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The lamp consists of five parts: the lamp cover, the lamp, a two reflecting mirror and a rear

cover This tutorial is the theme of material

The lights inside is rough glass textureglass textures

Colored glass, ordinary glass and colored mirrors the main material of these lights have uneven (if you don't want to describe the details of the lamp, colored mirrors are not included). In this tutorial, I have been using the Maya4.0 standard of the ray tracing rendering, so I think for a higher version of Maya also won't have what problem. Well, we now. Bump mapping using Photoshop or other image processing procedures required to create a alpha channel glass materials (image using the alpha channel of the TGA format is better), do not use sharp edge dot, use gradient to achieve smooth effect.

Open the Maya program, open the RayTracing option in the Render Globals.

Then create a mirror or glass material network (below), I think we should understand the shading network is how to influence the glass object rugged. The role of Ramp1: for every point corresponding to the normal direction on the surface and the camera facingRatio value from the samplerInfo1 (range, 0 to 1), the value and the Ramp1 (type (Type) V Ramp) vCoord is connected, so that each facingRatio value corresponds to a Ramp1 Selected Position, by adjusting the Selected Position corresponding to the color, you can make each surface and camera normal direction corresponding to the point with a certain color value. While the Ramp1 is also connected, and transparency so, can adjust the Ramp1 Selected Position and its corresponding color, each point to control the direction normal to the surface and the camera corresponding transparency. As shown in fig.:

If a point on the surface by samplerInfo1 sampling has a facingRatio value of 0.003 (the point of normal and should be camera direction almost vertical

(such as a sphere camera view point on the edge of)), Ramp1 Selected Position for 0.005 place Yan Color is R 0.137/G 0.137/B 0.137, and 0.005 below the position of the color is R 0.137/G 0.137/B 0.137, so the surface of the point of the opacity to R 0.137/G 0.137/B 0.137. And so on, on the surface of a larger facingRatio value point (i.e., normal and parallel direction closer to the camera Points), its transparency is more close to white. When the facingRatio value is greater than or equal to 0.61, the transparency is white (because the white marker above the Selected Position 0.61). Place2dTexture and Ramp1 connected, as the final transparency (transparency) UV direction filter surface. The role of Ramp2: similar to the Ramp1, is connected to the material reflectance. The role of EnvChrome1: used to increase the environment is reflected to the Blinn material (you can also use their own environmental image files). File refers to bump mapping file (bump_glass.tga). If you do not use the two samplerInfo, reflection and concave and convex glass would look very bad (because the projection information UV will be losses), especially when mobile or animation in the scene. Create a shiny metal material network, its main role is to create an environment reflected in the mirror lamp, like HDRI.

Now the two material applied to the lamp, the rugged glass (blinn1) lamp cover, reflective material (spanky_chrome) is applied to the two reflectors. The choice of glass objects, open the Attribute Editor, turn off the render stats cast shadows, because the majority of glass will not produce a shadow, reflection but they will receive shadows and caustics.

If you want to change the chrome material color (such as red, orange and so on), you must change the material properties of the color (color) value (the default is /0). In order to final touches, times you must adjust the bump map in the direction of UV repeat (repeatUV) for glass (depending on the glass of the width and height), such as U2*V3. Adjust the bump depth (bump depth) value, if the camera is too far away from the object, reducing the bump value. Okay, well. Do the lights in accordance with this method can not only, still can do flash, Morse light, mixed lights, brake lights, modern lamp / old lights, emergency lights, also can be used as Hella, PIAA, identification as a bump map main create identification lamp. Tips: You can also create a bump map by using Adobe Illustrator or CorelDraw style.

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