Using V-Ray Fast SSS Material in Maya

3DLight’s Andrew Weidenhammer with a three part look at the V-Ray Fast SSS Material in Maya. Andrew walks though a simple scene form scratch showing all the set up details for using V-Ray Fast SSS in Maya, while also taking a look at the components of the V-Ray Fast SSS shader in Maya including the Specular component, handling displacements, and how to incorporate a modified linear workflow. Great stuff! Check out Andrew Weidenhammer here.

Andrew notes: “The head model is from Infinite Realities. Huge thanks to Lee for providing a great resource to the rendering community. It’s always useful to work with a high-quality asset! Check them out here: http://www.ir-ltd.net/

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Creating a Maya Mental Ray Combined Matte Pass Using writeToColorBuffer

Amit Khanna with a quick post for a tip on Creating a Combined Matte Pass in Mental Ray Maya Using writeToColorBuffer. There are times you would want to create a combined matte pass for shaders applied to multiple objects however the typical Mental Ray writeToColorBuffer Node only takes a single shader as input. Check out the post for Creating a Maya Mental Ray Combined Matte Pass Using writeToColorBuffer here.

Amit Khanna writes: Here’s a way to output single matte pass for multiple objects/shaders using writeToColorBuffer node in Mental Ray. This is handy in situations when you want a combined matte pass for various shaders applied to multiple objects. For e.g: say you have a room where roof comprises of various elements like main roof, fan lights, false ceiling boards etc. Now to separate the complete roof in composite you would want a single matte pass but writeToColorBuffer node takes only single shader as an input.

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Getting Started With MentalCore for Maya

CoreCG has recently released the Mental Core Plugin for Maya (back in December 2011) that provides a more sturdy and centralized workflow for using Maya Mental Ray. The CoreCG site has recently added a suite of tutorials covering the use and features of MentalCore, hosting a plenty of MentalCore overview tutorials in one handy place.

Check out the features page for more information.

MentalCore is a plugin that provides an alternative to the standard rendering workflow for Maya and Mental Ray. Designed and proven in production, MentalCore completes the shading, lighting and rendering pipeline, and is suitable for small to large productions. MentalCore allows you to focus on creating great renders in less time, and the shader library provides a wide range of material, texture and utility shaders to help you achieve the look you need.

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Mudbox MasterClass Texturing of the Uncharted 3 Cipher Disk

From the Autodesk University MasterClass, Naughty Dog’s Christophe Desse walks through using a Mudbox texturing pipeline for creating one of the Uncharted 3 game and cinematic assets creating a quick render in both mental ray for Maya and V-ray.

From the CGMeetUp Description: In this mudbox Master Class video , Christophe Desse will take us through the texturing process of an uncharted 3 game and cinematic asset . To put the emphasis incredible usefulness of mudbox in a texturing pipeline , the game asset is textured in real time , with no fast forwarding in the recording process .After the texturing process is done , Christophe will also display , how to do a quick render setup in mental ray for maya and in vray for maya .

MasterClass – Texturing of the Uncharted 3 Cipher Disk by Christophe Desse, Technical Artist at Naughty Dog

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Creating a Coffee & Cream Effect Using Maya Fluids

Omar Ahmed walks through how to create a cream in the coffee swirling effect using Maya Fluids, rendering with MEntal Ray Final Gather.

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How To Render Wireframes with Ambient Occlusion in Maya using Mental Ray

Ranjit Singh Rana with a look at how to create wire frame renders in Maya with a bit of Ambient Occlusion attached using Mental Ray. Check out the How To Render Wireframes with Ambient Occlusion in Maya using Mental Ray here.

from the tutorial description: More often than not, students come to me asking for a good method of creating wireframe renders, so in this tutorial I’m going to explain two different methods of achieving a wireframe render with Ambient Occlusion in Maya using Mentalray.

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Overview of Multipass Rendering in Maya for Composite in Nuke

SimplyMaya showing how to get started with creating a multi-pass render out of Maya for compositing in NUKE with Open EXR files. A great overview of creating multipass renders in Maya for creating ambient occlusion, diffuse, specular and shadow passes.

From the tutorial description: Render out multiple passes in maya as an OpenExr file then composite them in nuke. Tutorial aims to get you up and running with multipass rendering in Maya as quickly as possible. In this example we render out and comp an ambient occlusion pass a diffuse pass a specular pass and a shadow pass.

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Create An Abstract Animated Background With Maya Fluids

FermiCG returns with another tutorial, this time showing how to create a very useful amorphous background using Maya Fluids. Check out the tutorial for Create An Abstract Animated Background With Maya Fluids here.

FermiCG notes: “This is a quick tutorial about Maya Fluid. Experiment with different fluid presets and different settings you will get nice abstracts.A little bit post processing with your favorite compositing software will give more beauty.Anyway I will upload another video regarding the post processing soon”

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Baking Ambient Occlusion, Color And Light Maps In Maya Using Mental ray

Ranjit Singh Rana looks at using Maya and Mental Ray to bake out Ambient Occlusion, Color and Light Maps by taking us through the process of setting up and rendering using a character model for the demonstration. Check out the Baking Ambient Occlusion, Color And Light Maps In Maya Using Mental ray Tutorial here.

From the tutorial description: In this tutorial you’ll learn how to bake an Ambient Occlusion map, as well as a Color & Light map inside Maya using Mentalray. Ranjit will first guide you through the process of setting up and rendering the AO map using a character model for demonstration. In the second half of the tutorial, we’ll switch over to an interior scene to generate our Light & Color map, also using Mentalray.

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Maya Chrome Ball Lighting-Feedback for Nuke Compositing

Capac Roberts shows a simple way to use HDRI and Mental Ray to light a scene using a chrome ball to give some feedback to the lighting in the scene, then creating render passes for compositing in NUKE.

Capac Roberts writes: Maya Nuke Chrome Ball tutorial explains a simple way to use HDRI and Mental Ray to light your scene. The chrome ball gives us feedback to how the scene is lit. When the scene is ready, render passes are set up for compositing in Nuke.

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