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More About This Title Advanced Maya Texturing and Lighting, 3E
Advanced Maya Texturing and Lighting, Third Edition leads you through the latest advanced techniques for adding realistic detail to your models. This new edition is up-to-date with the latest Maya texturing, lighting, and rendering features, including an exploration of the Node Editor, new Maya utility nodes and expanded coverage of mental ray shaders, and render settings. The proven tutorials are culled from real-world experience and refined to give you the ultimate in practical skills. You'll learn workflow tips and tricks, the construction of custom shading networks, and the application of time-saving tools that bring your project from concept to reality. The companion website features several gigabytes of Maya scene files, texture bitmaps, and QuickTime movies that support the exercises in the book, giving you everything you need to advance your animation skillset.
This book helps you take your rendering skills to the next level with the advanced tools and techniques that take animation from good to great.
- Learn the theory behind expert lighting design
- Understand shadows, shading components, and texture mapping
- Work with node networks, raytracing, and global illumination
- Try new approaches to rendering using Maya Software and mental ray
If you're ready to take a big step forward and fine-tune your style, Advanced Maya Texturing and Lighting, Third Edition is the practical, hands-on guide you need.
Lee Lanier is a professional computer animator, visual-effects artist, and director based in Boulder City, Nevada. He's worked for Walt Disney Studios, PDI/DreamWorks, and numerous other production companies on more than 70 features, shorts, music videos, trailers, and commercials.
Chapter 1 Understanding Lighting and Color 1
Chapter 2 Applying the Correct Maya Light Type 31
Chapter 3 Creating High-Quality Shadows 63
Chapter 4 Applying the Correct? Material and 2D Texture 97
Chapter 5 Applying 3D Textures and Projections 129
Chapter 6 Creating Custom Connections and Applying Color Utilities 161
Chapter 7 Automating a Scene with Sampler Nodes 191
Chapter 8 Harnessing the Power of Math Utilities 215
Chapter 9 Improving Textures with Custom UV Layouts and Maps 245
Chapter 10 Prepping for Successful Renders 273
Chapter 11 Raytracing, mental ray, and Effects Rendering 307
Chapter 12 Working with mental ray Shaders, Global Illumination, and Final Gathering 347
Chapter 13 Color Management, HDR Workflow, and Render Passes 395
Overview of Third-Party Renderers 417
Book Wrap-Up 418