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Creating Shader Networks in Maya and mental ray

Course Summary

Dive deep into the Hypershade window and shader creation with Maya and the mental ray rendering engine.       

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    Course Syllabus

       Setting up the course project
    1. Hypershade Interface and Workflows
       Creating a reference to save disk space
       Getting familiar with the Hypershade
       Creating shading nodes
       Using the Hypershade with the Attribute Editor
       Setting viewport render options
       Using the Render view
       Graphing networks
       Understanding shading groups
       Making and breaking connections
       Using the Connection Editor
       Organizing material libraries with bins
    2. Essential Techniques
       Introducing the Node Editor
       Creating a matte painting with the surface shader
       Controlling hardware texture quality
       Lighting the scene
       Choosing a diffuse color and amount
       Understanding ambient color
       Bump mapping
       3D texture placement
       Defining specular shading
       Duplicating networks
       Building branching networks
       Exporting and importing networks
    3. mental ray Materials
       Setting up the mental ray renderer
       Lighting the scene for mental ray
       Using mental ray shading nodes
       Choosing mia_material_x presets
       Exploring mia_material_x
       Bump mapping in mia_material_x
       Adding ambient occlusion to mia_material_x
       Using ambient occlusion nodes in shader trees
    4. Glossy and Reflective Surfaces
       Mapping specular color
       Adding reflectivity with raytracing
       Setting raytracing depth
       Shaping anisotropic highlights
       Creating brushed metal with a bump map
       Controlling the bidirectional reflectance distribution function (BRDF)
    5. Transparency and Translucence
       Rendering refractions
       Finding the facing ratio with Sampler Info
       Modifying transparency with Remap Value
       Rendering solid glass with mia_material_x
       Backlighting materials with translucence
       Mapping translucence
       Rendering skin with subsurface scattering
    6. Surface Relief
       Adding detail with a displacement map
       Controlling displacement tessellation
       Working with Use Min Screen for camera-based displacement
       Converting displacement to polygons
       Normal mapping
       Generating a normal map with Transfer Maps
    7. Adjusting and Combining Textures
       Filtering a file texture
       Adjusting file texture color balance
       Understanding 2D texture placement
       Assigning materials by face component
       Nesting maps
       Compositing maps with a layered texture
       Applying multiple UV sets
       Compositing shaders
       Driving ramp UVs with a texture
       Modifying colors with Remap HSV
       Building substance textures
       Baking with Convert to File Texture
       Baking with mental ray Batch Bake
    8. Special Effects
       Constructing a candle flame shader
       Using Shader Glow
       Adding OpticalFX
       Building a nonphotoreal shading network
       Creating an ideal diffuse shader
       Creating a noisy ramp
       Adding colors
       Setting a threshold with Remap Value
       Multiplying values
       Adding Brownian noise
    9. Maya Toon
       Assigning a fill with a ramp shader
       Assigning a Toon outline
       Editing outline attributes in the pfxToon node
       Manipulating outlines with a modifier
       Converting Toon outlines to polygons

Course Fee:
USD 25

Course Type:


Course Status:



6 - 7 hours / week

This course is listed under Networks & IT Infrastructure Community

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