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Enable mental ray for maya 2016
Enable mental ray for maya 2016










Connect it to the Diffuse Color and also the Sub-Surface Scattering Color attributes. The eyeballs have a texture Sven_Eye_Color_1k_jpg.Assign a Standard shader to the Eyes geometry as in the image below.Therefore the eye color should be assigned to the eyeball. The eye geometry sits inside the cornea geometry. The eye geometry consists of two objects in this scene: Eyes and Corneas. 'sven_diffuse_u1_v4' texture connected te Diffuse Color Eyes Increasing the Reflectance at Normal value gives the material a more metallic-like specular reflection, so keep it to a low value such as 0.05. Fresnel has a large effect on almost all materials such as glass, water and smooth coated surfaces. GGX is suitable for modeling light reflection from surfaces more realistically than Beckmann. Change the Microfacet Distribution to ggx. The Diffuse Weight is already at 0.7 and so a value more than 0.3 would exceed 1 which would not be physically accurate. Connect the file texture sven_diffuse_u1_v4 to the Diffuse Color of the Standard shader. Assign a Standard shader to Sven's hair and eye brows.SSS Diffusion Profile set to Emiprical Hairįor the hair, we will create a simple plastic looking shader. This uses a more physically accurate subsurface scattering profile, that, with a single layer, can capture both surface detail and deep scattering. Set the Diffusion Profile to Empirical.

enable mental ray for maya 2016

'sven_diffuse_u1_v1.1k.jpg' color texture map connected to Sub-Surface Scattering of Ai Standard shader

  • Decrease the Diffuse Weight to 0 and increase the Sub-Surface Scattering Weight to 1.
  • Connect the color map sven_diffuse_u1_v1.1k.jpg to the Sub-Surface Scattering Color attribute.
  • enable mental ray for maya 2016

    Convert the Blinn shader that is assigned to the head to a Standard shader.It has a realistic Sub-Surface Scattering attribute which suits our single color map well.

    ENABLE MENTAL RAY FOR MAYA 2016 SKIN

    To get a realistic skin shading effect we could use the Ai Skin shader, however, our character is quite stylized and so to keep it simple we will use the Standard shader. More information about Specular Fresnel can be found here. Space suit Standard shader with file texture connected to Diffuse Color GGX is suitable for modeling light reflection from surfaces more realistically than Beckmann.Įnable Fresnel. Change the Microfacet Distribution to ggx.Maya will automatically connect the file texture to the Diffuse Color, which is what we want.

    enable mental ray for maya 2016

  • Select one of the shaders and change the shader ' Type' from Blinn to Ai Standard.
  • Sven's space suit comprises of several Blinn shaders assigned to his arms, legs and torso. We will largely be using the multi-purpose Ai Standard shader. Fortunately, we can use the shader Type menu in the Attribute Editor window to convert them. We want to convert these shaders to more physically accurate shaders within MtoA. The scene contains various Blinn and Phong shaders.










    Enable mental ray for maya 2016