Viewport 2.0: Fundamental Shaders

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: 40 mins
Software: Maya 2016
Instructor: Andrew Silke

Class Time: 40 mins

1. Scene Preparation (5:48 mins)

1.1 – Color Pots (1:24 mins)
1.2 – Render Layers (1:10 mins)
1.3 – Light Setup (1:43 mins)
1.4 – 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)

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)

4. Anisotropic - Long Specular (3:05 mins)

4.1 – Anisotropic Shader (3:05 mins)

5. Spherical HDR Image Reflections (7:28 mins)

5.1 – HDRI Background (3:05 mins)
5.2 – Env Sphere (2:00 mins)
5.3 – Color Correction (2:23 mins)

6. Ramp Shader Fresnel Reflections (11 mins)

6.1 – Ramp Env Setup (1:54 mins)
6.2 – Fresnel Explained (1:52 mins)
6.3 – Car Paint (1:15 mins)
6.4 – Image Variations (3:03 mins)
6.5 – Gold And Metals (3:44 mins)

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