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If you already understand the basics of Maya, the industry-leading 3D animation and effects software, you'll be ready to move on to the sophisticated topics in this updated edition of Advanced Maya Texturing and Lighting. Detailed, easy-to-follow instructions will teach you the real-world production secrets that professional animators use to achieve amazing results. In the second edition, you will find extensive and updated coverage of the latest theories and trends in addition to an enclosed CD with exclusive content to help you sharpen your skills.
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Veröffentlichungsjahr: 2011
Table of Contents
Cover
Title Page
Credits
Copyright
Publisher's Letter
Dedication
Acknowledgments
About the Author
Introduction
Chapter 1: Understanding Lighting, Color, and Composition
Understanding the Art of Lighting
Understanding Color and Composition
Step-by-Step: 3D Lighting Examples
Chapter 2: Applying the Correct Maya Light Type
Maya Light Types
Linking and Unlinking Lights
Using Light Fog and Light Glow
Chapter Tutorial: Lighting an Interior
Chapter 3: Creating High-Quality Shadows
Rendering Depth Maps
Raytracing Shadows
Linking and Unlinking Shadows
Creating Effects Shadows
Chapter Tutorial: Lighting a Flickering Fire Pit with Shadows
Chapter 4: Applying the Correct Material and 2D Texture
Reviewing Shading Models and Materials
Reviewing 2D Textures
Mastering Extra Map Options
Stacking Materials and Textures
Mastering the Blinn Material
Chapter Tutorial: Re-Creating Copper with Basic Texturing Techniques
Chapter 5: Applying 3D Textures and Projections
Exploring 3D Textures
Applying Environment Textures
2D Texture Projection Options
Chapter Tutorial: Creating Skin with Procedural Textures
Chapter 6: Creating Custom Connections and Applying Color Utilities
Mastering the Hypershade Window
Shifting Colors
Chapter Tutorial: Creating a Custom Paint Material
Chapter 7: Automating a Scene with Sampler Nodes
Employing Samplers
Tying into Nonmaterial Nodes
Connecting Multiple Materials in One Network
Using the Studio Clear Coat Utility
Chapter Tutorial: Building a Custom Cartoon Shading Network
Chapter 8: Harnessing the Power of Math Utilities
Math Utilities
Using Esoteric Utilities and Scene Nodes
Chapter Tutorial: Creating Eye Glow with Advanced Math Utilities
Chapter 9: Improving Textures through Custom UVs, Maps, and Sliders
Preparing UV Texture Space
Using the 3D Paint Tool
PSD Support
Bump and Displacement Mapping
Custom Sliders
Chapter Tutorial: Preparing the UVs of a Polygon Model
Chapter 10: Prepping for Successful Renders
Determining Critical Project Settings
Mastering the Render Settings Window
Rendering with the Command Line
Organizing the Render
Selecting Image Formats and Render Resolutions
Creating Depth of Field
Applying Motion Blur
Step-by-Step: Splitting Up a Render
Chapter 11: Raytracing with Maya Software and mental ray
Maya Software vs. mental ray
Raytracing with Maya Software
Raytracing with mental ray
Reproducing Water
Reproducing Glass
Chapter Tutorial: Texturing and Rendering an Ice Cube
Chapter 12: Working with Global Illumination, Final Gather, and mental ray Shaders
Understanding Indirect Illumination
Applying Caustics
Applying mental ray Shaders
Using Final Gather
Fine-Tuning mental ray Renders
Chapter Tutorial: Creating Caustics with Final Gather
Chapter 13: Texturing and Lighting with Advanced Techniques
Adding Realism with HDRI
An Introduction to RenderMan For Maya
Creating Textures with the Transfer Maps Tool
Managing Renders with the Render Layer Editor
Step-by-Step: Creating the Cover Illustration
Chapter 14: Additional Techniques
4.1: Creating a Custom Wireframe Render with a Ramp Texture
4.2: Creating a Custom Window Reflection with Ramp Textures
6.1: Controlling a Bicep with a Clamp Utility
6.2: Creating Stylized Chrome with the Surface Luminance Utility
7.1: Replicating Iridescence with the Surface Sampler Utility
7.2: Re-creating Skin Translucence
8.1: Rotating a Tire with Multiply Divide Utilities
8.2: Solving the Length of a Triangle’s Edge with a Plus Minus Average Utility
9.1: Rebuilding Closed and Periodic Surfaces
10.1: Adjusting NURBS Surface Tessellation
12.1: Applying mental ray Diagnostic Tools
Appendix
What You’ll Find on the CD
System Requirements
Using the CD
Troubleshooting
Index
End-User License Agreement
Download CD/DVD content
Acquisitions Editor: Mariann Barsolo
Development Editor: Susan Herman
Technical Editors: Keith Reicher, Eric Keller
Production Editor: Laurel Ibey
Copy Editor: Liz Welch
Production Manager: Tim Tate
Vice President and Executive Group Publisher: Richard Swadley
Vice President and Executive Publisher: Joseph B. Wikert
Vice President and Publisher: Neil Edde
Project Manager: Laura Moss-Hollister
Assistant Producer: Kit Malone
Book Designer: Franz Baumhackl, Lori Barra
Compositor: Kate Kaminski, Happenstance Type-O-Rama
Proofreader: Ian Golder, Word One
Indexer: Nancy Guenther
Cover Designer: Ryan Sneed
Cover Image: Lee Lanier
Copyright © 2008 by Wiley Publishing, Inc., Indianapolis, Indiana
Published simultaneously in Canada
ISBN: 978-0-470-29273-0
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Library of Congress Cataloging-in-Publication Data
Lanier, Lee, 1966-
Advanced Maya texturing and lighting / Lee Lanier. — 2nd ed.
p. cm.
ISBN 978-0-470-29273-0 (pbk. : CD-ROM)
1. Computer animation. 2. Maya (Computer file) I. Title.
TR897.7L367 2008
006.6’96—dc22
2008019683
TRADEMARKS: Wiley, the Wiley logo, and the Sybex logo are trademarks or registered trademarks of John Wiley & Sons, Inc. and/or its affiliates, in the United States and other countries, and may not be used without written permission. Maya is a registered trademark of Autodesk, Inc. All other trademarks are the property of their respective owners. Wiley Publishing, Inc., is not associated with any product or vendor mentioned in this book.
10 9 8 7 6 5 4 3 2 1
Dear Reader,
Thank you for choosing Advanced Maya Texturing and Lighting, Second Edition. This book is part of a family of premium quality Sybex books, all written by outstanding authors who combine practical experience with a gift for teaching.
Sybex was founded in 1976. More than thirty years later, we’re still committed to producing consistently exceptional books. With each of our graphics titles we’re working hard to set a new standard for the industry. From the writers and artists we work with to the paper we print on, our goal is to bring you the best graphics books available.
I hope you see all that reflected in these pages. I’d be very interested to hear your comments and get your feedback on how we’re doing. Feel free to let me know what you think about this or any other Sybex book by sending me an email at [email protected], or if you think you’ve found an error in this book, please visit http://wiley.custhelp.com. Customer feedback is critical to our efforts at Sybex.
Best regards,
Neil Edde
Vice President and Publisher
Sybex, an Imprint of Wiley
To all the dreamers and artists out there.
Acknowledgments
My thanks to the excellent editorial, production, and compositing staff at Sybex and Wiley & Sons, including Acquisitions Editor Mariann Barsolo, Development Editor Susan Herman, Production Editor Laurel Ibey, Technical Editors Keith Reicher and Eric Keller, Copy Editor Liz Welch, and Proofreader Ian Golder.
Special thanks to the faculty, staff, and students at the Art Institute of Las Vegas and Westwood College Online for inspiring me to perfect my craft. Special thanks also to my family and friends who supported my wild ambitions. And the biggest thanks to my beautiful wife, Anita, who encouraged me all the way, despite all those late, late 3D nights.
Several of the photos in this book were provided by the photographers of Stock XCHNG (www.sxc.hu). This is a wonderful site that provides royalty-free, restriction-free material simply out of love of the medium. Additional models were purchased from Turbo Squid (www.turbosquid.com), another excellent service.
About the Author
Lee Lanier is an award-winning 3D animator and director. His films have played in more than 200 film festivals, museums, and galleries worldwide. Before directing the shorts “Millennium Bug,” “Mirror,” “Day Off the Dead,” “Weapons of Mass Destruction,” and “13 Ways to Die at Home,” Lee served as a senior animator in the Lighting and Modeling Departments of Pacific Data Images on Shrek and Antz. He got his start in 3D at Buena Vista Visual Effects at Walt Disney Studios, where he created digital special effects for such films as Mortal Kombat. Lee currently lives in Boulder City, Nevada, where he serves as manager of BeezleBug Bit, LLC (www.BeezleBugBit.com) and director of the Dam Short Film Festival (www.DamShortFilm.org).
Introduction
Texturing and lighting is a blast. There’s nothing quite like turning a gray-shaded model into something that looks real—or that could be real.
I should stress that I am self-taught. In 1994, I sat down at a spare seat of Alias PowerAnimator 5.1 and started hacking away. After several years and various trials by fire, 3D became a livelihood, a love, and an obsession. Along the way, I was fortunate enough to work with many talented artists at Buena Vista Visual Effects and Pacific Data Images. In 2000, I switched from PowerAnimator to Maya and have since logged tens of thousands of hours with the subject of this book.
Due to the unusual combination of an informal and professional background, I do not profess to know everything there is to know about Maya. In fact, you may find a better, quicker, more efficient way to achieve some of the texturing and lighting techniques described in this book. That’s the beauty of Maya. There are probably a dozen ways to tackle every problem or challenge. If anything, I hope this book provides you with the theory, the background, and the basic approach you need to come up with your own creative solutions.
Second Edition
The first edition of Advanced Maya Texturing and Lighting was written with Maya 7.0 and published in 2006. This edition represents a major revision, with every chapter updated for the most recent Maya release and the latest trends and techniques in the animation industry. In addition, material covering fundamental theory that underpins computer animation and the natural world it tries to re-create has been expanded.
Who Should Read This Book
Advanced Maya Texturing and Lighting, Second Edition, is designed for anyone with a working knowledge of Maya. Specifically, this book was written with the following people in mind:
Students who are reaching the upper levels of their 3D curriculumHobbyists or amateurs who are self-starters and would like to rapidly refine their Maya skillsProfessionals working in other areas of Maya, such as animation or rigging, who would like to expand their knowledge of texturing and lightingAlthough most of the information in this book is Maya specific, you can apply the texturing and lighting theories and approaches to other 3D programs. This book also assumes that you have a basic knowledge of such image manipulation programs as Adobe Photoshop and compositing programs as After Effects.
How to Use This Book
Advanced Maya Texturing and Lighting, Second Edition, is divided into 14 chapters. Thirteen of these chapters are in the book. One of the chapters is provided as a bonus PDF file on the companion CD.
Chapter 1 discusses lighting history, technique, and application, as well as basic color and composition theory. Naturalistic, stylistic, 1-point, 2-point, and 3-point lighting are covered in detail. If you are new to lighting, this is the best place to start.
Chapters 2 and 3 detail Maya lights and shadows and how to properly apply them. Specialized effects, such as Environment Fog, Light Fog, the Toon renderer, Maya Fur, Maya Hair, and nCloth, are also covered.
Chapters 4 through 8 delve deeply into Maya materials and utilities. Most Maya books barely scratch the surface in this area. If you’ve ever wondered what each Maya node actually does, check out these chapters. Custom networks are also discussed at length. Numerous examples are provided with clearly labeled illustrations, and you’ll find that the examples are easy to follow (as much as such a complex subject allows).
Chapter 9 takes a detour and discusses UV texture space. UV preparation is a critical component of texturing, but it is often ignored by texturing and lighting books.
Chapters 10 through 12 concentrate on rendering and expend a good deal of text on mental ray, Global Illumination, Final Gather, and other advanced render tools.
Chapter 13 includes advanced tools and techniques, including HDRI lighting, normal mapping, and the Render Layer Editor. A guide to the creation of this book’s cover illustration is also provided.
If you’re fairly new to Maya or 3D in general, I suggest starting with Chapter 1, then working your way through the book. If you’re experienced with Maya, I recommend hitting the chapters that contain information that’s poorly documented by other sources. In this case, Chapters 6, 7, and 8 should prove the most interesting. If you’d like to take your Maya knowledge even further, an Additional_Techniques.pdf file is included on the companion CD. The file includes extra sections that cover shading networks, NURBS preparation, and advanced rendering techniques.
Each chapter of Advanced Maya Texturing and Lighting, Second Edition, contains either a tutorial or examples of industry work. The tutorials are in-depth methods of practicing advanced techniques. Each tutorial is accompanied by ample illustrations and completed Maya scene files. The industry examples, on the other hand, present renders from completed animations and explain the process of their creation. These sections often include “quick and dirty” techniques that were born in the face of production deadlines.
The Companion CD
The CD included in the back of the book is an important part of learning with Advanced Maya Texturing and Lighting, Second Edition. A bonus chapter, sample scenes, shading networks, QuickTime movies, and texture bitmaps are included to help you perfect your knowledge. The included materials match many of the illustrations in this book; check the illustration captions for filenames.
As for Maya file locations, the following directory structure is used on the CD:
Project_Files\Chapter_1\scenes scene files and shading networks
Project_Files\Chapter_1\images background and HDR images
Project_Files\Chapter_1\textures texture bitmaps
Project_Files\Chapter_1\movies sample QuickTime movies
Maya Versions
The scene files included on the CD are saved in the Maya 8.5 .ma format. The files have been tested with versions 8.5 and 2008. All the techniques discussed in the book have been tested with versions 8.5 and 2008; any significant differences between the two versions have been noted in the text.
Shading Network Figures
A number of figures in this book illustrate custom shading networks. The connections are labeled with the output and input channels. As such, the output channel name is indicated by its placement on top of the connection line (closer to the top of the node icon). The input channel name is placed below the connection line (see Figure I-1). Details concerning attributes, channels, custom connections, nodes, and shading networks are provided.
Figure I-1: An example shading network
A number of files saved on the companion CD contain shading networks. When opening a file, you may be surprised to find it void of geometry. Nevertheless, you can access the contained shading network through the Hypershade Materials, Textures, or Utilities tab. If the network is exotic and difficult to access, instructions are included in the text.
Abbreviations
Since Maya requires a three-button mouse for proper operation, the abbreviations LMB, MMB, and RMB are used and respectively stand for Left-Mouse-Button, Middle-Mouse-Button, and Right-Mouse-Button.
Websites
Feel free to contact me at www.BeezleBugBit.com. If you’re a fan of short films, or have made a short film and would like to find an audience, visit www.DamShortFilm.org.
Chapter 1
Understanding Lighting, Color, and Composition
Lighting is a cornerstone of any 3D project. Although you can easily create and position lights within a scene, an understanding of lighting theory will help you make aesthetically solid choices. The history of art and cinema is full of inspiring examples to choose from. Although 3-point lighting is a mainstay of 3D, 1-point, 2-point, and naturalistic lighting provide alternative lighting methods that better match the real world and the art traditions of the past. On the other hand, stylistic lighting can free an artist from traditional bounds and thereby place no limits on expression.
Chapter Contents
Common lighting termsAn overview of 1-, 2-, and 3-point lightingAn exploration of naturalistic and stylistic lightingA quick review of color theory, monitor calibration, and composition techniquesLighting examplesUnderstanding the Art of Lighting
Like every aspect of 3D, lighting must be created from scratch. Unfortunately, the techniques for emulating the real world are not always obvious or intuitive. Luckily, a wealth of lighting theory exists in the form of historical artwork, photography, and motion pictures.
For the sake of clarity, I’ve broken the discussion of lighting theory into the following categories: 1-point, 2-point, 3-point, naturalistic, and stylistic. The first three categories refer to the number of lights employed. The last two refer to a particular style. Before delving into 1-point lighting, however, I’ll define a few common lighting terms:
Key The most intense light in a scene. The key light’s source is generally identifiable (the sun, a lamp, and so on). The key light usually produces the strongest shadow in the scene.
Fill A secondary light that is less intense than the key. This light “fills” in the dark areas of a subject and the shadows produced by the key. Fill lights often represent light from a key that has bounced off a surface, such as a wall.
Rim An intense light source placed behind a subject that strikes the subject along the edge. Rim lights are often employed as hair lights. These lights are commonly known as backlights or kickers.
Using 1-Point Lighting
The 1-point lighting scheme is dramatic, sometimes stark, and often foreboding. The lighting involves a single, easily identifiable key light source, with no significant supplemental sources. You can find 1-point lighting in the following situations:
A man lights a cigarette in an otherwise dark alley.A woman drives a car down a dark country road, lit only by the car’s instrument panel.Sunbeams burst through the window of an otherwise unlit interior.A theater audience is illuminated by the light of the movie screen (see Figure 1-1).The motion picture genre that most closely emulates 1-point lighting is film noir. Film noir is a style historically associated with crime dramas of the 1940s and 1950s. The style is typified by black-and-white film stock, sparsely lit characters, and deep black shadows. Aesthetically, the lighting stemmed from stories with cynical, paranoid, or nihilistic outlooks. Technically, the stark lighting was the result of placing only a few lights on the set, in some cases because of budgetary restrictions. Although multiple lights were generally needed for any given shot for proper exposure, the result often appears as if a single light source exists (see Figure 1-2).
Photo © 2008 Jupiterimages Corporation
Figure 1-1: A theater audience is lit by a movie screen in a 1-point lighting setup.
Photo © 2008 Jupiterimages Corporation
Figure 1-2: Stark lighting in a film noir–style film.
Classic film noir films include The Maltese Falcon (1941), Double Indemnity (1944), and Touch of Evil (1958). More recent examples include Blade Runner (1982) and Sin City (2005). The lighting style employed by film noir is often referred to as low-key lighting, where there is a strong key light and little, if any, fill.
Film noir is closely related to German expressionism, which was an art movement popular in Germany from 1905 to 1925. German expressionism was dominated by the dark, sinister aspects of the human psyche. The movement is known for its bold, simplified woodcuts (see Figure 1-3) and its atmospheric horror cinema (for example, The Cabinet of Dr. Caligari, 1919).
Photo © 2008 Jupiterimages Corporation
Figure 1-3: Emil Nolde (1867–1956). Prophet. 1912. Woodcut print.
The roots of expressionism can be traced to the chiaroscuro painting style of the 15th and 16th centuries in Italy and Flanders. Chiaroscuro is defined by a bold contrast between lights and darks (the word is Italian for light-dark). This is often characterized by figures in bright pools of light jutting through dark spaces. Chiaroscuro reached its pinnacle with the baroque art movement (17th and 18th centuries in Europe) and is exemplified by master painters Caravaggio (1573–1610) and Rembrandt (1606–69). For example, in , Jesus and his disciples are lit by the light of a single high window from the left. A fill light reaches the front of the table and the sides of their faces; however, the result is fairly subtle.
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
