got it to work properly with advanced mental ray shaders.
I think it works good though with normal shaders (like the blinn och phong you mentioned).

mads_tuxen
03-30-2005, 06:33 PM
well i often use animationcurves instead of ramps- lets you doo the same thing with more control. if you dont know how to create an animationcurve use this link:

http://www.grafiskkooperativ.dk/mads/mel.htm

mads :)

Sheepshooter
05-30-2005, 03:25 PM
here is a nice ramp shader ...very cute for funny stuff...

here is an exmple (for the shader not the funny stuff =P)
http://members.lycos.co.uk/auto45/MSN.jpg
its the messenger man shader...really cute :D

if not downloaded try "save target as"
http://members.lycos.co.uk/auto45/Messenger_man_shader.ma

ThE MaStEr Of DyNaMiX
05-30-2005, 04:02 PM
Hi,

since I started learning how to render in Maya Ive created some thousand samplerInfonodes and connected them into the vCoord of a ramp. (very timeconsuming)

But now this is history, cause I learned mel :-)

have fun

// siRamp.mel Script (c) Paul Dreisen 2002
// mailto: basspaul@web.de
// Version 0.2c
// this Script creates a basic bw-Ramp with a samplerInfoNode connected into the vCoord.

global proc siRamp()

{

// needed nodes

string $ctrlRamp = `shadingNode -at ramp`;
string $si = `shadingNode -au samplerInfo`;

// connections

connectAttr -f ($si + ".facingRatio") ($ctrlRamp + ".vCoord");
removeMultiInstance -break true ($ctrlRamp + ".colorEntryList[1]");

// settings for nodes

setAttr ($ctrlRamp + ".colorEntryList[0].position") 0;
setAttr ($ctrlRamp + ".colorEntryList[1].position") 1;
setAttr ($ctrlRamp + ".colorEntryList[0].color") 0 0 0;
setAttr ($ctrlRamp + ".colorEntryList[1].color") 1 1 1;

select $ctrlRamp;
editSelected;


}

i wanna how to create a nice reflective car shader using sampler infos.

help needed !!

e'lan
07-08-2005, 12:06 PM
About 2 years back i downloaded a tutorial from the net which helped me add contrast and brightness attributes to the file texture node in maya. i don't have the tutorial now and it's not related to the tutorial in the first page of this post. it had only contrast and brightness and it worked amazingly. can somebody help me in creating it again. i don't remember where it's from.....

martu
10-08-2005, 02:49 AM
Hi everybody,
I started a thread in Maya Rendering about this kind of shading netwok.
My intension was to create an entirely Mentalray based network ... that I wasn't able to run correctly shaded and fast ... yet.
At least I came up with a mixed network (Maya and Mentalray nodes) that solves this challenge ...
You may have to scroll down the thread to see the actual solution ...
http://forums.cgsociety.org/showthread.php?t=283893

http://www.rau3d.de/posts/MRayMayaImage.jpg


C&C welcome ...

Cheers
Martin

israelyang
12-14-2005, 02:52 AM
Hi Mikkel Jans
I know this is an old thread. I tried out your colour edit network and my resulting image has weird colour. (supposed to be a warm yellow farm landscape)
I have attached the network and the rendered image, can you or anybody else help?
Thanks

israel

LehaS
12-14-2005, 06:24 AM
Seems to work in my case

http://i34.photobucket.com/albums/d147/leha_sokol/coloredit.jpg

israelyang
12-14-2005, 06:42 PM
Hey thanks alot. I see your network is the same as mine but yours works.

chenboyu
08-25-2006, 05:54 PM
Since this is a shader thread, I thought it would be the right place to post a question about blending shaders in Maya.

I've come from 3DS Max where blending two shaders on one object with the help of an Alpha mask is a piece of cake. I'm now trying to figure out how to do this in Maya.

What I want is:
Two shaders (any two.. could be a blinn and a lambert, or even a skin or glass shader) with their respective shading networks are to be mixed on a single object by using a mask.
If, for example, I have a wall object, I want to have a complete network for the stone (with diffuse, spec, bump - all of it) and then mask in a glued on poster or similar, with it's own shading network.
Just masking file nodes are simple, but mixing whole shading networks is something I haven't cracked yet.
Would love the help!


in maya, blending two shader is easy as picking the nose.
Try the "Layer Shader", find it in hypershade.

good luck on the try.

Butsa
05-15-2007, 10:40 PM
Ambassador i LOVE your skin shader MAN!!! :)

its awesome
i am working on some alien head atm and i plan to test render it with your shader
i will post as soon as i finish it

Thanks alot!! :))

cris castro
09-20-2007, 11:26 PM
hi ambassador and everybody, why this thread sorta died?

nec977
12-07-2007, 10:34 PM
in maya, blending two shader is easy as picking the nose.
Try the "Layer Shader", find it in hypershade.

.

i tryed blending carPaint and Fast skin SSS and it doesnt work for me ... any other way of blending shaders in maya.

darkviews
02-17-2008, 08:41 AM
This rim light is based off of the Lights in your scene. No matter if the lights are in teh back or the front.

In this example I will be using a standard 3 point light setup.

Items/nodes that will be needed.

2 Ramps
(Ramp 1 to determine the length of the rim highlight)
(Ramp 2 to determine the Width of the rim highlight)

surfaceLuminance Node
(To tell where the highlights will be placed)

samplerInfo Node
(to make sure the highlights are only along the edges)

Okay now for the shading network setup...
http://i167.photobucket.com/albums/u123/darkviews/ShadingNetwork.jpg

Okay lets start off down stream...

You have the surfaceLuminance1 node connected via outValue to the vCoord of Ramp1. This will determine the length, color and intensity of your highlight.
As you can see below the ramp setup is so the highlight will fade off along the edges rather then come to a sudden stop.

Moving on we have the ramp1 connected to the ramp2 via outColor into ramp2.ColorEntryList[0].color. In other words there will be only two entries for this ramp, and the entry that is being connected is the one at the bottom.
now depending on how close or far the top entry is from the bottom will determine how wide your rim will be.
You will also notice there is a samplerInfo node also connected to the ramp2 This node is connected via facingRatio into the uCoord and vCoord. This is in place so the highlight will only appear along edges facing away from the camera (only along the rim).

Finally take your ramp2 and connect it to your shader via outColor into ambientColor and or incandescence.

After applying the shader to a model this is what you will end up with...
http://i167.photobucket.com/albums/u123/darkviews/Shader_Head.jpg
Model credit to: James Davis, Florida.

Now the controls for your new rim shader.

Rim width:
With your ramp2 your top entry will determine how wide the highlight ratio is. The further up the wider the highlight.

Rim length:
With your ramp1 Take your 2 outside entries and more then towards the center. to create more of a hard specular highlight.


Hope this helped a few people out. As my first "tutorial" I don't think I did half bad xD.

Enjoy!

modernPrimitive
03-04-2008, 06:49 PM
Hi,

If anyone is keen on a library of MR for Maya materials please see this thread over here:

http://forums.cgsociety.org/showthread.php?f=87&t=603951

ylywcl3
04-23-2008, 01:20 PM
wa nice very nice

dujinmaoding
07-28-2008, 06:01 AM
very good
very good

bradw
07-31-2008, 03:34 PM
Some great Shader work there guys! Thanks for sharing!

artcreator
05-05-2009, 07:57 AM
Any idea how to link the maya layered shader with mia_material?

I middle click my mia_material and drag it to Layered shader but nothing happen...

JayHoo
08-13-2009, 09:59 AM
If you are using the mia x material you have to connect the result to the color channel of the layered shader.

prismacolor1
09-17-2009, 03:55 AM
What is a good way to create a frosted glass shader within Mental Ray This is what i have I am using the mia_x_shader
http://www.hrosenberg.com/blog/uploaded_images/Cavali_Render_02-738605.jpg

JohnPetrucci
09-21-2009, 05:41 AM
Any idea how to link the maya layered shader with mia_material?

I middle click my mia_material and drag it to Layered shader but nothing happen...

create an empty shader (just by clicking on the layer, it creates a default green semitransparent color), select the mia Material and drag it into the COLOR input. should work just fine

ryu48
10-24-2009, 01:58 PM
what are good settings to get a good reptile/dinosaur shader?
or does vray power shader have a good one for that kind of skin?

Omarios
01-05-2010, 08:54 AM
has anyone tried to export a pass from maya
so u can grade shadows
from dark to midtones to lightones
sort of rgb for a shadow pass?

angieyuan
01-29-2010, 12:47 AM
This is really helpful for the project I am working on. Thank you.

deluxmilkman
04-03-2010, 04:48 AM
hi, i`m trying to create short fur on deer.
i would like to fake it with shader instead of using maya fur.
please help.

lion3987032
07-09-2010, 11:00 AM
i cannot see shader networks !!!

InfernalDarkness
12-17-2010, 10:33 PM
What is a good way to create a frosted glass shader within Mental Ray This is what i have I am using the mia_x_shader

@prismacolor: Use the Frosted Glass preset for the mia_mat_x. It's pretty good-looking really, but you can of course tweak it as desired or add a bit of blue to make it look cool.

HJ-panorama
12-23-2010, 06:08 PM
mental-ray related links



Volume Caustics and Subsurface Scattering Simulation - http://www.motiondesign.biz/

hello

thankx for the links.
but this one doesn't work for me, I downloaded maya 4.5 scene file but It doesn't work as well,
there is no volumetric caustic just a white room,you know why??

sagarjahagirdar
01-10-2011, 01:13 PM
Hi need to know how can we make snow and ice shader in maya.so that i can use it in my showreel.... it must have real snow/ice look in it....any diagrams will be helpful to understand to make that shaders....

Regards,

Sagar.J

pixelranger
01-10-2011, 01:17 PM
The whole point of a show reel is to show stuff that you know how to do...

edit: hm.. all right. I guess you have to do it yourself, but basically set up a nice looking shader with noisy bump map and some ambient color. Or render with a lot of GI for the snow pass.
In another render layer, set up a shader for the snow using mi_bump_flakes and tweak the scale so you get small glints.
Increase the eccentricity so they catch and drop highlights as the camera moves around.
Render out an animated noise texture pass (or even better, a uv pass for texturing in comp) so you can mult the glints with this texture (in case they're still too static).
Render out the different buffers so that the snow look can be further tweaked in comp.

sagarjahagirdar
01-10-2011, 02:04 PM
Hey thankx will try it out.... as you wrote it!!!....

pixelranger
01-10-2011, 02:13 PM
That's just ONE way of doing it.
There are a lot of other ways as well...
And you can also probably find some preset snow shaders over at creativecrash.com (http://www.creativecrash.com/maya/downloads/shaders/c/search?search=snow&x=0&y=0)

doodlerboy
05-22-2011, 07:03 PM
Maya 2009

So I have kinda an issue here with baking, I get my scene to bake the first time around, but than when I went in to rebake it, all I got was this message,


"convertLightmapSetup -camera persp -sh -bakeSetOverride tmpTextureBakeSet -keepOrgSG -showcpv;"


And nothing baked. So I went in and deleted the textureBakeSet, created a new one and hit bake again and these things show up in my outliner,

InitialTextureBakeSet
InitialVertexBakeSet.

I want to rebake my image at a much larger scale, and maya won't let me re-render the bake.

And that's it, the scene won't render. So my guess is, maya is trying to reuse an old bake set, but if that was true than it should be rendering, anyone have any thoughts?

akira88
02-03-2012, 09:14 AM
Hello!

I would like to connect a rimlight shader into a fur baldness map, so the there is fur only on faces facing away from the camera - on the edges of the mesh.

Is there a way to do this?

Asephei
03-20-2012, 05:47 PM
Seeing that this is a thread about shading networks, I thought I'd share my blog post about creating a custom depth pass using some Hypershade nodes. I explain what's going on at each step in the relatively simple network, so there's a lot to read and it could be useful for those of you who are not too comfortable with Hypershade.

http://asephei.blogspot.com/2011/10/maya-how-to-manually-generate-custom.html

jacobe38
05-17-2013, 03:34 PM
- leigh's tutorials on texturing

part 1 - introduction - http://www.cgtalk.com/showthread.php?s=&threadid=6648
part 4 - diffusion - http://www.cgtalk.com/showthread.php?s=&threadid=11053
part 5 - specularity/reflectivity - http://www.cgtalk.com/showthread.php?s=&threadid=17631




I can't view these :sad: I am given a message saying I don't have permissions or something along those lines. Any ideas? I want to learn!

EDIT: Here's the message I get:
"jacobe38, you do not have permission to access this page. This could be due to one of several reasons:
Your user account may not have sufficient privileges to access this page. Are you trying to edit someone else's post, access administrative features or some other privileged system?
If you are trying to post, the administrator may have disabled your account, or it may be awaiting activation."

lurotem
01-19-2014, 09:18 AM
hello,

i have a simple question that i suspect has a complex answer.
i made a trash bin model it's a cylinder and all the detail is made in the shader.
i made a X pattern with a repeat uv to make the grid lines
and i also made a diffuse map that has a transparency for the parts of the trash bin that is without grid lines the top edge and bottom edge .
is there a way to combine these transparency's
or map them togather in some way in shader network ?



thank you