Maya Training

Introduction to Hard Surface Modeling

Maya Training

Interiors and Furniture Vol 1 & 2 - Modeling & Cloth

Maya Training

Shading, Lighting and Rendering the Bedroom in MR

Maya Training

Robot volume one - Modeling with animation in mind

Maya Training

Spach-Alspaugh House the complete courseware

Maya Training

Burt The Cartoon Dinosaur Vol 01 - Modeling

New Maya Training

Robot Volume 02 - Hybrid Rigging
You are here > Home > SimplyMaya Community Forums
Loading

Welcome to Simply Maya

Please Sign in or Sign up for an account

Member Login

Lost your password?

Not a member yet? Sign Up!

Old 23-03-2008, 04:33 AM   #1
leonlabyk
Registered User
 
Join Date: May 2006
Location: Hastings UK
Posts: 890
Thanks: 1
Thanked 32 Times in 31 Posts
Default satin material

I need to create a satin like material to use for some clothes and wonder if anyone can give some tips. I am useless when it comes to creating materials and it is something I am still trying to learn and improve at. If anyone can give some help and advice is would be much appreciated.

Thanks,

Leon
Attached Thumbnails
 

Last edited by leonlabyk : 23-03-2008 at 04:59 AM.
leonlabyk is offline   Reply With Quote
Old 24-03-2008, 05:32 AM   #2
LauriePriest
Moderator
 
LauriePriest's Avatar
 
Join Date: May 2003
Location: London
Posts: 1,001
Thanks: 0
Thanked 59 Times in 51 Posts
Default

you need to drive the effects based on the direction your object is facing to the camera.

To do this you need to use the facing ratio attribute of the sampler info attribute to pick your values. Facing ratio can be called up at render time to find out the angle of a face toward the camera, this gives a value going from 0-1, 0 being away from camera.

What you need to do is set up your two choices and have some way to blend between them. There are two obvious options. You can use a blend colors node to map your two options or colors to and then drive the blender with the facing ratio by connecting facing ratio to blender in the connection editor.

Or my preferred option is to use a rame which has its v.choord driven by facing ratio. The advantage of the ramp is that you get much more control over what is happening since you are mapping your two options to editaple postions along a ramp.

These methods work because both the blender and v.choord attributes also go from 0-1. If you choose to use a blend colors node you may need to put a set range node inbetween the facing ratio and the blender attribute to get control you will need.

This is roughly what kind of outcome you can get... tweak and you can get something nice. this is just a deformed plane which is picking between two textured color options and two specular color option. Reflected color is mapped with a hdri image which is blurred in mental ray.


I know this looks quite far off but as far as how the color is solved it is along the right lines, its up to you to tweak the solution.
LauriePriest is offline   Reply With Quote
Reply


Similar Threads
Thread Thread Starter Forum Replies Last Post
glass se7enhedd Lighting & Rendering 18 10-12-2010 02:27 AM

Thread Tools





A little bit about who we are
Links you might find useful
Catch up with SimplyMaya
SimplyMaya specialises in Maya tutorials. We offer over 1,000 individual Maya training videos, ranging from basic Maya tutorials through to intermediate Maya tutorials. Our tutorials are created by instructors with industry experience and are designed to get you up and running in Maya quickly without making it seem like hard work.

Copyright © 1999-2015 SimplyMaya - vBulletin® Copyright © 2000-2015, Jelsoft Enterprises Ltd.