TAILIEUCHUNG - Advanced Maya Texturing and Lighting- P14

Advanced Maya Texturing and Lighting- P14: I should stress that I am self-taught. In 1994, I sat down at a spare seat of Alias PowerAnimator and started hacking away. After several years and various trials by fire, 3D became a livelihood, a love, and an obsession. Along the way, I was fortunate enough to work with many talented artists at Buena Vista Visual Effects and Pacific Data Images. In 2000, I switched from PowerAnimator to Maya and have since logged tens of thousands of hours with the subject of this book | Figure Water glass reproduced with the Maya Software renderer. This scene is included on the CD as . 369 Spread Y 5 Roughness Fresnel Index Reflectivity Reflected Color is mapped with an Env Cube environment texture. The six walls of the Env Cube are mapped with a photo of the real-world from the point-of-view of the glass. That is photos were taken of what was behind in front of beside below and above the glass. Since the Reflectivity attribute is set to a low the cube provides a subtle hint of the surrounding environment. As for the Raytrace Options section the following attributes are adjusted Refractions On Refractive Index Refraction Limit 10 When you re replicating the refraction of a real-world glass it is important to match the geometry as closely as possible. If the glass walls are a different thickness or the rim has a slightly different shape the resulting refraction may be significantly different. For example in Figure the vertices of the NURBS rim are adjusted slightly producing a refraction that does not match the photo. In fact if the glass featured in Figure were constructed with an even higher degree of accuracy a more appropriate Refractive Index of would work. Ultimately creating the correct look of a refraction in 3D may require the application of a nonrealistic Refractive Index value. REPRODUCING GLASS 370 CHAPTER 11 RAYTRACING WITH MAYA SOFTWARE AND MENTAL RAY Figure When the vertices of the glass surface are adjusted slightly a significantly different refraction is produced. Returning to the scene used for Figure Light Absorbance is left at the default 0. Although you can raise the Light Absorbance value to darken the glass the darkening occurs equally over the surface. In this re-creation the Transparency attribute is instead mapped with a Ramp texture allowing the base of the glass to appear darker. The Ramp itself has four handles that create a white band in the center of a .

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