top of page

Shaders and Texturing

In week 7 we studied about texturing in Maya and Arnold Shaders. We learned about Arnold shaders which are PBR (Physically based rendering) which multiple channels or layers to mimic the materials of real world on the 3d model.


Arnold shaders and Maya shaders are different as with Arnold PBR shaders it is possible to achieve more photorealism textures on model than maya shaders.

PBR closely follows the rules of physics such as materials (i.e., Metals, non-metals etc), fresnel effect, index of refraction and light rays.


PBR follows 2 types of workflows:


Metallic and Specular.


In the Specular workflow, the colour of the metal material is derived from the specular

layer, its metal quality is controlled by brightness.


In Metallic workflow, reflectivity is determined by a grayscale map, while its colour is determined by its base colour.


We learned about different maps as well in this lecture. Basically, maps are those which gives different types of effects on the surface called as Texture Mapping.


The different types of maps are:


1) Bump Maps: It creates the illusion of depth and texture in grayscale without hanging the polycounts.


2) Normal Maps: This map fakes surface relief without adding polycount


3) Displacement Maps: This map acts as a height map in grayscale and unlike other two maps, this map actually alters the geometry of the model.



After that we practiced texturing in class and as independent study,




The Maya Shaders are:


Standard Surface

Blinn

Lambert


Some basic process we learned here for stainless steel -- turn up anisotropy. for gold, copper, silver the colour of specular is almost as same as the base colour. The colour is usually between white and black.


//Because most surfaces have some level of specular contribution the weight is 1 and we will adjust the roughness to it

the colour is monochromatic unless you are working with coloured metals in specular//


In week 8 we learned about new software called Substance Painter which is used for texturing by layering and using smart materials.


However, there are some things which we should keep in mind before importing the model to substance painter.




I created two meshes. First was low poly and other was high poly in maya and then assigned different base colour to different parts of the model. After ticked off the things that needed to be consider for exporting from maya and importing to substance painter.



After that I imported the low poly to substance painter and after that high poly. One of the things to consider while making new project is to tick off the unwrap UV and import cameras option.


We learned about fill layer and normal paint layer in our independent study.

Paint layer is the type of layer can be painted on with brushes whereas in fill layer the desired results can be achieved by creating channels for height, roughness, base colour etc in it. Another difference is fill layer is non destructible. You can change the height of the textures while in paint layer we can't change the strokes.


In this practiceI experimented with height, base colour etc in fill layer.



Substance Painter is a really interesting software in which we can achieve any texture/material we want by channel/ layering.


Self Critique: I still need to learn more about layering to achieve desired results and learn about other types of layers as well.

15 views0 comments

Recent Posts

See All

Comentários


bottom of page