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Getting Started - Using mental ray for
Maya shaders
This document shows you step-by-step examples of how to use
some of the most common mental ray shaders in Maya.
The main goal is to provide some basic shader workflows from
which you can then develop your own.
Each section begins with a simple scene, then adds shaders to
demonstrate the workflow and purpose of the shader. Although you can view
this document in any browser, by viewing it in the Maya web browser, you
can clink links to see live demonstrations, in the Maya UI, of the
discussed concepts and procedures; each link you click performs a MEL
command to the scene opened. (The MEL command links will work only if each
step is followed exactly as described in each section.)
For details about mental ray shaders, please refer to mental
ray User Manual and mental ray Shaders Guide, which you can find in the online help.
Material Shaders
Shows the basic workflow for
material shaders, with automatic light linking and manual light connection,
using a Cornell box scene.
Shaders used in this section: mib_illum_lambert, dgs_material,
dielectric_material tramsat
Sample Compositing Shaders
Shows the basic workflow for
sample compositing shaders.
Shaders used in this section: mib_opacity, mib_reflect, mib_refract,
mib_refraction_index, mib_transparency, mib_two_sided.
Texture
Shaders
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Procedural texture
Shaders used in this section: mib_texture_checkerboard, mib_texture_vector, mib_texture_remap
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Bump map
An advanced workflow to create bump effects.
Shaders used in this section: dgs_material, mib_passthrough_bump_map,
mib_texture_vector, mib_texture_remap, mib_color_mix
Environment Shaders
Shows the basic workflow for
environment shaders, with local environment mapping and global environment
mapping.
Shaders used in this section: mib_lookup_spherical.
Volume Shaders
Shows the basic workflow for volume effects.
Shaders used in this section: parti_volume, transmat
Photon Shader
Shows the basic workflow for
global illumination and caustics using photon shaders, including
participating media effects with photons using photon volume shaders.
Uses a Cornell box scene to adds global illumination, caustics, volume
scattering, volume caustics.
Shaders used in this section: dgs_material, dielectric_material tramsat,
dgs_material_photon, dielectric_material_photon tramsat_photon,
parti_volume, parti_volume_photon.
Light Shaders
Shows the basic workflow for
light shaders; that is, how to use a light profile.
Shaders used in this section: physical_light, mib_light_photometric.
Phenomenon
Shows the basic workflow of
how to create, export, load and render the phenomenon.
Shaders used in this section: mentalrayPhenomenon,
mib_illum_ward,
mib_texture_rotate, mib_texture_vector, mib_texture_turbulence.
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