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.
# 1 28-05-2008 , 06:05 PM
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Mental Ray Light Surface

Messing around with Mental Ray's light surface texture and had fun doing it. The floor and wall texture took about hmm 15 mins in Photoshop, just some burnt and dodged shapes with layered grain and whatnot. This is the small version of it :x

cheers

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# 2 28-05-2008 , 08:47 PM
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oooh pretty. that'd make a great wallpaper.

just one question though... is the wall texture seamless, or do i see a tiling issue towards the bottom? or is it an overhang?


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# 3 29-05-2008 , 07:42 AM
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Thank you. And that is indeed an overhang. Though I didn't put enough into the texture to make it tile perfectly (I just refused to use a checker texture on this><) but I knew it would hardly matter since the camera will be so close.


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# 4 29-05-2008 , 10:09 AM
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where is that material anyway?


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# 5 29-05-2008 , 10:20 AM
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Its not really a material its a texture, and you plug it into the "Additional color" in the "Advanced" section of the mia material. It won't really do much if you don't boost the "Fg Contrib" value.


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# 6 29-05-2008 , 10:40 AM
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hmm, cant you just put the incandescence on a lambert really high to get the same effect?


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Last edited by Joopson; 29-06-2008 at 01:23 PM.
# 7 01-06-2008 , 11:08 PM
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This is the kinda stuff that makes me want to learn how to use maya, coz this is incredible, just awesome!

Well done champ.

# 8 15-06-2008 , 05:05 AM
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uooo pretty.

# 9 28-06-2008 , 07:33 AM
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Fantastic render! Materials look awsome! 5 stars all the way!!

# 10 29-06-2008 , 01:17 PM
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nice texture and nice job on the lighting!

how long was the render?

# 11 30-06-2008 , 12:26 AM
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Thank you guys for comments <3.


Originally posted by Joopson
hmm, cant you just put the incandescence on a lambert really high to get the same effect?

Lol yeah I was thinking the same thing like why bother when you can do that or use a surface shader material blah blah, hence the test. I like the fact that I can control the relective power so to speak, I had to turn on glow to get the maya materials to really show up on the floor. The lambert and phong showed up ok but surfaceShader's reflection didn't inherit the shader's texture instead it took on the white color of the glow so I had to duplicate the ramp texture, darken it and plug it into its 'out glow color'. At the end though, I liked how the lightsurface's reflection wasn't as blobby and fuzzy as the others. The floor is also a mia_material_x. I learned a lot from this little experiment. user added image


Originally posted by marlonjohn
nice texture and nice job on the lighting!

how long was the render?

That is a smaller res version (for the site's sake) the original, which I made into a wallpaper took 5 mins more or less.





And this is my comparison pic :x

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# 12 01-07-2008 , 08:59 PM
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oh yea huge difference!


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# 13 02-07-2008 , 12:13 AM
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how do you make glow show up in reflections, (i don't have much experience with materials)

or are those just blurred reflections?

# 14 09-12-2010 , 06:25 AM
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I really like this image user added image Something about it just appeals to me.

Thanks for sharing.

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# 15 09-12-2010 , 05:31 PM
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Great work Genny, good to see something new form you again user added image
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