Beer glass scene creation
This course contains a little bit of everything with modeling, UVing, texturing and dynamics in Maya, as well as compositing multilayered EXR's in Photoshop.
# 16 26-01-2011 , 01:10 AM
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I also like the top pose better.


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# 17 26-01-2011 , 10:54 AM
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Thanks TH138 and perfecto will sort the pose out at the end
Playing with the mia-meterial shader plugged a mia-occlusion texture shader into the reflective colour I think that looks better also uped the refraction on the glass.........dave

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# 18 26-01-2011 , 07:30 PM
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Playing with the mia-meterial shader, plugged a mia-occlusion texture shader into the reflective colour.

does that actually do anything? or do you mean you have a baked occlusion map that you used for a reflection map?

Glass refractive index — 1.52

# 19 26-01-2011 , 08:44 PM
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# 20 26-01-2011 , 10:01 PM
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i don't think that will do anything.

# 21 26-01-2011 , 11:24 PM
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First pic is without the occlusion shader then next one is with it, if there is no differance please let me know.......dave

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# 22 26-01-2011 , 11:59 PM
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I see the difference between the two dave, but it's not much. The Occlusion render has deeper blacks.

# 23 27-01-2011 , 12:38 AM
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His face isnt as bright in the 2nd one dave


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# 24 27-01-2011 , 09:27 AM
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sure there is a difference between those pictures. But it just looks like one has an occlusion on it and the other doesn't.
Not an mib_amb_occlusion plugged into the reflection colour. Which i don't think will do anything. I'll give it a try tho.

# 25 27-01-2011 , 11:22 AM
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I learned this from Lynda.com tutorial they did use a blinn...........dave

Edit:The reason I did it this way was I could get a occlusion pass at the end to create a dirt effect if I needed it




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Last edited by daverave; 27-01-2011 at 11:24 AM.
# 26 27-01-2011 , 09:25 PM
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Yeah thats an interesting way to do it.

I tried it myself with and without it on an mia x material, it worked better with the node plugged in, moreso than the actual shaders built in AO. Preferably though I would just rather a separate overide pass for AO on the object anyway without adding it to the shade in reflection.

Also try Diffuse convolusion maps, this is a blurred version of the environment added as another type of reflection pass that is also known as Ambient environment to give off a light bounce effect. Use PS to comp it over either in Overlay or Screen mode. The technique was used in Avatar under the Spherical Harmonics lighting setup, which is something I am hoping to get a tute done of soon.

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# 27 27-01-2011 , 10:47 PM
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ha thats funny, i was shown this at work the other day. i had a 2k hdr for reflection and a 512k map for indirect bounce, pretty cool. i was lucky the object wasnt moving so i could bake the FG.
i'm surprised that the ao thing works well. i tried it too and got no real noticable results. i guess i was doing something wrong. if you want a dirt map you should asign a new texture bake set and do an occlusion bake. that will give you a good starting point for your dirt map texture. (you need uvs for this tho)

# 28 27-01-2011 , 11:38 PM
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hey Dom

thats cool, though we arent using FG so its super fast. Harmonics is basically an FG fudge job, the FG effect being reliant on the AO and AE passes thru the overides. Other passes are rendered with or without shads and reflection from an IBL node - again no FG. The process is then comped as normal for still or animation.

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# 29 28-01-2011 , 12:56 PM
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Thanks Jay
Will try to incorperate what you have suggested, been working on the dome light texture, things to do shadow on rock, reflection on water,nicer pose and a little more modelling?...........dave

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Last edited by daverave; 28-01-2011 at 01:35 PM.
# 30 28-01-2011 , 02:18 PM
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First try at bring things together..................dave

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