Maya: Shader Networks

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  03 March 2003
KEEP IT GOING PEOPLE

Last edited by Chappo : 09 September 2003 at 09:32 AM.
 
  03 March 2003
procedural hair

simple network to get procedural hair :

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  04 April 2003
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.
 
  04 April 2003
" 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......
 
  04 April 2003
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.



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.
 
  04 April 2003
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.
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  05 May 2003
Mikkel Jans, could you post your shader in order to download it?, Iīm 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 donīt know why...

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

Thankīs in advance!

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  05 May 2003
Talking

Never mind, I forgot to delete all the 2D Placement for the ramp nodes... ;D
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  05 May 2003
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
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  06 June 2003
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.
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  07 July 2003
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/
this is a huge resourse of some of the best shaders and high res maps I've seen .:
 
  07 July 2003
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.
 
  07 July 2003
Hell, i'm gonna buy it. Sounds like exactly what i was looking for.

 
  08 August 2003
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:
 
  08 August 2003
Well **** that idea then.

 
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