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Assistant Online - Maya/How Tos/Paint Effects/Tree

Alias|Wavefront / Assistant Online / Maya / How Tos / Paint Effects / Tree

HOW TO CREATE A TREE

By Steve Christov

IN PAINT FX

Maya 2.5 Complete

Paint Effects

In this lesson you will

create a tree in Paint

Effects starting from a

simple black brush

stroke.

While this approach is

somewhat drastic it will

help you form a good

understanding of the

Play Movie [~800k]

attributes that make up

Paint Effects.

This article assumes you have Paint Effects loaded into Maya.

Please see the Maya help menu on how to install Paint Effects

if you have not already done so.

This lesson is the third of a three part lesson. You may want to

complete parts one " How to create a realistic sky using EnvSky"

and two " How to create realistic shadows using EnvSky" before you start this lesson.

STEP ONE

Download and open the

scene

Env_sky_shadow. If you have completed the

previous lessons, you

can use your last saved

scene file.

Delete the sphere.

Select the lights, 3D env_sky icon, and the 3D texture icon for the cloud.

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scene so we can concentrate on the Paint Effects stroke.

STEP TWO

Switch to the Persp

window. Select the

plane and select the

Paint Effects > Make

Paintable.

Open the Visor by

selecting Windows >

Visor. Scroll to the

bottom and open the section marked Brushes. This will give

you access to the Paint Effects preset brushes.

Open the Pens and select the simpleLine brush.

In your perspective window, Paint a small stroke near the

origin.

STEP THREE

With the stroke still

selected, open the

Attribute Editor. Open

the tab simpleLine1.

Your first step is to add

tubes to the brush.

Open the tubes section

and Click beside

Tubes and then Tube Completion.

Open the Tubes > Creation section. Change the Tubes Per Step to 0.1 and the Tube Rand attribute to 0. Also change the Length Min to 0.8, and the Length Max to 0.9.

You will also see some attributes called Tube Width1 and 2.

These set the width for the base of the tube and the tip of the

tube respectively. Change the Tube Width1 to 0.12 and Tube Width2 to 0.09. There are settings for randomness and bias

for multiple tubes across the same stroke but because we are

only creating one tube, we can ignore these settings.

Change the number of Segments to 40. This will increase the

number of segments that are used to create the tube.

The Elevation attribute dictates the lean on the tube. Where 0

is the tube lying flat against the curve and 1 standing straight

up. Since you want the tree to stand straight up, set the

Elevation Min and Max to 1.0.

NOTE: You may notice that your tube is still lying flat against

the curve despite changing the elevation attribute. You can fix

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this in the attribute editor. Open Behavior > Forces. Change

the Path Follow to 0.0.

STEP FOUR

Now that you have the

basic shape of the

trunk you are now

ready to shade it.

Open the Shading

section in the Attribute

Editor. Click on the

color swatch next to

Color1. In the color chooser change the RGB values to 0.64,

0.52, 0.41.

Open the Tube Shading section. Click on the color swatch

next to Color2. Set the RGB values to 1.0, 0.85, 0.83.

You have now set the colors for the trunk of your tree. If you

render now you will see that it will render out in one uniform

color. By adding a simple ramp texture to the tube you can

simulate bark.

Open the Texturing section. Click on the icon next to Map Color. We are going to map a V Ramp to the trunk of the

color to give the appearance of bark.

From the drop down menu beside Texture Type, Select V

Ramp. Set the following attributes:

Texture2 Color to RGB 0.54, 0.49, 0.44

Repeat U

to 6.0

Repeat V

to 2.2

Blur Mult

to .26

Smear

to 0.203

Smear V

to 0.61

You can preview the progress this far by pressing the hotkey

" 8" while in the persp window to switch to the paint effects preview render window. In the menu select Stroke Refresh >

Rendered. However it will take longer to refresh with each

change.

NOTE: When you render, depending on the length of your

original stroke, you may have more than one tube attached to

your stroke. One way to solve this is to lower the Tubes per

Step attribute in the Tubes > Creation section.

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STEP FIVE

In Paint Effects you

have the option to

Illuminate the tree with

simulated or real lights.

Open the Illumination

section, Check the box

next to Illuminated. This

will use real lights from

your scene on your paint effects tree.

We are also going to add some specular qualities to the tree to

give it some highlights. Set Specular to 0.15.

STEP SIX

Now that we have the

trunk, we are ready to

add some branches.

Open the Tubes Growth

section and click next

to Branches to add

them to the trunk.

Open the Branches section. Increase the Split Max Depth to 7. This increases the number of times the branch will split up.

Increase the Branch Dropout to 0.02.

The next set of values control different attributes for the split on

the branch including Randomness, Angle of split, Twist. Feel

free to experiment with these values and come up with your

own style of tree or you can set the following values:

Split Rand to .017

Split Angle

to 26.3

Split Twist

to 0.32

Split Size Decay

to 0.67

Split Bias

to 0.19

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STEP SEVEN

Click on the box next to

Twigs to turn them on.

Open the twigs section.

Set the Num Twig

Clusters to 8.0 and set

the Twig Dropout to

0.439.

Then next attribute set length, width,angle and twist. Again feel

free to experiment with the settings to get your own tree or set

the following attributes:

Twig Length

to 0.08

Twig Base Width

to 0.7

Twig Tip Width

to 0.15

Twig Angle1

to 52.5

Twig Angle2

to 54.0

Twig Twist

to 0.512

Keep in mind that your

twigs will decide the

placement of leaves. So

these settings can have a

pretty dramatic effect

down the line. For

example increasing the

number of Twig Clusters

will result in more leaves on your final tree.

STEP EIGHT

You will now add some

leaves to the tree to

complete the look.

Click the box next to

Leaves. Set the

following attributes:

Leaves in

Cluster to 5.0

Num Leaf

Clusters to 4.0

Leaf Dropout

to

0.154

Leaf Length

to

0.04

Leaf Base Width

to 0.035

Leaf Tip Width

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to 0.01

Leaf Start

to 0.9

Leaf

Twist

to

0.5

Leaf

Translucence to

0.561

Leaf Sat Rand

to

0.033

Leaf Val Rand

to

0.114

Check the box next to Terminal Leaf. This will place a leaf at the end of each twig.

STEP NINE

If you render your

image at this point

you should have a

basic looking tree.

You are now ready to

add various other

attributes to further

enhance your tree.

In the Attribute Editor open the Behavior Forces section. Set

the Gravity slider to 0.05. You will notice that the branches and leaves out as if the weight of the leaves was pulling the

branches down.

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STEP TEN

You are now ready to

add some animation to

the tree to simulate it

swaying in the wind.

Open the Behaviour

then the Turbulence section. Set the Turbulence Type to

Grass Wind. Set Turbulence Interpolation to Smooth over

Time and Space.

Because we are going to use this tree with a time lapse sunset,

you will want the tree to behave with tight motion in the tree

trunk and branches but you do want the the leaves to give the

impression of some quick fluttering in the wind. Set the

following values:

Turbulence to 0.02

Turbulence Frequency

to 0.005

Turbulence Speed

to 1.0

Set the Time Slider to 100. Press Play. Switch to the Perspective window. The wireframe will give you an indication

of the general motion of the tree.

STEP ELEVEN

You will now save your

brush to the visor so

you can access it in the

future. With the tree

selected, go to Paint

Effects > Get Settings

from Selected Stroke.

This will apply your tree

to the template brush.

Now Select > Paint

Effects >Save Brush

Preset.

Set the Label and Overlay Label to Mytree.

Save it To Visor and set the Visor Directory to Trees.

Click on Grab Icon and drag around your tree in the render

view to make an icon for you brush.

Click Save Brush Preset.

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STEP TWELVE

Select Panels >

Perspective > Camera

1.

Position your tree in the

frame by selecting the

stroke and moving it

with the manipulator.

Add a texture to the

ground plane.

Do some test renders at different frames to make sure you are

happy with the framing and lighting. When you are satisfied

with the results, set the render globals to render the animation

for 100 frames from Camera1.

CONCLUSION

You have now

assembled a complete

scene similar to the one

above. By this point you

have learned how to

create and use an

environment sky, add a

light to it to simulate

realistic shadows based

on the sun position, and

Play Movie[~800k]

made your own tree in

paint effects.

Enhance your scene by sculpting the floor surface with Artisan

to make some nice rolling hills and adding some grass strokes

to it.

Download the completed scene file. [~100k]

Use of this file confirms your agreement to the Terms and Conditions

set out on the Terms and Conditions page.

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Assistant Online - Maya/How Tos/Rendering/Animate Textures

Alias|Wavefront / Assistant Online / Maya / How Tos / Rendering / Animate Textures

HOW TO ANIMATE TEXTURE FILES

by Bob Gundu

MAYA: Base

Rendering

This lesson will

demonstrate how to use

a numbered sequence of

images as a texture map.

There are basically two

methods to achieve this

effect; expressions, and

keyframing. Both will be

covered in this lesson.

Play Movie [~314kb]

Note: Before beginning this how-to, you need to have ready a

sequence of frames with a numbered extension such as

filename.rgb.001, im.001, or f ilename.sgi.01. These frames will be used as the animated texture map.

Tip: Check the images directory in your favorite Maya project

for rendered frames that you can use with this how-to.

STEP ONE

In the Multilister, create a File texture node and open the

Attribute Editor for the File node. In the Attribute Editor set the following:

In the

File Attributes section, use the Browse button or

enter in the field the location and name of the sequence

of images. Be sure not to include the extension. For

example, if the first frame is named "myRender.sgi.001",

you should only enter "myRender.sgi".

Change

Use Frame Extension to On.

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METHOD 1:

KEYFRAMING

This method requires a

keyframe for the

beginning and the end of

the sequenced images.

Go to frame

1 (or

to the frame where

you want the

texture to begin

animating).

With the

file1

texture selected,

open the Attribute

Editor (or go to the

Channel Box) and,

in the Frame

Extension field,

enter the extension

number of the

frame where you

want the texture to

begin animating.

(e.g. if your images

are named

sequentially

filename.rgb.8

through

filename.rgb.35,

enter "8")

With the

RMB over

the Frame

Extension

attribute, select Set

Key if using the

Attirbute Editor ( or

Key Selected if

using the Channel

Box) from the

pop-up window.

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In the Timeline, go

to the last frame for

the texture file

animation.

Enter the the last

extension number

from your

sequence of

images in the

Frame Extension

field. (e.g. if your

images named

filename.rgb.8

through

filename.rgb.35,

enter 35)

Set another key

with the RMB over

the Frame

Extension field.

Connect the

texture file to a

shading group and

assign it to a

surface.

If you scroll through or playback your animation, you will notice

that the file textures are updating.

Tip: Ensure that your animation curve tangents are set to linear for each keyframe, and that your animation preference for

playback is set to Free.

METHOD 2:

EXPRESSIONS

You can also animate

texture files using an

expression, achieving

the same result as in

Method 1 but without

using key frames.

If you have already

completed Method 1,

you can with the RMB

over the Frame

Extension field, select

Break Connection and

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continue with this

method.

With the RMB over the

Frame Extension field,

select Create New

Expression... from the

pop-up menu to display

the Expression Editor.

In the Expression Editor,

complete the following

steps:

In the

Attributes

column select

FrameExtension.

In the

Expression

field enter the

following:

file1.frameExtension

= frame;

Press

Create.

The above expression assumes your file textures sequence

begins with the extension ".1" (e.g. myRender.rgb.1). If your source images sequence starts with anything other than ".1",

you'll need to edit the expression as follows:

file1.frameExtension = frame + 7;

This means that, similar to the example given in our keyframing

method where the images are numbered filename.rgb.07

through filename.rgb.35, the system will read "frame" as

" myRender.rgb.1", then add 6 more frames and start animating the file texture at " myRender.rgb.8".

Note: If you had already created other file nodes, your file texture name may be something other than file1. If this is the

case, use the name that appears in your session.

Connect the texture file to a shading group and assign it

to a surface

If you scroll through or playback your animation, you will notice

that the file textures are updating.

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CONCLUSION

The example of the

television is only one

way of using an

animated texture map.

Another possibility is

using it for animating

fast moving objects like

rotating tires and

helicopter blades which

have extreme motion

Play Movie [~314kb]

blur. The animated

texture maps could already include a blurred look to

decrease rendering time.

The keyframing method is a flexible and straight forward

approach to animating a texture map. With this method,

cycling the texture map can be achieved in the Graph Editor.

To do the same with method 2 requires a slightly more

advanced expression.

Use of this file confirms your agreement to the Terms and Conditions

set out on the Terms and Conditions page.

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Assistant Online - Maya/How Tos/Rendering/Combine Map

Alias|Wavefront / Assistant Online / Maya / How Tos / Rendering / Combine Maps HOW TO COMBINE BUMP

by Lorna Saunders

& DISPLACEMENT MAPS

Maya Complete

Rendering

In this lesson, you will

learn how to combine a

displacement map and

bump map to create a

brick texture. You will also

learn how to use the

Connection Editor to

connect hidden attributes as you build a textured brick wall.

To achieve both a displaced and bumped surface, you will start

by displacement mapping the shading group with a file texture.

You will notice that this process also maps the bump channel

automatically with the same file texture. Later, a fractal will

serve as a new bump map "chained" to this first bump in the

dependency graph. This approach gives you the combined look

of both the displacement and the bump map qualities on the

shading group.

STEP ONE

Open the Hypershade and

create a Lambert material

node with a shading group.

Click the show Up and

Downstream Connections

icon in the Hypershade to

display the shading group

node. Name this shading

group WallSG.

Open up the Attribute

editor and click on the

WallSG tab. Map the displacement channel on this shading

group with a grayscale brick file texture like the one shown

here.

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STEP TWO

Assign the shading group

to a plane and rotate it 90

degrees around the X axis.

Add a spotlight to

illuminate the wall.

Render the scene to see

the displaced effect.

STEP THREE

In the Hypershade, create two new

nodes using Create -> Create

Render Node.

Under the texture tab of the Create Render Node window,

create a 2D Fractal texture. Under the Utilities tab, create a

Bump 2D node.

You will be layering these with the displacement map to give

the brick a rougher look.

STEP FOUR

In the Hypershade clear the

view in the work area. With

your MMB, drag the WallSG,

the 2Dbump, and the fractal

nodes from the Visor into the

Hypershade view.

You will be building the rest

Click to view larger version

of this shading network in the

Hypershade.

STEP FIVE

In the Hypershade, drag the fractal node onto the new bump2d

node. The default connection (outAlpha to bumpValue) is made

automatically in this case.

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STEP SIX

Drag the bump2d node onto

the bump2d node that is

already part of the WallSG

shading group. The

Connection Editor opens.

On the left side click on Out

Normal. Go to the Right

Side Filters menu and turn

Click to view larger version

on Show Hidden. Click on

Normal Camera.

This creates a connection between the two bump nodes. Be

sure that you have Auto-connect turned on under the options

menu in the Connection Editor to make connections this way.

STEP SEVEN

Select the second bump2d

node that you just

connected into the shading

group. Open the Attribute

editor and change the

Bump Depth to about 0.2.

Render your scene again

to see the effect of this

new bump added to the WallSG.

STEP EIGHT

Map an image like the

one shown here to the

color channel of the

material on the WallSG to

complete the look of the

brick wall.

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STEP NINE

Render your scene again

to see the completed

brick wall.

CONCLUSION

You have learned how to create a shading group that has

both a displacement map and a bump map by chaining two

bump nodes together.

Use of this file confirms your agreement to the Terms and Conditions

set out on the Terms and Conditions page.

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Assistant Online - Maya/How Tos/Rendering/Camera Cuts

Alias|Wavefront / Assistant Online / Maya / How Tos / Rendering / Camera Cuts

HOW TO ANIMATE CAMERA CUTS

by Robert Magee

Maya Complete

Rendering

When animating, you

may want to be able to

cut between several

cameras that look at

your scene from different

points of view. In this

lesson, you will learn

how to use the

cameraMain.mb camera

Play Movie [~407kb]

to cut between other

cameras in the scene.

The camera cut file is included inside cameraMain.ma.

The cameraMain camera is a pre-made camera that has an

expression which lets it mimic the qualities of the other

cameras in the scene, based on a cameraNumber attribute

that you can animate. Note: This expression has been updated

for Maya 2.0.

This lesson uses a scene of a robot in a tunnel to show you

how the camera cuts can be animated using this camera.

STEP ONE

Create several cameras

in your scene. Make

sure that they are named

camera1, camera2 etc.

The naming is important

to ensure they work with

the camera cut

expression later.

You can now position

Play Movie [~502kb]

and animate these

cameras to view your scene.

For the Gunbot scene, camera1 was set up to use an

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expression so that it moved along the z axis as the robot walks,

camera2 is animated to move slowly down the tunnel while

viewing the robot from a distance, and camera3 is waiting

around the corner. This camera is also animated to react when

the robot shoots at it. Each of these cameras represents a

different point of view of the scene.

STEP TWO

Import cameraMain.mb. This

file contains a new camera that

uses the camera cut

expression. If you want to build your own camera cut camera,

or if you want to understand how the cameraMain camera

works, review the How to create a camera cut camera lesson.

Note: If you look through cameraMain and cameraNumber is referencing a camera that hasn't been created, then

cameraMain will go to a default position at the origin. This

behavior is built into the cameraMain expression.

In a view panel, select Panels -> Perspective -> cameraMain.

Now select View -> Select Camera. Now you have this

camera's attributes in the channel box. The one attribute that is

keyable is the cameraNumber attribute.

By changing cameraNumber you change what camera

cameraMain will look through. If cameraNumber is 2, then

cameraMain will look through camera2.

Note: When you first change the cameraNumber, cameraMain will not look through the chosen camera. You must playback

the scene, or change your current frame for cameraMain to pop

to its new position.

STEP THREE

You now want to set keys

on cameraNumber so that

you can animate the

cutting of the camera.

From the Animation

preferences Under the

Keys section, set the

Click to view a larger version

Default Out Tangent to

Stepped. This will make sure that you jump from camera to

camera at each key.

To set keys on cameraNumber, select the cameraNumber

attribute in the channel box then select Channels -> Key

selected. The robot scene starts with camera3, switches to

camera1, back to camera3 then finally to camera2.

Once the keys are set, you can preview the cuts by playing

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back the scene using cameraMain. To control the timing of

when the cuts occur, you can now easily change the timing of

the keys using the graph editor.

CONCLUSION

When you are happy with the results, you can render out the

scene by making cameraMain as the renderable camera. Don't

forget to turn off the renderable attribute for the perspective

camera.

Note: If you are using motion blur, rendering out the cuts using

cameraMain will create an exaggerated blur at the first frame

of every cut. For instance, as the camera cuts from camera1 to

camera2, there will be a lot of motion blur as the camera leaps

to the new position.

If you want to use motion blur, you can either delete these

incorrect frames, or you can use the cameraMain to find out

where the cuts should occur then use the actual cameras

( camera1, camera2 etc.) to render. To make sure that each

camera renders out with the same name, use a File Name

Prefix in the Render Globals Window.

Use of this file confirms your agreement to the Terms and Conditions

set out on the Terms and Conditions page.

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Assistant Online - Maya/How Tos/Rendering/Create Camera

Alias|Wavefront / Assistant Online / Maya / How Tos / Rendering / Create Camera

HOW TO CREATE A CAMERA CUT

by Robert Magee

CAMERA

Maya Complete

Rendering

This lesson teaches how to create the cameraMain.ma

camera. In this lesson, you will learn how to set up a camera

that will use an expression to cut between other cameras in the

scene. This expression uses a new attribute called

cameraNumber to decide which other camera in the scene to

"mimic." Basically cameraMain takes on all the key attributes of the chosen camera.

This camera is designed to be used in the How to animate

camera cuts lesson.

STEP ONE

Select Create -> Camera.

Rename this camera cameraMain. This is very important

since the expression you will be writing refers to this camera

name.

STEP TWO

With the Camera selected, select Modify -> Add Attribute...

Set the following:

Attribute name to cameraNumber.

Data Type

to Integer

Click OK.

This new Attribute will be used to determine which camera,

cameraMain will be mimicking. Its name is very important

since the expression uses this attribute name.

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STEP THREE

With the Camera selected, select Window -> Expression

Editor.

Create this expression. To understand how the expression works, read the script's comments.

CONCLUSION

When using this camera, it is important that your other

cameras are named camera1, camera2 etc. To switch

between them, you can now set keys on the cameraNumber

attribute.

For more details on how to use this camera, complete the

How to animate camera cuts lesson.

Use of this file confirms your agreement to the Terms and Conditions

set out on the Terms and Conditions page.

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Assistant Online - Maya/How Tos/Rendering/Clouds

Alias|Wavefront / Assistant Online / Maya / How Tos / Rendering / Clouds

HOW TO MAKE

by Tom Kluyskens

NATURAL CLOUDS

Maya Complete

Rendering

In this lesson you

will learn how to

create fly-through,

shadowable clouds.

To achieve this

result, you will

create a shading

network using the

sampler info node, a

Play Movie (472k)

reverse utility node

and a ramp texture.

STEP ONE

Create a sphere.

Use the E_copy script to randomize some copies of the sphere.

Use the settings as shown below.

If you are unfamiliar with the use of mel scripts, please see How

to use an Assistant_Online Script

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STEP TWO

Delete the original sphere.

The result should look like

this.

Select all spheres and

disable their double sided

option in the Window ->

Rendering Editors ->

Rendering Flags. This will make them more transparent,

especially at the borders.

Important : The spheres must have a high degree of overlap or

the spheres will be visible. They must NOT be scaled too much

along one axis or you will see artifacts.

Also note that too many spheres will slow down the render time.

Use a maximum of 10.

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STEP THREE

Create a Lambert shading group, a ramp texture (without

texture placement), a cloud texture, a sampler info utility and a

reverse utility.

Assign the Lambert shading group to the spheres. Rename the

LambertSG to CloudSG, and the Lambert material to CloudM.

Drag the MMB with the cloud texture onto the ambient color of

the CloudM material node.

Scale the Cloud place3Dtexture to 4,4,4.

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STEP FOUR

Connect as follows,

using the Hypershade.

Connect the

outColor of the

ramp to the input

of the reverse

node.

Connect the

reverse output to

the transparency

of the CloudM

node. We reverse

the cloud color,

because we want

the clouds

transparent where

they are colored

black.

Connect the

sampler info

facing ratio to the

U Coord of the

ramp

Set the type of the

ramp to URamp

and change the

interpolation to

exponential up.

Map the Cloud to

the top tab and

configure as

indicated. (bottom

tab just black).

The Ramp, using

the sampler info

facing ratio as an

Input, will modify

the Cloud so that

the borders of the

spheres will be

transparent (black

becomes white

through the

reverse utility

node, thus totally

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transparent). If the

U Coord

(connected to the

Facing Ratio in

this example) of a

U Type Ramp is 0,

the output color

will be the bottom

color of the ramp,

if it's 1, the top of

the ramp is the

output color.

Click to view larger version

Note: The Facing Ratio is the degree to which a point on a surface is facing towards the camera. If the point is located on a part of the surface that is facing 90 degrees away from the camera (typically the border of a

sphere), the Facing Ratio is 0. If the angle between the surface normal

and the camera ray is 0, the Facing Ratio is 1.

STEP FIVE

Put some lights in the scene :

1 directional for the sunlight

1 ambient (with a bit of ambient shade) for the scattered

light

Some colored Point lights with decay, placed inside the

clouds to give the clouds some local color (if you want or

need them).

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CONCLUSION

You have now

created a shading

network that

produces some

interesting

transparent cloud

effects.

With this shader,

you can also try

scaling or animating

Play Movie (472k)

the 3D placement texture node, or adjusting attributes on the

CloudM material node for different effects.

Here is the completed cloud scene, cloud.ma (106k)

E_copy script was written by Gyedo

Jeon

Your use of this file confirms your agreement to the

Terms and Conditions set out in the Terms and Conditions page.

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Assistant Online - Maya/How Tos/Rendering/Depth of Field

Alias|Wavefront / Assistant Online / Maya / How Tos / Rendering / Depth of Field

HOW TO USE DEPTH OF FIELD

by Steve Christov

Maya Complete

Rendering

This tutorial will teach you

how to use Depth of Field in

Maya to help add some

realism of your renderings

and animations.

You will be using the

measure tool to determine

the distance from the camera to your object and then adjusting

depth of field attributes such as F-stop and Focus Scale.

STEP ONE

Open your completed Jack in the box tutorial from Learning

Maya.

Create a new camera. With the camera selected open the

Attribute Editor, click on the cameraShape tab.

Open the Depth of Field section. Set Depth of Field to On.

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STEP TWO

To establish what your depth

of field is going to focus on,

you will need to measure the

distance from your camera to

the object or area you

focusing on.

Go to Modify > Measure > Distance Tool, and use the four view panels to measure the distance from camera1 to the Jack.

Reselect the new camera. In the Depth of Field section, set

Focus Distance to the value determined by the measure

distance tool.

Render your scene in the render view window.

STEP THREE

You will notice that the

desired effect of a focused

Jack and unfocused

foreground and background

elements is minimal in this

rendering. This is because

the present units in the

scene are measured in

centimeters which makes the model too small to make use of

any normal F-stop setting.

Try to imagine photographing the toys on your desk with a

camera standing only a foot away. You would not see the effect

of depth of field because the objects are too small. Fortunately

you have the option to scale the camera down to achieve a

realistic result in these units.

In the camera attribute change the Focus Region Scale to

around 0.15. This is an approximate conversion from

centimeters to feet. Now the camera's F-stop will acts as if Jack

is a little further away.

Re-render your scene. You should now see the Jack in the box

in focus while the objects around it are slightly blurred.

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STEP FOUR

To change the range of distances in which the objects appear

in sharp focus you can use the F-stop. Increase the F-stop to

around 7.00 to create a longer depth of field. Aim for a result

that has the entire Jack in the Box in focus while the objects

around it are blurred.

CONCLUSION

Using Depth of Field, you can add a little realism to your

renderings. As you animate your cameras, this effect will be

even more visible.

TIP: To make the camera automatically focus on its center of

interest (similar to a real-world camera's auto-focus function),

connect the output of the camera group node's Distance

Between attribute to the input of the camera shape node's

Focus Distance attribute. This is only possible with two-node

and three-node cameras because one-node cameras do not

have a camera group node.

Download a finished scene file:

Jack_Depth.ma[~372kb]

Your use of this file confirms your agreement to the

Terms and Conditions set out in the Terms and Conditions page.

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Assistant Online - Maya/How Tos/Rendering/Double Sided Shader

Alias|Wavefront / Assistant Online / Maya / How Tos / Rendering / Double Sided Shader

HOW TO CREATE A DOUBLE-SIDED

by Robert Magee

SHADER

Maya Complete

Rendering

In this lesson, you will learn

how to create a two-sided

shading group where you

have one material node on

one side and a different

material node on the other.

This workflow is similar to

the instructions found in the

Play Movie [~150kb]

What's new in Maya 2.0

guide except that rather than using different textures which

share a material node, this example uses different material

nodes that share a shading group node. This allows you to

easily add various texture maps to the two materials, enhancing

the look of both sides of the surface.

STEP ONE

Select Create > NURBS

Primitives > Sphere.

Hit 3 on the keyboard to

increase the sphere

smoothness.

Click on the sphere with

your right mouse button

and select Isoparm from

the marking menu. Select an isoparm near the top of the

sphere. It will highlight in yellow.

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STEP TWO

Select Edit Surfaces >

Detach Surfaces. This

breaks the sphere along

the selected isoparm.

Select the top surface and

delete it. Now you have a

sphere where you can

clearly see the inside and

the outside. You will use this surface to test your double sided

shading group.

STEP THREE

Open the Hypershade.

Select Create > Create

Render Node. Under the

Materials tab choose a

Blinn material. Make sure

with shading group is

checked.

Using the Attribute Editor

Change the color of the Blinn material to a red then Assign the shading group to the sphere. The color will help you distinguish

it from the inside material later.

STEP FOUR

From the Hypershade, select Create > Create Render Node and choose the following:

Materials:

• a Phong material With Shading Group turned Off.

Utilities:

Condition

Sampler Info

The Phong will be used for the second surface while the utility

nodes will be used to build the two-sided nature of the shading

group.

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STEP FIVE

With your middle mouse

button, drag the

samplerInfo node onto the

condition node. This will

open the Connection

Editor.

Connect the samplerInfo

node's flipped Normal

attribute to the condition

Click here to view larger image

node's First Term

attribute.

This will establish the surface normal as the driver of the

condition. When the renderer sees a point on the inside of the

surface, the samplerInfo node will tell it that there is a flipped normal and the condition node will know to change the

material.

STEP SIX

With your middle mouse

button drag the blinn node

onto the condition node.

Connect the blinn node's

Out Color to the condition

node's Color1.

This establishes the blinn

material as one side of the

Click here to view larger image

shading group.

STEP SEVEN

With your middle mouse

button drag the phong node

onto the condition node.

Connect the phong node's

Out Color to the condition

node's Color2.

This establishes the phong

material as the second side

Click here to view larger image

of the shading group. Leave

the Connection Editor open for the next step.

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STEP EIGHT

Click the Clear All button in

the Connection Editor.

Delete the connection

between the Blinn1 node

and the BlinnSG node in the

Hypershade.

Select the Blinn node and

click the Show Up and

Click here to view larger image

DownStream Connection to

view the blinn1SG.

Use your middle mouse button to drag the condition node to the

outputs section of the Connection Editor.

With your middle mouse button drag the blinn1SG node to the

Inputs section of the Connection Editor. Connect the condition

node's Out Color attribute to the blinnSG node's Surface Shader attribute.

This allows the underlying network to plug directly into the

Shading Group node. The shader is now ready to be rendered.

Note: If you have hardware texturing turned on you will not see

the shading group displayed properly. You will have to render to

see the results.

STEP NINE

You can now add lights to

your scene, set up your

Render Globals and render

the scene to see the two

sided surface.

Note: If you want to reverse

which surface is on the

inside and which is on the

outside then open up the condition node in the Attribute editor

and change the Operation from Equal to Not Equal.

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STEP TEN

Because you now have two

material nodes feeding the

inside and outside of the

shading group, you can

apply various texture maps

to the different materials.

For instance you could

apply a color map, specular

map and bump map to Blinn material node to give it a look of

wood then apply different maps to the Phong material to create

a bumpy stone pattern.

CONCLUSION

Creating a double-sided shading group that offers different

material qualities on the two sides is a great way of working with

certain kinds of surfaces. Clothing is a good example where you

might want a rough wool fabric on the outside and a shiny silk

lining on the inside.

You can download the shading group from this lesson assign it

to your own objects. You can even use this shading group as a

template and replace the textures to create your own look.

Note: One limitation of

double-sided surfaces is that

the inside surface will not

reflect or refract when

raytraced. The image shown

to the right is a two-sided

surface that is reflected in a

mirror. You can see that the

grainy interior of the sphere is

not reflected in the mirror.

Download shader: double.ma[~4kb]

Use of this file confirms your agreement to the Terms and Conditions

set out on the Terms and Conditions page.

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Assistant Online - Maya/How Tos/Rendering/Environment Sky

Alias|Wavefront / Assistant Online / Maya / How Tos / Rendering / Environment Sky

HOW TO CREATE A REALISTIC

By Steve Christov

SKY WITH THE ENVSKY TEXTURE

Maya Complete

Rendering

The environment sky is a

powerful procedural

texture that you can

quickly and easily add to

your scene to give the

appearance of a sky

overhead.

In this first part of a three

part lesson you will learn

Play Movie [~800k]

how to create an

environment sky and set attributes that will create a realistic

looking sky.

In the next lesson - How to create realistic shadows using

envSky - you will learn how to achieve realistic shadows using the position of the sun on the EnvSky texture. In the final lesson

you will learn how to "grow" a tree in Paint Effects from a simple black brush stroke - How to create a tree using Paint Effects.

After these three lessons, you will be able to combine these

elements to produce an animation similar to the one above

where you create a time lapse animation of a sunset.

STEP ONE

You will first need to

create a new camera

and then attach an

image plane to it.

Create a new camera by

selecting Create >

Camera.

Translate

the

camera 2 units in

the Y axis and 6 in

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the Z axis.

Open the Attribute

Editor for the new

camera, and open

the Environment

section. Click on

the Create button

next to Image

Plane. The

Attribute Editor

window will now

switch to the

Attribute Editor for

the Image Plane.

Open the

Placement section

and click on Fit to

Resolution Gate.

This will ensure

that your image

plane will fill the

entire rendered

scene.

STEP TWO

While you are still in the

Attribute Editor for the

Image Plane, Click on

the Map

button

next to Texture and

map an EnvSky.

The EnvSky node is

located in the

Environment Textures

section of the Create

Render Node window.

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STEP THREE

You will now set the

colors for your

environment. In the

Attribute Editor for the

EnvSky, Set the

following attributes:

Sun Brightness

to 1, 1, 0.5

Halo Brightness

to 0.35, 0.36, 0.5

Under

Atmospheric

Settings, Set the

Sky Brightness to

0.56, 0.617, 1.0

To change any of the color values, select the color icon next to

the attribute. This will open the Color Chooser. Make sure you

are using the RGB values by checking the RGB box near the

bottom of the window. You can then type the values in manually.

NOTE: To open the Attribute Editor for the EnvSky, select the

3D Icon for the EnvSky texture and open the Attribute Editor.

Click the Goto Output Selection Button

at the top right

side. This will take you to the EnvSky Attribute Editor.

STEP FOUR

Open the Floor

Attributes section for the

EnvSky, Map the color

of the floor to a 2D

Fractal texture.

Change the Color Gain

to a Dark Green and the

Color Offset to a Dark

Brown. This will be your

floor.

Select Camera 1 and

Select > Panels > Look

Through Selected. Turn

on the Resolution Gate

by selecting View >

Camera Settings >

Resolution Gate.

Render this view by

selecting Render > Render into New Window.

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STEP FIVE

When you render with

the floor turned on, you

may encounter a bright

red surface for part of

the floor. This is due to

the fact that your

camera is rendering a

point that is below the

Floor Altitude. You can

fix this by either lowering the Floor Altitude, raising the look at

point of the camera, or scaling the 3D icon. In this case we are

going to scale the icon.

Select the EnvSky icon in the perspective view window. In the Channel Box set the Scale X Y Z to 5.

Re-Render your

scene. You should now

have a floor that

extends to a vanishing

point.

STEP SIX

You are now ready to

add clouds to the

scene. Open the Cloud

Attributes section in the

Attribute Editor for the

EnvSky. Click the box

next to Use Texture to

turn it on.

Click the Map button next to Cloud Texture. This will open the Create Render Node window. Select a Cloud Texture.

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STEP SEVEN

Preview your sky by

rendering the Camera 1

view.

You will notice clouds in

the scene but they are

faint. You can make

them more pronounced

by setting the density.

Set the Density under

the Cloud Attribute of the EnvSky to 2.0.

Render your scene. You

should now see clouds in

the sky.

STEP EIGHT

Switch to your persp camera.

If you take a close look at the

3D icon for the EnvSky, you

will notice that there is a point

that represents the sun. By

adjusting the Elevation,

Azimuth and Size, you will change the position and size of this point.

Set the Elevation to 90 degrees. This will position the sun directly in the middle of the sky and also produce the brightest

light. Notice on the 3D icon, that the sun icon has moved directly

to the top middle of your icon.

Render the scene. You

should now see a bright

blue sky.

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STEP NINE

You will now position the

sun so that it appears in

your scene. To do this you

will need to align the line

that represents the sun to

intersect a point in your

image plane. Make the

following changes to position and size of the sun so that it will

be seen in the image plane.

Elevation

to 10

Azimuth

to 0

Size

to 3.0

If you imagine the line on the

3D icon representing the sun

going off to infinity, it will

intersect the image plane

which in turn will render the

sun in your image. You may

need to switch to your persp

view and zoom out to see this.

Render the Scene. Notice how the color of the sky changes in relation to the elevation of the sun. At an elevation of 90, you

get an image that has the brightest possible sky. At a lower

elevation your sky begins to change to a darker color.

However the appearance of the sun does not seem quite

bright enough. In this case we will increase the total

brightness to get a nice sunset.

Increase the Total Brightness to 3.0.

Render the Scene. You should now have a decent looking

sunset.

Save your File.

CONCLUSION

You have now setup an

EnvSky texture that will

produce an

environment complete

with sun and clouds.

There are many

attributes to experiment

with on this texture. You

can achieve some

interesting results by adjusting the some of the Atmospheric

and Cloud attributes.

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In the next lesson you will use this file and learn how-to achieve

realistic shadows based on the position of the sun.

Download the completed envSky.ma [~60k]

Go to How to create realistic shadows using envSky.

Use of this file confirms your agreement to the Terms and Conditions

set out on the Terms and Conditions page.

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Assistant Online - Maya/How Tos/Rendering/Environment Sky Shadows

Alias|Wavefront / Assistant Online / Maya / How Tos / Rendering / EnvSky_Shadows

HOW TO CREATE REALISTIC

By Steve Christov

SHADOWS WITH ENVSKY

Maya Complete

Rendering

This lesson is a

continuation of How to

create a realistic sky

using envSky.

In this lesson you will

use your environment

sky texture from the last

lesson and link a

directional light to the

Play Movie [~800k]

elevation and azimuth that will simulate the shadows cast when

you animate the position of the sun.

In the final lesson you will learn how to "grow" a tree in Paint Effects from a simple black brush stroke - How to create a tree

using Paint Effects.

STEP ONE

Open Env_Sky.ma file that you saved from the last

lesson.

In the Attribute Editor for the

EnvSky, Set the Elevation

and Azimuth to 0. Set the

Total Brightness to 1.0.

Providing you have not moved or rotated the 3D icon the sun

position should be lined up along the Z axis.

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STEP TWO

You are now ready to create

a directional light and link it

into the attributes of the

EnvSky texture.

Create a Directional Light

by selecting Lights ->

Create Directional Light.

You will want this light to cast shadows so you will need to turn

on shadows. Open the Attribute Editor for the light. In the

shadows section, Click the box next to the Use Depth Map

Shadows.

You will notice that the light is pointing at the sun rather than

away from it. Rotate the light 180 in the Y axis. This will align it properly.

STEP THREE

With the light

selected, Group it to itself by selecting Edit > Group.

In the Attribute Editor Rename this node lightLinker.

STEP FOUR

Open the Hypergraph

window and holding

the shift key, Select

the lightLinker node

and the place3dTexture node for EnvSky.

Select Graph > Up and Downstream Connections.

With the Middle Mouse Button, Drag the EnvSky1 node onto

the lightLinker node.

In the Connection Window that opens, click on Elevation on

the left side, then click on Rotate X on the right. This connects

the Elevation on the EnvSky node to the Rotate X attributes on

the lightLinker node.

Close the Connection Editor window.

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STEP FIVE

In the

Hypergraph

window, click

on

Rendering > Create Render Node window.

If you were to directly connect the azimuth to the directional

light you would find that as you adjust the azimuth your light

would rotate in the opposite direction. In this case a reverse

node will be used to correct this.

In the Create Render Node window, click on the Utilities tab.

Under General Utilities section, Create a Reverse node.

STEP SIX

In the Hypergraph

window, Drag with

the Middle Mouse Button, the EnvSky1 node onto the Reverse

node. This will open the Connection Editor.

Connect the Azimuth on the left side, with the Input X on the right side.

In Hypergraph, Drag the Reverse node onto the lightLinker node. In the Connection Editor, Connect Output X to the

Rotate Y.

Test your light connection by opening the Attribute Editor for

the EnvSky node, and changing the Elevation and Azimuth

settings.

You should now notice that the directional light will rotate along

with the Elevation and Azimuth.

STEP SEVEN

Create a plane, by

selecting Create >

NURBS Primitive >

Plane.

Because you are

unable to cast

shadows on the floor

of the EnvSky, you will

need to turn it off. Open the Attribute Editor and Uncheck the

box next to Has Floor. Scale the Plane out to roughly 35 units.

Create a new Lambert material in the Hypershade, Change the

color of the new Lambert to white. This will make it easier to

see the shadow.

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Assign this material to the Plane.

Select Create > NURBS Primitive > Sphere. Move the

sphere up in the Y axis. This will be your shadow casting object

and will make it easier to see where the shadow will fall.

Assign a new material to the sphere. Move the sphere so that

it sits just above the floor.

Select Lights > Create Ambient Light. Move the light to a

point in front of the cone. Set the Intensity to 0.5.

STEP EIGHT

Position Camera1 in

your scene. The most

effective positioning

of the camera when

using an EnvSky is to

point the camera

slightly towards the

sky.

Move the camera away from the cone to see a good portion of

the floor in front of it. This is where your shadow will be cast.

Make sure that the camera is not positioned past the edge of

the plane.

STEP NINE

You are now are going to

animate the clouds.

Select the 3D icon for the

cloud. Move it 6 units in the Z

axis. Set a key at time 1 by

selecting Translate Z in the

channel box and with the right

mouse button select Key

Selected from the drop down

menu. Set another key for the Rotate X attribute value at

time 1.

Move the time slider to time 100. Change the Translate Z of

the icon to 0 and set a key. Change the Rotate X to 60 and set another key.

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STEP TEN

You are now ready to

animate the setting of

the sun.

Move your time slider

to 1. Set the elevation

attribute on the

EnvSky to 75 and click

the attribute with your

right mouse button and select Set Key.

Change the time slider to 100. Change the elevation to 0 and Set a Key.

Press Play, you should now see the EnvSky icon animate the

elevation over time.

Set up your Render Globals to render out 100 frames from

Camera1. Save your file and then render out the frames.

CONCLUSION

You have now

constructed an EnvSky

that will cast accurate

shadows according to

the position of the sun.

Click on the image to

get a "time lapse"

animation of a setting

sun. Pay attention to

the length and direction

Play Movie[~800k]

of the shadow as the

sun sets.

You can further enhance the animation by keying the size and

total brightness of your sun as it sets to produce a more

dramatic sunset. You may also want to key the ambient light

slowly to zero intensity at around frame 80 so that your objects

fade completely to black.

In the next lesson you are going to replace the primitive sphere

with a black stroke painted onto the plane and adjust attributes

in Paint Effects until you produce a tree similar to the one

above. You will then assemble all the elements to produce an

animation like the one above.

Go to - How to create a tree using Paint Effects.

Use of this file confirms your agreement to the Terms and Conditions

set out on the Terms and Conditions page.

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Assistant Online - Maya/How Tos/Rendering/Ghost Shader

Alias|Wavefront / Assistant Online / Maya / How Tos / Rendering / Ghost Shader

HOW TO CREATE A GHOST SHADER

by Terry Stoeger

Maya Complete

Rendering

In this lesson, you will learn

how to create a shading

network that has a soft,

fuzzy look.

You will be using the

SamplerInfo utility node and

a Ramp texture to achieve a

transparent drop-off effect.

Play Movie {433 k}

STEP ONE

Select Window -> Hypershade to open it.

Create the following nodes:

Lambert

Surface Material (With Shading Group turned

on)

SamplerInfo

utility node

Ramp

texture (With New Texure Placement turned off)

STEP TWO

You will be connecting the Facing Ratio attribute of the

samplerInfo to the V Coord of the Ramp. The Facing Ratio produces a value that ranges between 0 and 1 depending on

the normal of the surface to the camera eye (normal facing

Camera Eye = 1; perpendicular to Camera Eye = 0).

In the Hypershade, Drag and Drop with MMB samplerInfo onto

the ramp texture. This will open the Connection Editor with the

samplerInfo in the Outputs column and the ramp texture in the inputs column.

Expand the UV Coord in the Inputs column. Click on the Facing

Ratio attribute in the Outputs column and then click on V Coord.

This Connects the samplerInfo's FacingRatio to the Ramp's V

Coord. Close the connection editor.

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STEP THREE

Double click on the Lambert Shading Group to open the

Attribute Editor.

Change the Color to a light gray, green, or blue for the ghost's

color.

You will now map the ramp to the transparency. Drag and

Drop with MMB the ramp texture to the Transparency slider of the Lambert Shading Group.

STEP FOUR

Double click on the Ramp

Texture to open the

Attribute Editor.

Change the ramp colors to

a dark grey and white as

show in this figure. Also

change the Interpolation

to Smooth.

For a more ghostly result,

make the material node's Incandescence a dark blue and add

a glow by opening the Special Effects section and increasing

the Glow to .6.

Do a test render and experiment with different ramp settings.

CONCLUSION

You have now constructed

a Shading Network that

creates some interesting

transparent effects. This

technique could also be

used for other attributes

(Incandescence, Specular

Color, Diffusion, etc...).

The ramp colors could

Play Movie {433 k}

also be mapped with a

Fractal or a file texture

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(image) for a broken, cloudy effect. Try changing the colors for

a different look. This works well for glass (like a jelly jar).

Shift-Click to download the finished ghost shader.

Use of this file confirms your agreement to the Terms and Conditions

set out on the Terms and Conditions page.

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Assistant Online - Maya/How Tos/Rendering/Gobo

Alias|Wavefront / Assistant Online / Maya / How Tos / Rendering / Gobo

HOW TO CREATE A LIGHT

by Robert Magee

GOBO WITH BARN DOORS

MAYA Complete

Rendering

In this lesson, you will

learn how to simulate the

shadow coming from a

window with blinds using

a light gobo.

You will create the blinds

by texture mapping the

color of your spotlight,

then you will set up the

Play Movie [~160kb]

spotlight's barn doors to

complete the effect.

STEP ONE

Create a spotlight. Use

the Show Manipulator

tool to reposition the light

so that it is looking down

at your scene.

In the Attribute editor,

change the light's Cone

Angle to 80.

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STEP TWO

In the Attribute editor,

click on the Map button

next to Color. Choose a

grid texture. This texture

will act as the gobo which

will render the window

blind effect.

Change the Grid's U

Width to 0 and it's V Width to 0.5.

Click on the place2DTexture tab and change the Repeat V to

16. Now you have more blinds.

Test render your scene to see how the gobo is working. The

blinds are working fine but the shape of the window needs to be

more rectangular. You will need to set up the spotlight's barn

doors.

STEP THREE

In the Attribute editor,

click on the

spotLightShape node and

go to the Light Effects

section. Turn Barn Doors

to On.

With the light selected,

select Panels -> Look

through selected. You are now looking through the spotlight.

This will make it easier to preview the barn doors.

Select the Show Manipulator tool. Now barn door

manipulators are available in the view. Click drag on them to

set up the shape of your window. You may need to increase

your light's view angle to set up the shape you want. This

example used a View angle of 100.

STEP FOUR

Test render the scene.

Now the window has a

rectangular shape.

If you want to animate

the blinds opening and

closing then you can set

keys on the grid

texture's V width.

Animate it from a value of 1.0 to 0.25.

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CONCLUSION

You can combine barn doors and a texture mapped light to

create a number of gobo effects. The shadow from the

leaves of a tree, as well as other effects, can be easily

simulated using a similar technique.

Your use of this file confirms your agreement to the

Terms and Conditions set out in the Terms and Conditions page.

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Assistant Online - Maya/How Tos/Rendering/Aliasing Overview

Alias|Wavefront / Assistant Online / Maya / How Tos / Rendering / Aliasing Overview

ALIASING ARTIFACTS IN MAYA:

by Andrew Woo

A TECHNICAL OVERVIEW

This document describes some of

the key issues to be addressed

which affect the quality of an

image's aliasing when rendering in

Maya.

You will learn how to look for

some of the causes of aliasing

then address these issues while

maintaining good aliasing and

faster rendering times.

The Maya renderer offers many

attributes to help you solve

aliasing problems on a project by

project basis. This technical overview discusses several ways

you can efficiently improve image quality when rendering.

This document is a PDF file and can be viewed/printed using

Adobe Acrobat Reader.

PDF file [~619 k]

Your use of this file confirms your agreement to the

Terms and Conditions set out in the Terms and Conditions page.

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Aliasing Artifacts in Maya:

A Technical Overview

Maya 1.0.1 IRIX and Maya 1.0 NT

By Andrew Woo

Alias|Wavefront

a Silicon Graphics Company

AP-M-AA-01

Aliasing Artifacts in Maya: A Technical Overview

Algorithms: Maya Rendering Version 1.0, March 1998

ã September 1998, Alias|Wavefront, a division of Silicon Graphics Limited.

Printed in U S A, All rights reserved.

Assist Publishing Group:

Robert Magee, Tracy Barber

Maya 1.0 Rendering Team:

Sanjay Bakshi, Silviu Borac, Josh Cameron, Jim Craighead, Renaud Dumeur, Antoine Galbrun, Philippe Limantour, Ryan Meredith, Chris Patmore, Andrew Pearce, Joe Spampinato, Kelvin Sung, Chris Thorne, Mamoudou Traore, Greg Veres, Gianluca Vezzadini, Changyaw Wang, Andrew Woo.

A document by Andrew Woo

Cover image credit: Chris Beaumont

The following are trademarks of Alias|Wavefront, a division of Silicon Graphics Limited: AliasÔ

MELÔ

Alias PowerTracerÔ

Alias RayTracingÔ

MayaÔ

Alias MetamorphÔ

Alias QuickRenderÔ

Alias SDLÔ

Maya ArtisanÔ

OpenAliasÔ

Alias QuickShadeÔ

Alias ShapeShifterÔ

Maya F/XÔ

Alias OpenModelÔ

Alias QuickWireÔ

Alias StudioPaintÔ

Maya PowerModelerÔ

Alias OpenRenderÔ

Alias RayCastingÔ

ZaPiT!Ô

The following are trademarks of Alias|Wavefront, Inc.:

Advanced VisualizerÔ

ExploreÔ

MediaStudioÔ

3DesignÔ

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Wavefront IPRÔ

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DynamationÔ

KinemationÔ

VizPaint2DÔ

Graph Layout Toolkit Copyright ã 1992-1996 Tom Sawyer Software, Berkeley, California, All Rights Reserved.

All other product names mentioned are trademarks or registered trademarks of their respective holders.

Any forward looking statements in this document are speculative and are based on current assumptions and in no way imply Alias|Wavefront will at any future time act upon said statements. This document contains proprietary and conÞdential information of Alias|Wavefront, a division of Silicon Graphics Limited, and is protected by Federal copyright law. The contents of this document may not be disclosed to third parties, translated, copied, or duplicated in any form, in whole or in part, without the express written permission of Alias|Wavefront, a division of Silicon Graphics Limited.

The information contained in this document is subject to change without notice. Neither Alias|Wavefront, a division of Silicon Graphics Limited, nor its employees shall be responsible for incidental or consequential damages resulting from the use of this material or liable for technical or editorial omissions made herein.

A l i a s | Wav e f r o n t ❚ 210 King Street East ❚ Toronto, Canada M5A 1J7

Aliasing Artifacts

When rendering in Maya, the quality of an imageÕs aliasing is one of

the key issues that must be addressed. Aliasing artifacts can impact

the look of an image and create unsatisfactory results.

One method of dealing with these artifacts is to increase the Shading

samples in MayaÕs Render Globals. While this may solve the aliasing problem, it is often not the most efficient way for the Maya renderer

to deal with the aliasing artifacts. This means that renderings take

longer when in fact it may have been possible to solve the problem

another way.

As well, if you find that the problem can be fixed using another

method which does not require increased shading samples, it is very

easy to forget to reset the original anti-aliasing values. Thus, the

Maya renderer will continue to run a lot slower than needed.

This paper has been written to help you identify and classify typical

aliasing artifacts, with some understanding of the technical

algorithms, so that you can optimally solve these artifacts with

minimal impact to the performance of the renderer. This document

will also help you recognize those cases where eventually the

shading samples will need to be increased.

It can be argued that all the aliasing artifacts should be taken care of

automatically, without much user intervention. Our experience has

found that automatic solutions may limit what you can achieve and

prevent you from finding the desired balance between quality and

performance. The Maya renderer therefore offers many attributes to

help you solve the aliasing problems on an project by project basis.

These attributes ensure that you do not hit a wall when a certain

image quality is desired, or when a certain performance limit needs

to be satisfied. Better automated solutions will be sought through

continued research.

THE CAUSES OF ALIASING

Following is a series of the most common aliasing artifacts, with

visual examples so that you can easily identify the type of artifacts

for future references.

Technical Overview

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Introduction

Edge Aliasing

Edge Aliasing

The Maya renderer employs a 32-bit, A-buffer to anti-alias polygon edges.

This provides an analytic solution for producing very high quality edge

anti-aliasing results. Thus edge anti-aliasing is separated from shading

anti-aliasing, which also buys some performance gains, because usually a

lot less shading samples are required for good overall anti-aliasing.

Once you identify that the problem is that of edge aliasing, you can go to Render Globals ® Render Quality ® Edge Anti-aliasing to set the attribute to either High Quality or Highest Quality. The following image shows two sphere images that show high and low quality edge aliasing.

Poor quality aliasing

Good quality aliasing

High and low quality edge aliasing

Since it is difficult to see the jagged effects well, the images are resized to show the aliasing more closely.

Poor quality aliasing

Good quality aliasing

Close-up of high and low quality edge aliasing

Thin Geometry Aliasing:

In cases of very thin pieces of geometry, the 32-bit mask for edge anti-

aliasing may not be adequate. This usually occurs when the polygons

themselves are less than one tenth of a pixel wide. Under such situations, the problem gets worse as you see flicker over an animation. Therefore a

multi-resolution bit mask will be implemented in Maya 1.5 IRIX and Maya

2.0 NT to help deal with thin geometry.

2 Aliasing Artifacts in Maya

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The Causes of Aliasing

Aliased Edges Through Transparency

Aliased Edges Through Transparency

The 32-bit, A-buffer mask only applies to the first visible fragments in a pixel. If there are surfaces behind a transparent surface, the mask does not apply, and the renderer needs to resort to point sampling. Thus the

Shading samples attribute for that surface needs to be increased to improve both the shading and the edge anti-aliasing of those surfaces.

Unfortunately, the same limitation exists for raytracing.

Specular Highlight Aliasing

The material used for rendering is also a very important consideration.

The more common (isotropic) materials used by our customers include:

Phong

PhongE

Blinn (based on the Torrance-Sparrow model)

Note:

It is mathematically provable that the highlight hotspots for the above materials all sit in the same spot. So the main difference between those

models are how their highlights decay.

The following image has 3 thin cylinders with materials, from top to

bottom, Phong, Blinn + PhongE (with diffuse set to 0). It is important to

note that the Phong model results in a very sharp, hard edge for its

specular highlight. With such a hard highlight, animations with thin-curvy or (nosily) bump mapped surfaces can usually result in extreme changes

in the specular behavior, and thus resulting in flickering. The PhongE

model is slightly better in its harsh edges. The Blinn model is the best in terms of a soft highlight. As a result, the same thin-curvy or bump mapped surface will appear much cleaner when animated.

Phong

Blinn

PhongE

Material highlights

Technical Overview 3

Image 1664

Introduction

File Texture Aliasing

Tip:

Increasing the shading samples may not help entirely; the shading

samples will need to be very high, until the artifacts go away. The choice of the material can be a much more efficient alternative.

File Texture Aliasing

When particular file textured surfaces are shimmering (or flickering) over an animation, it is also best not to play with the shading samples first. The first choice should be to play with the File texture ® Filter ® Filter and File texture ® Filter ® Filter offset values. First, it is recommended that you do not set the Filter attribute to 0, because the defaults for Filter and Filter offset are set so that in most cases, you get the best quality images.

In this case, filtering means that there is a mipmap structure for texture mapping. In other words, the renderer stores multiple resolutions of the

same texture. For example, if you have a 256x256 image - the renderer

stores the 256x256, then 128x128, then 64x64, then 32x32, etc. The Maya

renderer computes, internally, a filter size value so the renderer knows

when to access which level (which resolution) to get the good quality results. The user can play with the Filter and Filter offset attributes, which act as multiplier and adder to the filter size values, respectively, to get smoother or crisper pictures. Think of it conceptually as FILTER *

filter_size + FILTER_OFFSET. By setting Filter to 0 or a very small value, you're telling the renderer to ignore the internal filter size computation so that it completely relies on the Filter offset to get you to the right resolution levels.

However, in some situations, playing with the Filter values will not help.

Then the more optimal solution would be to employ a higher order filter,

such as the quadratic filter (File texture ® filter ® quadratic). The following image has a file texture mapped with the default mipmap filter (on the left) and a quadratic filter (on the right). The quadratic filter does more computations in projecting pixel information to texture space, thus

resulting in much cleaner results. Be sure to note that this method also

increases rendering time, and should not be invoked unless the filter

alternative is not useful.

Texture aliasing

4 Aliasing Artifacts in Maya

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The Causes of Aliasing

Depth Map Shadow Aliasing:

The intention of the filter attributes, discussed earlier, is not to blur the images as a special effect. It may work in certain circumstances for the

mipmap setting coincidentally, but likely will not work for the other

settings. The attributes are meant as an adjustment factor to get the best image quality. For example, the following images show an exaggerated

Filter of 2.6 when applied with mipmap and quadratic filters, respectively.

Notice that exaggerated filter values will result in blockiness of the

quadratic (and higher order filters) textures.

images by Chris Beaumont

Mipmap texture

Quadratic texture

Depth Map Shadow Aliasing:

The Maya 1.0 renderer had image quality problems where the depth map

shadows often display very blocky, shadow borders. Thus as a

workaround, it is recommended that the resolution of the shadow depth

map be increased. This workaround is not ideal since it can increase both

rendering time and memory usage. This problem has been fixed since

Maya IRIX 1.0.1 and Maya NT 1.0, and you should not be employing such

high resolutions any more.

The following example shows a 256x256 resolution shadow depth map,

casting a shadow from a sphere. Note the jaggies at the shadow borders.

Increasing the shading samples will not help the situation.

Technical Overview 5

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Introduction

Depth Map Shadow Aliasing:

Poor depth map shadow aliasing

To improve the anti-aliasing of such shadow border jaggies, first increase the light's Shape ® Dmap Filter Size. The below image uses a filter size of 3.

The filter size indicates the level of neighboring shadow map pixels that

are used to filter the shadow borders.

Note:

A larger Filter size beyond 4 is not recommended. If more than 4, each shadow sample will need to evaluate far too many neighboring shadow

map pixels. The final image shows even better anti-aliasing, when the

Shape ® Dmap Resolution is set at 512x512.

Filtered depth map shadow

High resolution depth map shadow

6 Aliasing Artifacts in Maya

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The Causes of Aliasing

Light Fog Shadow Aliasing:

Finally, if your scene allows you to narrow the cone angle for the spotlight (or reduce the orthographic width of a directional light) without adversely affecting the outcome of the lighting, then you will get crisper shadows

without having to increase the shadow map resolution. This is because the

resolution of the shadow depth map will be focused in a smaller region,

which, in effect, gives it much better resolution.

Light Fog Shadow Aliasing:

Light fog shadows only work with depth map shadows. This is because

the algorithm for calculating light fog shadows projects the view vector

onto the shadow depth map. Then, for each shadow map pixel that the

projected view vector visits, it asks whether it is in shadow or not.

However, since this is needed for each view vector, and traversing the

many shadow depth map pixels can increase rendering time, the renderer

stochastically samples the shadow depth map pixels, capped by the Shape

® Depth Map Shadow Attributes ® Volume shadow samples value.

Note the first image below, where the Depth map resolution is set at 512x512, but the Volume shadow samples is set at only 15. Notice the dicing artifact with respect to the light fog shadows, sometimes capturing the occluding surface's shadow, sometimes not. In an animation, this may

cause flickering artifacts as well. Increasing the shading samples will not help this situation either. But increasing the Volume shadow samples to 50

will produce a much cleaner image, as seen in the second image below.

Note that you should only worry about this attribute when you have small

or skinny surfaces which may miss/hit the light fog shadow computations

For example, if the occluding surface is a big sphere, there would not have been any artifacts.

Aliasing artifacts

Improved aliasing

Aliasing artifacts in fog shadow

Technical Overview 7

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Introduction

Motion Blur Visibility Aliasing:

Motion Blur Visibility Aliasing:

To anti-alias motion blurred images properly can be tricky. The renderer

does not use the standard distributed raytracing because it relies on

raytracing and dicing artifacts that are significant. Alias|Wavefront

invented a new (and patented) approach which produces an analytical

solution to the edge anti-aliasing during motion blur.

The following image shows the progression of image quality when certain

attributes are increased. The first image indicates what happens when the

Edge anti-aliasing is set at Low. In this case, all aliasing contains artifacts.

With the next image, the Edge anti-aliasing is set at High. With the next image, Edge anti-aliasing is set at Highest which invokes more shading samples that do a much better job at spatial anti-aliasing. In the final image which uses higher initial Shading samples, and sometimes Visibility samples, the image contains well aliased motion blur. This is elaborated in Maya Software Rendering, Assistant Online [Pearce, Sung].

Low Quality

High Quality

Geometric Aliasing

Spatial

Shading

Aliasing

Highest Quality

Highest Quality

Temporal

Shading

(With 16 shading samples)

Aliasing

Geometric vs. spatial vs. temporal aliasing

Image Plane Aliasing:

If your image plane appears aliased, increasing the global shading samples will not help. The only way to improve the anti-aliasing of the image

planes would be to increase the attribute values of Imageplane ® Shading samples and Imageplane ® Max shading samples. If the image of the image plane matches the resolution of the rendering, then additional anti-aliasing will not be required.

8 Aliasing Artifacts in Maya

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The Causes of Aliasing

Check List for other Common Animation Aliasing Artifacts:

Check List for other Common Animation Aliasing Artifacts:

Flicker due to screen space or min-screen tessellation. With a surface set at screen space or min-screen tessellation, the tessellation per frame

can be different. When different, you can see flickering, for example,

due to solid textures receiving very different (x,y,z) coordinates to

texture map.

Flicker due to filter or filter offset set to very small numbers. This was explained in the file texture section above.

Flicker due to very noisy texture(s). With very noisy textures (other than file textures), usually the texture does not know how to anti-alias itself. If it does, it usually has Filter and Filter offset attributes, which you can tweak, as discussed in the file texture section. The

other option is to apply a convert-solid-to-2d-texture operation, in

which a snapshot of the noisy texture is completed to create a file

texture that matches the procedural texture. Rendering with this file

texture, and its ability to anti-alias, may resolve the flickering

problems.

Exaggerated aliasing due to incorrect usage of multi-pixel filtering. If your non-filtered rendering already looks aliased, having multi-pixel