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Master the task of building advanced shading networks with over 2.5 hours of interactive training. Perfect for intermediate and advanced users.Popular highlights include:
- Light-based Shading Networks
- Expression Editor
- Writing Expressions for Interactive Shading Networks
- Simulating Light Emission
- Shading Networks to Control Particles
- Shading Networks Controlled by Particles
- Distance Controlled Shading Networks
- Randomizing Texture Placement
Lesson Outline:
1. | Introduction and project overview | 1:19 |
2. | Getting Started with Shading Networks | 9:51 |
3. | Iridescence Shading Network: constructing a shading network that can add realistic iridescent qualities to surfaces such as bubbles | 9:27 |
4. | Realistic Lighting Shaders | 7:57 |
5. | Curve-Controlled Shaders (part 1): constructing a network that can use a NURBS curve to create realistic animated textures | 9:21 |
6. | Curve-Controlled Shaders (part 2): creating an animated texture based on NURBS curves | 8:51 |
7. | Light-Based Shading Networks: realistically simulating light coming from a computer monitor or a television set | 11:04 |
8. | Reusing Textures in Maya: constructing a shading network that will make a single texture look different on each object that it is applied to | 9:41 |
9. | The Hologram Shader (part 1) | 6:44 |
10. | The Hologram Shader (part 2) | 8:27 |
11. | Particle-Based Shading Networks (part 1): building an expression-controlled network that can generate textures based on particle collisions | 10:12 |
12. | Particle-Based Shading Networks (part 2): writing expressions for the particles of the paintball gun | 6:48 |
13. | Particle-Based Shading Networks (part 3): writing an expression that can generate textures based on the particle expression from the previous lesson | 5:54 |
14. | Particle-Based Shading Networks (part 4): finishing the expression from the previous lesson | 12:35 |
15. | Particle-Based Shading Networks (part 5) | 9:37 |
16. | Texture-Based Particles (part 1): begin constructing a shading network that can dynamically control particles | 9:49 |
17. | Texture-Based Particles (part 2): writing the necessary expressions for the shading network created in the previous lesson | 12:10 |
18. | Texture-Based Particles (part 3): importing and using the image sequence that was created in the previous lesson | 5:36 |
19. | Texture-Based Particles (part 4): constructing a shading network that adds white areas to the water wherever the NURBS torus touches its surface | 6:18 |
20. | Texture-Based Particles (part 5): setting up the steam particles to be emitted wherever the NURBS torus touches the water surface | 6:25 |
Total Run Time: | 2:48:00 |
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