《Maya必备手册 材质篇》PDF下载

  • 购买积分:13 如何计算积分?
  • 作  者:完美动力编著
  • 出 版 社:北京:中国人民大学出版社
  • 出版年份:2008
  • ISBN:9787300090290
  • 页数:360 页
图书介绍:

第1章 Lighting Shading[灯光材质] 1

1.1 Material Attributes[材质球属性] 2

1.1.1 Common Material Attributes[通用材质属性] 3

1.1.2 Special Effects[特殊效果] 6

1.1.3 Raytrace Options[折射选项] 9

1.1.4 Vertor Renderer Control[Vertor渲染器的控制] 11

1.1.5 Mental ray[Mental ray的控制] 12

1.1.6 Photon Attributes[光子属性] 14

1.1.7 Node Behavior[节点行为] 16

1.1.8 Hardware Shading[硬件材质] 16

1.1.9 Hardware Texturing[硬件显示纹理] 17

1.1.10 Extra Attributes[其他属性] 18

1.2 Assign New Material[赋予新的材质球] 21

1.2.1 Anisotropic[Anisotropic材质球属性] 21

1.2.2 Blinn[Blinn材质球属性] 26

1.2.3 Hair Tube Shader[头发的材质球] 31

1.2.4 Lambert[Lambert材质球属性] 32

1.2.5 Layered Shader[Layered Shader材质球属性] 38

1.2.6 Ocean Shader[海洋材质] 44

1.2.7 Phong[Phong材质球属性] 50

1.2.8 Phong E[Phong E材质球属性] 53

1.2.9 Ramp Shader[Ramp Shader材质球属性] 57

1.2.10 Shading Map[Shading Map材质球属性] 61

1.2.11 Surface Shader[Surface Shader材质球属性] 62

1.2.12 Use Background[Use Background材质球] 64

1.2.13 Env Fog[环境雾材质属性] 68

1.2.14 Fluid Shape[流体材质球] 71

1.2.15 Light Fog[灯光雾材质球属性] 72

1.2.16 Particle Cloud[Particle Cloud材质属性] 73

1.2.17 Volume Fog[体积雾材质属性] 76

1.2.18 Volume Shader[体积材质球属性] 79

1.2.19 Dgs _material[Dgs材质球] 79

1.2.20 Dielectric_material[电解质材质球] 82

1.2.21 Mi[Mi节点] 83

1.2.22 Mib[Mib节点] 89

1.2.23 Misss[3s材质] 90

1.2.24 Path_material[光线跟踪] 93

1.2.25 Transmat[Mental Ray的默认材质球] 95

1.2.26 Automatic Attribute Editor[自动打开属性编辑器] 96

1.3 Assign Existing Material[赋予已有的材质球] 97

1.4 Assign New Bake Set[分配新的烘焙组] 98

1.4.1 Texture Bake Set[烘焙贴图组] 98

1.4.2 Vertex Bake Set[烘焙顶点] 99

1.5 Assign Existing Bake Set[分配烘焙组] 100

1.6 Batch Bake(mental ray)[批量烘焙] 101

1.7 Transfer Maps[转换图形] 108

1.8 Make Light Links[建立灯光链接] 117

1.9 Break Light Links[打断灯光链接] 119

1.10 Select Objects Illuminated by Light[选择对物体有作用的灯光] 120

1.11 Select Lights Illuminating Object[选择对这个物体起作用的灯光] 122

1.12 Light Linking Editor[灯光链接编辑器] 123

1.12.1 Light-Centric[灯光的链接] 123

1.12.2 Object-Centric[物体链接] 125

1.13 Make Shadow Links[建立阴影链接] 126

1.14 Break Shadow Links[打断阴影链接] 129

1.15 Select Objects Shadowed by Light[选择能被这个灯光映射的物体] 130

1.16 Select Lihgts Shadowing Object[选择使 这个物体投影的灯光] 131

第2章 Texturing[贴图] 133

2.1 3D Paint Tool[3D Paint工具] 134

2.2 Create PSD Network[创建PSD网络] 146

2.3 Edit PSD Network[编辑PSD网络] 150

2.4 Update PSD Networks[更新PSD网络] 153

2.5 Create Texture Reference Object[创建参考物体] 153

2.6 Delete Texture Reference Object[删除参考物体] 155

2.7 Select Texture Reference Object[选择参考物体] 157

2.8 NURBS Texture Placement Tool[NURBS放置工具] 159

第3章 Render[渲染] 163

3.1 Render Current Frame[渲染当前帧] 164

3.2 Redo Previous Render[重新渲染之前视图] 165

3.3 IPR Render Current Frame[IPR渲染当前帧] 165

3.4 Redo Previous IPR Render[IPR方式重新渲染之前视图] 167

3.5 Test Resolution[测试渲染尺寸] 167

3.6 Render Diagnostics[渲染诊断] 169

3.7 Set NURBS Tessellation[NURBS镶嵌] 171

3.8 Batch Render[批量渲染] 178

3.9 Cancel Batch Render[停止批量渲染] 183

3.10 Show Batch Render[显示批量渲染图片] 183

3.11 Render Using[使用渲染器] 185

第4章 Toon[卡通] 187

4.1 Assign Fill Shader[赋予填充材质] 188

4.1.1 Solid Color[单一颜色材质球] 188

4.1.2 Light Angle Two Tone[灯光颜色影响两面材质球] 189

4.1.3 Shaded Brightness Two Tone[灯光强度影响两面材质球] 191

4.1.4 Shaded Brightness Three Tone[灯光强度影响三面材质球] 193

4.1.5 Dark Profile[黑色的轮廓材质球] 195

4.1.6 Rim Light[灯光边缘线材质球] 196

4.1.7 Circle Highlight[受光影响的高光材质球] 198

4.2 Assign Outline[赋予轮廓线] 200

4.2.1 Add New Toon Outline[添加新的卡通线] 200

4.2.2 Remove Current Toon Outlines[打断卡通线的链接] 202

4.3 Create Modifier[创建修改] 204

4.4 Set Camera Background Color[选择摄像机的背景颜色] 205

4.5 Get Toon Example[获得卡通材质的例子] 206

4.6 Reverse Surfaces[反转发线] 207

4.7 Assign Paint Effects Brush to Toon Lines[添加Paint Effects笔刷到卡通轮廓线] 208

4.8 Convert Toon To Polygons[转化成Polygons] 210

4.9 Paint Line Attributes[绘制边缘线属性] 212

第5章 Paint Effects[特殊笔刷] 215

5.1 Paint Effects Tool[特殊笔刷工具] 216

5.2 Make Paintable[约束] 220

5.3 Get Brush[获取画笔] 222

5.4 Template Brush Settings[笔刷设置] 224

5.5 Reset Template Brush[恢复默认笔刷] 270

5.6 Flip Tube Direction[管的方向] 270

5.7 Paint on Paintable Objects[在物体上绘制] 270

5.8 Paint on View Plane[平面绘制] 274

5.9 Apply Settings to Last Stroke[更改最近的一个笔画] 274

5.10 Get Settings from Selected Stroke[提取所选择的笔画设置] 276

5.11 Apply Settings to Selected Strokes[应用到所选择的笔画] 277

5.12 Share One Brush[共享一套笔刷] 278

5.13 Remove Brush Sharing[打断笔刷链接] 280

5.14 Select Brush_Stroke Names Containing[按名字选择场景中的笔刷和笔画] 281

5.15 Create Modifier[创建修改] 283

5.16 Brush Animation[笔刷动画] 285

5.16.1 Loop Brush Animation[循环笔刷动画] 285

5.16.2 Make Brush Spring[增大笔刷设置] 287

5.16.3 Bake Spring Animation[烘焙弹性动画] 290

5.17 Curve Utilities[笔刷曲线] 291

5.17.1 Simplify Stroke Path Curves[简化画笔路径曲线] 291

5.17.2 Set Stroke Control Curves[添加控制曲线] 292

5.17.3 Attach Brush to Curves[使曲线成为笔刷路径] 293

5.17.4 Make Pressure Curve[添加压力曲线] 296

5.18 Auto Paint[自动绘画] 299

5.18.1 Paint Grid[自动绘画工具] 299

5.18.2 Paint Random[随机绘画工具] 302

5.19 Paint Effects Globals[全局设定画笔的参数] 305

5.20 Mesh Quality Attributes[笔画网格质量] 309

5.21 Preset Blending[预设混合] 311

5.22 Save Brush Preset[存储笔刷设置] 314

第6章 Fur[毛发] 317

6.1 Attach Fur Description[连接毛发描述] 318

6.2 Edit Fur Description[修改毛发描述] 321

6.3 Paint Fur Attributes Tool[利用笔刷修改毛发属性] 329

6.4 Update Fur Maps[更新毛发贴图] 334

6.5 Fur Description(more)[毛发描述] 335

6.5.1 Create Unattached[创建独立毛发] 335

6.5.2 Detach[打断毛发链接] 337

6.5.3 Duplicate[复制独立的毛发] 338

6.5.4 Delete[删除毛发] 339

6.5.5 Select Surfaces Attached to[选择毛发所附着的面] 340

6.6 Reverse Fur Normals[毛发的法线反转] 341

6.7 Offset Fur Direction by[偏移毛发描述] 343

6.8 Fur Shadowing Attributes[毛发阴影属性] 344

6.8.1 Add to Selected Light[添加灯光] 344

6.8.2 Remove from Selected Light[打断灯光链接] 346

6.9 Fur Render Settings[毛发渲染设置] 347

6.10 Attach Hair System to Fur[用头发曲线来控制毛发] 352

6.11 Detach Hair System from Fur[打断头发控制毛发] 355

6.12 Edit Curve Attractor Set[编辑头发曲线所控制的毛发] 356

6.13 Set Start Position To[选择开始位置] 358

6.14 Delete Curve Attractor Set[删除曲线对毛发的控制] 359