Saturday, February 28, 2009

RENDERING TUTORIAL

FIRST CREATE A FILE ON YOUR DESKTOP CALLED MAYA RENDERINGS

IN MAYA GOTO FILE>PROJECT>SET AND SELECT THE MAYA RENDERING FILE



MAYA SOFTWARE




























































MENTAL RAY






















MAXWELL RENDERING












VECTOR RENDERING


MAYA SOFTWARE:

Open the cube tutorial
Make a new cube and scale it on the x and y to 50’ by 50’, use it for a plane under the cubes
Open the hypershader and create a phong, blinn and lambert.
Adjust the colors and transparency of materials.
Apply the materials randomly to the cubes.

Import the GI lighting system.
File>import>GI lighting system.
Select the imported GI lighting system groups in the options window and press ctrl G to group the GI Lights. Scale the lights out and surround the cubes.

Create a directional light, scale it move it up and duplicate it. Move the duplicate light over and rotate it towards the cubes. Go to the attribute editor of the duplicate directional light, scroll down and open the shadow tab. Click on the ‘use depth map shadows’. Adjust the resolution to over 512.

Select the perspective camera in the option window, open the attribute editor for the camera, and open the environment tab. Adjust the color to white.

Open the render settings window.
Under the ‘common’ tab adjust the image size to 640x480, and adjust the resolution to 200.
Under the Maya software tab, change the “quality’ to “production quality”, open the ray trace tab and click the ray trace box.

Render the scene

When the render is finished, save the render as a jpeg.

Save the file.

AMBIENT OCULSSION:

Open the cube tutorial and make three new materials.
Adjust the color and transparency of materials.

Select the perspective camera in the option window, open the attribute editor for the camera, and open the environment tab. Adjust the color to white.


Right click the mouse on “crate maya node” box and select “create mental ray node”.

Open the “textures” tab, and middle click the mouse on “mb_amb_occlusion”, hold down the middle button, and drag over to one of the materials. Select “ambient color” from the list. Double click on the “mb_amb_occlusion”, and in the attribute editor increase the samples to 512. Repeat for all materials.
Apply the materials to the cubes.
Open the render settings window.
In the “render using:” box select “mental ray”
Under the ‘common’ tab adjust the image size to 640x480, and adjust the resolution to 200.
Click on the Mental Ray tab, and change the production preset box to “Production”

Render

Save render as jpeg.

Save file.

Maxwell rendering:

Open the cube tutorial
Make a new cube and scale it on the x and y to 50’ by 50’, use it for a plane under the cubes

Go to window> settings and preferences > plug-in manager and click on all the boxes, and click refresh.

Open the hypershader and create three Maxwell materials.
Double click on the Maxwell materiasl and use the wizard to create a glass and car paint and plastic.
Apply the materials to the cubes.

Open the render settings window.
In the “render using:” box select “Maxwell”
Under the ‘common’ tab adjust the image size to 640x480, and adjust the resolution to 200.

Click on the “Maxwell” tab.

Increase the time to 20 minutes
Increase the samples to 1000

Click on the “Environment” tab.
Click on sky options

The physical sky will create a realistic sky, and is controlled with the various controls.
At minimum adjust the hour and click on the enable sun.

The sky dome will create a blank background-- adjust the color.

Render the scene.
The Maxwell render window will start up. When it starts you can go back to the maya file and continue working.

When the Maxwell rendering is finished, save the file as a jpeg.

VECTOR RENDERING:

Select the perspective camera in the option window, open the attribute editor for the camera, and open the environment tab. Adjust the color to white.

Open the render settings window and select Maya Vector in the render using box.
In the image format box, select “encapsulated postscript (eps)”.
Change the image size to the 320x240 preset, in the preset window.

Click on the Maya Vector tab.
Change the “Detail level preset” window to “high”

Click the fill objects box off

Click the include edges box on

Change the “Render optimization” box to “Good”

Render the scene.


In Illustrator or Photoshop overlap the vector on other renders
TO RENDER A SMOOTHED POLYGON:
USE MAXWELL
OR IN MENTAL RAY

Go to window > Rendering Editors > Mental ray > Approximation Editor

With the Approx. Editor window open, select the object you wish to ‘smooth’ press the Create button under the Subdivision (Poly and Sub .D sufraces) section.



Saturday, February 14, 2009

Tutorial 4







Responsive Structure Tutorial

1. Set preferences and cameras
2. Select surfaces in menu sets
3. Go to create -NURBS primitive- plane- click box and reset tool.
4. Scale plane to 50’- 50’
5. Go to edit NURBS- rebuild surfaces- click box and set number of U spans to 10 and number of V spans to 10
6. Create layer for surface- add surface
7. With surface selected got to edit curves- duplicate surface curves
8. Create two new layers: curves1, curves2 – put U curves on one layer, and V curves on the other.
9. Turn off surface layer and one of the curve layers
10. Move one set of curves down (Z) 1’
11. Engage snap to point
12. Go to create- NURBS primitive- circle- click on box and rest tool
11. Snap circle at the end of the first curve and rotate 90 degrees on X
14. Select circle then first curve go to surfaces- extrude- click on box- select tube and at path- extrude
15.Select circle and second curve- type g- repeat for all curves
16.Select all extruded tubes and place them on new layer called structure
17.Put circle on new layer called circle
18.Turn on surface layer and select- right click- control vertex
19.Manipulate CVs and watch structure respond.
20.Manipulate circle and watch structure respond.
21. Go to edit Offset surface

Monday, February 2, 2009

NO Class Feb, 7th

No class on Feb 7th.

Please have tutorial 3 finished for Feb 14th along with the extra credit.

Please pass this on to your other classmates.

Tutorial 3 Hauer Screen





















































































































Hauer Screen

1. Create 1’ by 1’ cube.
2. Right click on cube and select face.
3. Select four of the 6 faces, top and sides.
4. Go to edit mesh, uncheck “keep faces together”.
5. Extrude the selected faces. In channel editor, local translate Z =2.
6. Local scale X=.5 Y=.5.
7. Press delete to delete the selected faces.
8. Right click on the object, select object mode.
9. Select snap to point, and move center pivot to right side.
10. “Ctrl d” to duplicate object and snap to the left of original obj.
11. “Shift d” to smart duplicate approximately 8 times.
12. Select all objects and move center point (hold down the d).
13. “Ctrl d” to duplicate and “Shift d” to smart duplicate approximately 8 times.
14. Select the top left hand object, go to Modify Convert and click on the box next to “Polygons to Subdiv”. Turn everything up as high as you can, and click off “keep original”
15. Select the rest of the objects and press “g”, this will repeat the command.
16. On the top left side select the surface menu.
17. Select the two top object on the left side.
18. Go to Subdiv Surfaces, Attach and click on the box.
19. In the “Subdiv Attach Options” box, set your Threshold= 1.
20. Hold shift, select the next obj. over and press “g”. Repeat until all objects are combined.
21. “Ctrl d” to duplicate, move one of the objects translate Y= 2.5, Z=2.5.
22. Make two layers, put one object on one and the other object on the second layer. Turn off one of the layers.
23. Right click on the obj, and select the Vertex
24. Select the vertex in between the attached objects.
25. Move the vertex back just past the other obj.
26. Repeat for the other object.
27. Render


If you’re trying to get an A in this class, here’s some extra credit:
Look at http://www.erwinhauer.com/ for more examples of Hauer’s work. And try to make one using the same techniques as above.