
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
2. Getting Started with Shading Networks
3. Iridescence Shading Network: constructing a shading network that can add realistic iridescent qualities to surfaces such as bubbles
4. Realistic Lighting Shaders
5. Curve-Controlled Shaders (part 1): constructing a network that can use a NURBS curve to create realistic animated textures
6. Curve-Controlled Shaders (part 2): creating an animated texture based on NURBS curves
7. Light-Based Shading Networks: realistically simulating light coming from a computer monitor or a television set
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. The Hologram Shader (part 1)
10. The Hologram Shader (part 2)
11. Particle-Based Shading Networks (part 1): building an expression-controlled network that can generate textures based on particle collisions
12. Particle-Based Shading Networks (part 2): writing expressions for the particles of the paintball gun
13. Particle-Based Shading Networks (part 3): writing an expression that can generate textures based on the particle expression from the previous lesson
14. Particle-Based Shading Networks (part 4): finishing the expression from the previous lesson
15. Particle-Based Shading Networks (part 5)
16. Texture-Based Particles (part 1): begin constructing a shading network that can dynamically control particles
17. Texture-Based Particles (part 2): writing the necessary expressions for the shading network created in the previous lesson
18. Texture-Based Particles (part 3): importing and using the image sequence that was created in the previous lesson
19. Texture-Based Particles (part 4): constructing a shading network that adds white areas to the water wherever the NURBS torus touches its surface
20. Texture-Based Particles (part 5): setting up the steam particles to be emitted wherever the NURBS torus touches the water surface
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