Maya: Shader Networks

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Old 02 February 2004   #46
Simple .. adjusting shadow transparency
MultiplyDivide>light shadow colour.

Scene File

and mountain shader with displacement
Mountain shader
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Last edited by bluemagicuk : 02 February 2004 at 03:16 PM.
 
Old 02 February 2004   #47
ambassador
nice and impresive really shaders
im a newbie in advanced shaders even........ I would like to know more the respect.

you will have some tutorial?

thank`s and greetings
 
Old 02 February 2004   #48
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 , maybe someone could help me?
 
Old 02 February 2004   #49
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.
 
Old 03 March 2004   #50
request a normal water shader

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
 
Old 03 March 2004   #51
Depth map shader

A quick and dirty depth map shader, with conrollable focus distance. Works with mental ray too.

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
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Last edited by augustus : 03 March 2004 at 09:02 AM.
 
Old 04 April 2004   #52
ambassador: if you dont share dont show your stuff here
 
Old 04 April 2004   #53
Lightbulb

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)



again heres what the V1 shader looks like, no other nodes, tip:use with a dome light setup


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!
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Old 04 April 2004   #54
Shader Here...
Attached Files
File Type: zip rsena_skin_v1.zip (2.7 KB, 1256 views)
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Old 04 April 2004   #55
ambassador: looks GREAT!!! Thx.
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Old 04 April 2004   #56
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.
 
Old 04 April 2004   #57
thx ambassador! i really wish there was a thread dedicated to normal maya skin networks, and ramps.


thx...
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Old 04 April 2004   #58
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 , the render you see here has no color correction work done yet.
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Old 04 April 2004   #59
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.



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Old 04 April 2004   #60
how can you get your node connection labels to appear for your screenshots??

-JF
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