Viewport 2.0: Fundamental Shaders 2017
Maya: Viewport 2.0, Shaders

In This Class You’ll Access…
Textures and Shaders are very different. Shaders are the collection of properties on a surface. Textures are the maps assigned to each property. The combination of textures and shaders is called “surfacing”.
Most students want to rush into texturing, however it’s a common mistake to dive into textures without understanding shaders first. This confuses many students who believe that the success of the look of a character or object in 3d is defined mostly by the texturing.
These modern renderers rely on “shaders” (sometimes known as materials) to sell the look of surfaces. Once we understand the elements of the shader then we can use textures to define the quality of the shader attribute across a surface. Textures should come later. In fact the best way of approaching the look of our models is
Running Time: 57 mins
Software: Maya 2017
Old Maya 2016
Instructor: Andrew Silke
Class Time: 57 mins
1. Scene Preparation (4:38 mins)
1.1 – Color Pots (1:24 mins)
1.2 – Light Setup (1:43 mins)
1.3 – Assign Shaders (1:31 mins)
1.2 – Light Setup (1:43 mins)
1.3 – Assign Shaders (1:31 mins)
2. Lambert - Basic Properties (4:54 mins)
2.1 – lambert Color (58 sec)
2.2 – Basic Properties (1:30 mins)
2.3 – Translucence (2:26 mins)
2.2 – Basic Properties (1:30 mins)
2.3 – Translucence (2:26 mins)
3. Blinn - Specular Shader (7:31 mins)
3.1 – Blinn spec (2:25 mins)
3.2 – Spec Blowout (44 sec)
3.3 – Specular As A Fake (59 sec)
3.4 – Metal Blinns (2:01 mins)
3.5 – Skin Blinns (1:22 mins)
3.2 – Spec Blowout (44 sec)
3.3 – Specular As A Fake (59 sec)
3.4 – Metal Blinns (2:01 mins)
3.5 – Skin Blinns (1:22 mins)
4. Anisotropic - Long Specular (3:05 mins)
4.1 – Anisotropic Shader (3:05 mins)
5. HDR Sky Dome/Blinn reflections (18 mins)
5.1 – Sky Dome Setup (4:03 mins)
5.2 – Blinn Skydome (2:17 mins)
5.3 – Facing Ratio (2:30 mins)
5.4 – Fresnel Sky Dome (3:01 mins)
5.5 – Metals Skydome (2:26 mins)
5.6 – Sky Dome Variation (3:45 mins)
5.2 – Blinn Skydome (2:17 mins)
5.3 – Facing Ratio (2:30 mins)
5.4 – Fresnel Sky Dome (3:01 mins)
5.5 – Metals Skydome (2:26 mins)
5.6 – Sky Dome Variation (3:45 mins)
6. Alternate: Spherical HDR Image Reflections (7:28 mins)
6.1 – HDRI Background (3:05 mins)
6.2 – Env Sphere (2:00 mins)
6.3 – Color Correction (2:23 mins)
6.2 – Env Sphere (2:00 mins)
6.3 – Color Correction (2:23 mins)
7. Alternate: Ramp Shader Fresnel Reflections (11 mins)
7.1 – Ramp Env Setup (1:54 mins)
7.2 – Fresnel Explained (1:52 mins)
7.3 – Car Paint (1:15 mins)
7.4 – Image Variations (3:03 mins)
7.5 – Gold And Metals (3:44 mins)
7.2 – Fresnel Explained (1:52 mins)
7.3 – Car Paint (1:15 mins)
7.4 – Image Variations (3:03 mins)
7.5 – Gold And Metals (3:44 mins)
2 Comments
Leave a reply
You must be logged in to post a comment.
Hey Andrew, do you know if there’s a way to see the texture of a Redshift HDRi on Viewport?
Do Redshift hdri not work as nicely as the arnold one’s on Viewport 2.0 or am I hallucinating?
Hahaha, thanks for your reply in advance!
Yeah, Redshift’s viewport HDR has been broken for a long time, I wish they would fix it, you have to render.