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Shaders can be overridden to provide a series of textured options. This process lets you specify and customise the override shader and is perfect for creating something like a depth pass. In the 'Property Editor' click the checker box next to the 'Override Shader' slot. Then right click on the collection and create a 'Shader Override'. Overrides let you adjust scene attributes without affecting anything original.įirstly you need to create a collection of all the objects that you want to override their shader. In the next few steps we're going to take a look at a couple of override options. I've found this to be most helpful when setting up a series of render passes for later compositing as well as creating a series of iterative design options for considering by a client. They let you override a whole host of attributes as well as even overriding whole shaders on objects. Step 6: OverridesĪs previously mentioned, overrides are one of the most powerful parts of the new 'Render Setup' workflow. This flexibility is perfect because if you want to stack up a set of options for your client to see then you can just create them all and then toggle through them.Ĭollections have visibility controls for enhanced customisation.
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These are common to a lot of pieces of software so hopefully you're relatively familiar with them. Each collection in the list is followed by a couple of icons which let you solo and mute each collection. In any scene, especially the more complex ones, the likelihood of having multiple collections is very likely. Note that this expression will also apply to any objects that are created with that name after the expression has been created.Īdding objects to collections refines which elements in your scene are affected. In the property editor, by the include section you can type an expression such as 'screw*' and that will add all of the objects that have 'screw' in their name. This is easy enough but there is a much more powerful way for adding objects to collections and that is with expressions. Firstly, you can simply drag and drop objects from the 'Outliner' into the 'include' section of the 'Property Editor'. There are two main ways to add objects to a collection. This collection will be a container for a set of objects which we want to associate it with.Ĭollections give you an added stage of organisation. To create a collection simply right click on the layer and click 'Create Collection'. Each collection can be controlled independently allowing for these to be stacked up on top of each other. One of the most powerful parts of this new Render Setup workflow is that every layer can contain one or more collections. Render Setup layers ensure that everything stays organised and manageable. Next to the layer there is an icon for being able to adjust the visibility of the render layer. Click that and you'll see a new layer appear in the list.
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The latter section has an icon for creating a new layer. Notice that it is split into a 'Property Editor' section and then a layer list section. You can do this by opening up the 'Render Setup' window. The first step for utilising this system is to create a render setup layer. Step 2: Creating a new render setup layer The Render Setup gives you greater flexibility over how and what you want to render. The types of overrides that can be created include shaders or even specific attributes of objects. This system is quick, reliable and hugely helpful for either rendering multiple iterations of a shot or for rendering multiple passes for compositing.
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The new render setup (2016 Ext 2) lets you break down your scene into layers and collections which can then either be rendered or overridden with a series of property overrides. In this article we're going to delve into the 'Render Setup' workflow for Maya which was introduced in the 2nd Extension of 2016. You might wonder what the benefit of this is! In short it gives you a huge amount of flexibility for making adjustments to the images after the rendering has taken place. Know the Basics: Maya Part 1: Interface Know the Basics: Maya Part 2: Viewports and Navigation Know the Basics: Maya Part 3: Modelling Know the Basics: Maya Part 4: Organisation Know the Basics: Maya Part 5: Animating Know the Basics: Maya Part 6: Motion Graphics Know the Basics: Maya Part 7: Shaders & Textures Know the Basics: Maya Part 8: Arnold Lighting Know the Basics: Maya Part 9: Arnold Rendering Compositing in a visualisation workflow is usually considered as the process of rendering out your scene into a set of individual elements in such a way that it can easily be brought back together in a compositing application such as After Effects.
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In part ten of the Know the Basics: Maya 2017 series, Paul Hatton explains how to successfully composite and render a scene.