Creating Visual Effects in Maya: Fire, Water, Debris, and by Lee Lanier

By Lee Lanier

Produce unbelievable visible results with Autodesk Maya. achieve the sensible talents and information you want to recreate phenomena severe to visible results paintings, together with hearth, water, smoke, explosions, and destruction, in addition to their integration with real-world movie and video. In developing visible results in Maya, Maya grasp Lee Lanier has mixed the most recent studio strategies with multi-chapter, hands-on tasks and professionally-vetted workflows to reinforce your CG toolkit. enticing, full-color tutorials hide: developing foliage, hearth, and smoke with Paint results becoming Maya Fur and nHair on garments, characters, and units Replicating water, smoke, sparks, swarms, bubbles, and particles with nParticles and nCloth Controlling scenes and simulations with expressions and MEL, Python, and PyMEL scripting including dirt, fog, smoke, rippling water, and fireballs with Fluid results boxes growing harm with results presets, deformers, and lively textures Matchmoving and movement monitoring with Maya and MatchMover developing advanced destruction through combining inflexible our bodies, nParticles, nCloth, and Fluid results constructing, rendering, and compositing psychological ray render passes with Autodesk Composite, Adobe After results, and The Foundry Nuke

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Extra info for Creating Visual Effects in Maya: Fire, Water, Debris, and Destruction

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This sets a smaller resolution for new Maya IFF fur maps that the Bake Attribute function writes out. The original bitmaps will remain unharmed. 2. Set the Bake Attribute menu to Base Color. Press the nearby Bake button. Change the Bake Attribute menu to Tip Color. Press the Bake button. 3. Initially, it appears that nothing has changed. However, two IFF files are generated and stored in the /renderData/fur/furAttrMap/directory in your project path (for example, C:/ProjectFiles/Project1/ renderData/fur/furAttrMap/).

You can select or deselect the small Renderable buttons beside each layer. The buttons feature a small motion picture clapboard with a green check box (renderable) or red × (non-renderable). mll through the Plug-in Manager (Windows > Settings/ Preferences > Plug-in Manager). To grow fur on the woman’s garment as Part 4 of Project 1, follow these steps: 1. In the Render Layer editor, make the WomanLayer renderable, but leave the masterLayer non-renderable (see the end of the previous section). Select the WomanClothing surface.

Note that fur requires a functional surface UV layout for the fur hairs to be properly dispersed. 3) sets the global rendering qualities of all fur descriptions in the scene. You can access the defaultFurGlobals node by choosing Fur > Fur Render Settings. 36 Hair, Grass, and Electric Arcs Adjusting the Growth of Fur Hairs As previously mentioned, fur grows along the surface normals when the fur description is attached to the surface. You can alter this behavior by adjusting a long list of growth attributes in the fur description tab.

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