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"Maya Advanced: Building Advanced Shading Networks" concentrates on
creating sophisticated shading networks using expressions, particles, and
utility nodes to achieve deeper levels of realism - often times considered
difficult and unattainable using individual render nodes. Each interactive
lesson is presented in clear and easy to follow steps, designed to save time and
increase productivity throughout your workflow. Popular topics covered in "Maya
Advanced: Building Advanced Shading Networks" include: building light-based
shading networks, using the Expression Editor to write expressions, writing
expressions for interactive shading networks, creating networks that can
simulate light emission, building a shading network to control particles,
assembling distance controlled shading networks, randomizing texture placement
with shading networks, building a shading network controlled by particles, and
numerous additional lessons.
Introduction
This lesson will introduce you to the topics that will be
covered over the span of this training kit.
Getting Started with Shading Networks
In this lesson we will explore the process of combining
multiple textures into one texture to create a complex camouflage
pattern.
Iridescence Shading Network
In this lesson we will construct a shading network that can
add realistic iridescent qualities to surfaces such as bubbles.
Realistic Lighting Shaders
In this lesson we will construct a shading network that can
give several lighting characteristics to a single object.
Curve-Controlled Shaders (part 1)
This lesson will focus on constructing a network that can use
a NURBS curve to create realistic animated textures.
Curve-Controlled Shaders (part 2)
Continuing from the previous lesson, we will look at creating
an animated texture based on NURBS curves.
Light-Based Shading Networks
This lesson will focus on how to realistically simulate light
coming from a computer monitor or television set.
Reusing Textures in Maya
In this lesson we will construct a shading network that will
make a single texture look different on each object that it is applied
to.
The
Hologram Shader (part 1)
In this lesson we will begin constructing a shading network
that can simulate a holographic emblem on a credit card.
The
Hologram Shader (part 2)
Continuing from the previous lesson, we will finish
assembling an interactive hologram shading network.
Particle-Based Shading Networks (part 1)
This lesson will begin the process of building an
expression-controlled network that can generate textures based on
particle collisions.
Particle-Based Shading Networks (part 2)
Continuing from the previous lesson, we will write the
expressions for the particles of the paintball gun.
Particle-Based Shading Networks (part 3)
Continuing from the previous lesson, we will begin writing
the expression that can generate textures based on the particle
expression from the last lesson.
Particle-Based Shading Networks (part 4)
In this lesson we will finish writing the expression to
generate the particle-based textures.
Particle-Based Shading Networks (part 5)
Now we can construct a shading network that is able to change
whenever particles strike a certain surface.
Texture-Based Particles (part 1)
In this lesson we will begin constructing a shading network
that is able to dynamically control particles.
Texture-Based Particles (part 2)
In this lesson we will write the necessary expressions for the shading
network created in the previous lesson.
Texture-Based Particles (part 3)
Now we can import and use the image sequence that was created
in the previous lesson.
Texture-Based Particles (part 4)
In this lesson we will construct a shading network that is
able to add white areas to the water wherever the NURBS torus touches
its surface.
Texture-Based Particles (part 5)
In this final lesson we will set up the steam particles to be
emitted wherever the NURBS torus touches the water surface.
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