Skip to main content

Maya Texturing Class: Double Sided Page

 

Maya Texturing Class: Double Sided Page

In this tutorial we where shown how to create a double sided shader using the hyper shade as well of some of the tools it offers. these where completely new to me however they obeyed the linier nurture of the node based workflow and as such found it easy to understand and replicate.


This is my finished hyper shade network using the samplerinfo node contacted to a condition node before plugging into the base colour for the a standard aiStanderSurface shader. This seam's simple however is important to plug in the right things to the right place, so its good I now have this reference for if I need to replicate it.


Render of the double sided material


Comments

Popular posts from this blog

Major Editing

  Major Editing The process of editing the clips together was simple, as the timing wasn't overly important for comedic or dramatic purposes. The editing was a chance to push the found footage aesthetic while organising them in some sort of order, overall the visual and audios where finalised and set up ready to be presented.

Major Creature 9 Reflection

  Major Creature 9 Reflection Reflection: Working on Creature 9 was the fastest and easiest creature to make. After many attempts of trial an improvement, I have ended with a pipeline for the creation that doesn't run into any problems. Even so this creature was the easiest as I didn't need to add extra details to me normal maps through Zbrush because of the distance and setting of seeing this creature.  After 4 successful creature rigs I am know confident in my ability to create characters and creatures for 3D. This is a subject I was unsure about for a long time and as such approached with apprehension and respect to the difficulty. I Think this was a good thing in the end as my research of detailed approach to the process made me gaining confidence a slow and steady process ending with confidence in my ability.

Tool Kit 2: Physical Sky

Tool Kit 2: Physical Sky In this tutorial I learnt about the physical sky in Arnold and how it can be used to easily mimic time of day when rendering exterior shots for animations. Using a variation of elevation, Turbidity, intensity and Azimuth you can create the different angles of sky light you would see in real life. Other settings that can be used to push a stylistic approach include sun tint, sky tint and sun size. These can be used to create strange effects that are stylised and aren't meant to look photo real. Day1. Mid Day. Morning/Evening. Foggy Day. Stylised Lighting.