Sunday, February 15, 2009

T0409 - Digital Tutors - Shading Networks in Maya




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 overview1:19
2.Getting Started with Shading Networks9:51
3.Iridescence Shading Network: constructing a shading network that can add realistic iridescent qualities to surfaces such as bubbles9:27
4.Realistic Lighting Shaders7:57
5.Curve-Controlled Shaders (part 1): constructing a network that can use a NURBS curve to create realistic animated textures9:21
6.Curve-Controlled Shaders (part 2): creating an animated texture based on NURBS curves8:51
7.Light-Based Shading Networks: realistically simulating light coming from a computer monitor or a television set11:04
8.Reusing Textures in Maya: constructing a shading network that will make a single texture look different on each object that it is applied to9:41
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 collisions10:12
12.Particle-Based Shading Networks (part 2): writing expressions for the particles of the paintball gun6:48
13.Particle-Based Shading Networks (part 3): writing an expression that can generate textures based on the particle expression from the previous lesson5:54
14.Particle-Based Shading Networks (part 4): finishing the expression from the previous lesson12:35
15.Particle-Based Shading Networks (part 5)9:37
16.Texture-Based Particles (part 1): begin constructing a shading network that can dynamically control particles9:49
17.Texture-Based Particles (part 2): writing the necessary expressions for the shading network created in the previous lesson12:10
18.Texture-Based Particles (part 3): importing and using the image sequence that was created in the previous lesson5:36
19.Texture-Based Particles (part 4): constructing a shading network that adds white areas to the water wherever the NURBS torus touches its surface6:18
20.Texture-Based Particles (part 5): setting up the steam particles to be emitted wherever the NURBS torus touches the water surface6:25

Total Run Time:


2:48:00

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