• linkedu视频
  • 平面设计
  • 电脑入门
  • 操作系统
  • 办公应用
  • 电脑硬件
  • 动画设计
  • 3D设计
  • 网页设计
  • CAD设计
  • 影音处理
  • 数据库
  • 程序设计
  • 认证考试
  • 信息管理
  • 信息安全
菜单
linkedu.com
  • 网页制作
  • 数据库
  • 程序设计
  • 操作系统
  • CMS教程
  • 游戏攻略
  • 脚本语言
  • 平面设计
  • 软件教程
  • 网络安全
  • 电脑知识
  • 服务器
  • 视频教程
  • photoshop
  • Fireworks
  • CorelDraw
  • Illustrator
  • Painter
  • Freehand
  • Indesign
  • flash
  • maya
  • autocad
  • 3dmax
您的位置:首页 > 平面设计 >maya > MAYA7.0制作人体皮肤材质的英文教程

MAYA7.0制作人体皮肤材质的英文教程

作者:佚名 字体:[增加 减小] 来源:互联网

佚名 向大家分享了MAYA7.0制作人体皮肤材质的英文教程,其中包含maya7.0,maya7.0下载,maya7.0中文版下载,maya7.0破解版,maya7.0安装等知识点,遇到此问题的同学们可以参考下
这是一个MAYA7.0制作人体皮肤材质的英文教程;学习MAYA英文是基础,因此我们对这个教程不再翻译。大家凑活着看一下。This could be the single biggest hurdle in realistic cg since Gouraud shading...
...as for me, I've been wrestling with this since -95. Like many others, I've been extremely frustrated by it, mainly cause until about -00 very few knew much about it, and no one could answer my questions. So -99 I found my own home-made method, a pragmatic approach that sidesteps simulation. (When we have the software and the power to do nice simulating, of course we should, but until then this kind of 'kludgy' approach might serve ok.)
My terminology is astronomy-based, because it's clearer and more concise:
Dayside = where light hits
Nightside = where light doesn't reach
Terminator = the transitional zone between night and day
Disclaimer: I mention Maya a few times, because that's what I use, but very similar effects can be achieved in any other high-end 3d software.
Pardon the crappy geometry, but I had to rapidly make big changes to the original face due to unforeseen copyright issues - sorry.
Faking Translucency

MAYA 7.0制作人的皮肤阴影教程(英文教程)  MAYA材质灯光

Starting from the beginning - as we all know, if you use a plain Lambert and put a skin-colored texture in the color channel, you end up with something like this: the "Copper Zombie". We see it in many beginner's work, and still today in game graphics, since they often use quite simple shading.
The skin is a horrible dead greenish-gray in the shadows, and a metallic orange in the highlights - a bit like a corpse touched up with copper-tinted makeup.
So we need to make the nightside warmer, and the dayside cooler. Also, from observing real skin, we can see that the terminator needs to be even warmer than the nightside. (Warmer in this case means more orange/red, and cooler means more blue.)

My first efforts used the ambient or incandescency channels to create some Global Warming - making the whole head redder. I sometimes even tried making the color channel and spec channels bluish. But this is of limited usefulness - when you get the terminator as warm as it must be, the nightside is too red, and the dayside too bright.
So leave the ambient like this, maximum saturation but a fairly low value. It's ok, better than the corpse, but still not very realistic.

MAYA 7.0制作人的皮肤阴影教程(英文教程)  MAYA材质灯光

Here's where it gets fun. Take a cartoon-shader - doesn't matter which one, as long as it can give you simple control over which color ends up where, and you can get rid of the sharp edges between the colors. (We're not going to use any outline function, just the flat-shading function... except not flat.)
The shader I use here takes its color info from a ramp (in Maya, just switch the interpolation to 'linear' or'smooth' instead of 'none'). The original cartoon shader I use came from Tom Kluysken's 'Maya Queen' site, and has been attributed to Duncan Brinsmead and Michelle Borghi - it's still here (in Tutorials).

MAYA 7.0制作人的皮肤阴影教程(英文教程)  MAYA材质灯光

Here's the network in Maya for the translucency-fake (cartoon-shader):

MAYA 7.0制作人的皮肤阴影教程(英文教程)  MAYA材质灯光

The ramp hooks into the incandescent channel of a transparent Lambert. Now layer that on top of your first skin-colored Lambert.
(Layering shaders in Maya is very simple - one shader is just 'stacked' on top of another.)

Now tweak the colors of the ramp, to be bluish on the dayside, reddish on the terminator, and reddish or black on the nightside.


In Maya you can go below zero on the Value. Making the Hue blue and the Value any sort of minus, will 'suck' blue out of that part, and in effect create a very dark and strong orange - this is what I did here, in the terminator. The only problem is, when you need to go back to edit it later the color-editor will not display the correct HSV anymore, so you'll either have to remember, guess or write it down somewhere...
Note - you can just as well put that cartoon-shader based 'translucency fake' in the incandescency channel of the base Lambert shader - it doesn't have to be layered... I just do it to have a bit of 'modularity' - I can use the same layer in many other layered shaders, and when I tweak one of them they all get tweaked.
Here's how to add another level of subtlety to the shader: do what I mentioned above, put the translucency fake not in a layer but in the base Lambert itself. Then copy that Lambert and layer that on top - Maya-note: move the translucency fake out of the incandescence to the ambient channel - this ensures none of the effect is seen in the transparent areas (but you'll have to increase the intensity of it). (Sorry, I'm not sure if there's a way to achieve this in any other software.)
Then tweak this second cartoon-shader-ramp so it seems right for a 'bonier' part of the head, like the skull/forehead (like decrease the width and redness of the terminator).
Then simply make this second Lambert transparent over the 'fleshier' bits, using a low-res and blurry grayscale texture map.
Highlights

MAYA 7.0制作人的皮肤阴影教程(英文教程)  MAYA材质灯光

The highlights are a whole other hornet's nest of problems. For this reason I like to isolate them on another layer, in fact here I use 2 layers: one for the glancing highlights (like the one on the right), and one for head-on or'flat' highlights (on the left side). They gradually cross-fade into each other as the light revolves around the model.
Both shaders here are transparent PhongE, but they could also be Blinn, it doesn't matter that much. The important thing is to map whatever parameters the shader has for the highlight so that it changes with regards to the angle of the light that hits the surface. In Maya you can use ramps to control this change. The basis for this shader was Emmanuel Campin's Backlight Shader (pixho.com)
Lets look at the most important of the two, the glancing highlight. It must become brighter and bluer and wider as the light becomes more and more glancing, finally flaring out into a long thin line in opposing light. Since I have another layer to handle the flatter angles, I make this glancing layer fade out to complete darkness before it hits 'noon'.
(In fact both layers are always slightly bluish - any specularity on skin must be somewhat blue to counteract the default tendency towards yellow. This can be applied to other organic materials as well, like for instance greenery - in this case the highlight would be red/magenta.)
Any bumpmap should be placed first on these specular layers, and should always be of higher value than one you may put on the base-layer. This increases the illusion of translucency.

MAYA 7.0制作人的皮肤阴影教程(英文教程)  MAYA材质灯光

And that's it - a higher res (just tweaked with Auto-Levels in Photoshop).
The lighting: 8 spotlights - 2 fairly tight clusters of 4 each - and a very weak ambient light below and to the back.
The ear could certainly do with a lot more incandescent red in some selected spots, especially in this particular lighting (faking translucency) - hard work but if the image or scene is important i
分享到:QQ空间新浪微博腾讯微博微信百度贴吧QQ好友复制网址打印

您可能想查找下面的文章:

  • maya7.0制作漂亮的红玫瑰花建模
  • MAYA7.0灯光的应用和控制简要说明
  • MAYA7.0人体皮肤材质shader制作过程注意的要点介绍
  • MAYA7.0制作人体皮肤材质的英文教程
  • Maya7.0 骨骼动力学之骨骼动画制作教程
  • Maya7.0 粒子系统创建粒子的方法介绍
  • Maya7.0 粒子系统- 模拟水滴相撞的效果
  • maya7.0打造逼真的世界杯足球建模

相关文章

  • maya打造漂亮逼真的粉红钻石教程
  • Maya 制作漂亮的路径火花动画效果
  • maya怎么使用BVH格式文件?
  • maya制作角色流下一行泪水教程
  • MAYA打造完美自然光效果
  • maya工具栏不见了怎么显示出来?
  • MAYA制作简单漂亮的艺术反光立体效果的方法
  • maya怎么提取多边形的面?
  • MAYA快速制作高质量的照片级脸部贴图
  • MAYA制作玻璃的三种材质教程

文章分类

  • photoshop
  • Fireworks
  • CorelDraw
  • Illustrator
  • Painter
  • Freehand
  • Indesign
  • flash
  • maya
  • autocad
  • 3dmax

最近更新的内容

    • MAYA Turtle - GI & Caustics插件的使用方法图解
    • MAYA2016 Mental Ray渲染新特性介绍
    • maya 7.0 创建场景物体的基本建立方法
    • MAYA制作漂亮有意境的荷塘月色水墨动画
    • Maya样进入物体的顶点级别进行编辑?
    • Maya制作模拟球延绳子滚下效果的方法
    • MAYA打造逼真的机器人瓦利全过程解析
    • MAYA室内灯光之灯管的设置技巧
    • Maya结合Zbrush打造逼真效果的高精度手掌模型
    • 新手必看:Maya灯光室内照明技术介绍

关于我们 - 联系我们 - 免责声明 - 网站地图

©2020-2025 All Rights Reserved. linkedu.com 版权所有