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Adding Turbulence 8. Animating Growth 8. Modifiers 8. Rendering Paint Effects 8. Illumination 8. Shadow Effects 8. Shading Strokes and Tubes 8. Texturing Strokes 8. Converting Strokes to Geometry 8. Using Toon Shading 8. Toon Fills 8. Toon Outlines 8. The Bottom Line 9. Lighting with mental ray 9. Shadow-Casting Lights 9. Shadow Preview 9. Depth Map Shadows 9. Ray Trace Shadows 9. Indirect Lighting: Global Illumination 9. Global Illumination 9. Tuning Global Illumination 9.

Working with Photon Maps 9. Color Bleeding 9. Importons 9. Caustics 9. Caustic Light Setup 9. Indirect Illumination: Final Gathering 9. Light-Emitting Objects 9. Final Gathering Maps 9. Using Lights with Final Gathering 9.

Image-Based Lighting 9. Enabling IBL 9. IBL and Final Gathering 9. Physical Sun and Sky 9. Enabling Physical Sun and Sky 9. Editing the Sky Settings 9. Using Area Lights 9. Light Shaders 9. Physical Light Shader 9. Tone Mapping 9. Photometric Lights and Profiles 9. The Bottom Line Shading Concepts Diffusion Reflection Refraction The Fresnel Effect Anisotropy Reflection Blur Refraction Blur Basic mental ray Shaders DGS Shaders Dielectric Material Car Paint Materials Diffuse Parameters Specular Parameters Flake Parameters Reflection Parameters The MIA Material Add Bump to the Rubber Shader Creating Thick and Thin Glass and Plastic Built-in Ambient Occlusion Translucency Controlling Exposure with Tone Mapping Using Exposure Shaders Rendering Contours Enable Contour Rendering Texture Mapping UV Texture Layout Mapping the Giraffe Leg Unfolding UVs Mapping the Giraffe Head Mirroring UVs More UV Tools Arranging UV Shells Additional UV Mapping Considerations Transferring UVs Multiple UV Sets Optimizing Textures Bump and Normal Mapping Bump Maps Normal Maps Creating Normal Maps Applying Normal Maps Displacement Mapping Converting Displacement to Polygons Displacement Maps for Characters Combined Displacement and Bump Maps Subsurface Scattering Fast, Simple Skin Shader Setup Subsurface Scattering Layers Subsurface Specularity Rendering for Compositing Render Layers Creating Render Layers Render Layer Overrides Creating Overrides for Rendering Cameras Using Different Shaders on Render Layers Material Overrides Render Layer Blend Modes Render Passes Upgrade Materials for Rendering Passes Creating an Ambient Occlusion Pass Render Pass Contribution Maps Lights and Contribution Maps Render Pass Sets Setting Up a Render with mental ray File Tokens Specifying Frame Range Renderable Cameras File Formats and the Frame Buffer Starting a Batch Render Command-Line Rendering Windows Command-Line Render Mac Command-Line Render Creating a Batch Script Windows Batch Render Script Mac Batch Render Script Tessellation and Approximation Nodes Anti-aliasing and Sampling Filtering Rasterizer Raytrace Acceleration Diagnose BSP Introducing nParticles Creating nParticles Drawing nParticles Using the nParticle Tool Spawning nParticles from an Emitter Emitting nParticles from a Surface Filling an Object with nParticles Making nParticles Collide with nCloth Surfaces Passive Collision Objects Collide Strength and Collision Ramps Using nParticles to Simulate Liquids Creating Liquid Behavior Converting nParticles to Polygons Shading the nParticle Mesh Emit nParticles Using a Texture Surface Emission Using Wind The Wind Settings Shading nParticles to Simulate Flames Creating an nCache Using the Hardware Render Buffer Using Multiple Emitters Volume Axis Curve Working with Force Fields Painting Field Maps Using Dynamic Fields Rendering Particles with mental ray Setting nParticle Shading Attributes Dynamic Effects Creating nCloth Objects Making a Polygon Mesh Dynamic Understanding nCloth Nodes Applying nCloth Presets Making Surfaces Sticky Creating nConstraints Additional Techniques Creating nCloth and nParticle Interactions Creating an nParticle Goal Using nCloth as a Goal Controlling Collision Events Rigid Body Dynamics Creating an Exploding Tower Tuning the Rigid Body Simulation Baking the Simulation Adding nParticles to the Scene Sending the Debris Flying Using a Field Instancing Geometry Animating Instances Using nParticle Expressions Randomizing Instance Index Connecting Instance Size to nParticle Mass Controlling the Rotation of nParticles Creating Smoke Trails Using the Cloud nParticle Style Fur, Hair, and Clothing Adding Fur to Characters Preparing Polygons for Maya Fur Creating a Fur Description Editing the Fur Description: Baldness Editing the Fur Description: Direction Editing the Fur Description: Length Test Render Fur Applying a Color Map Applying Map Offsets and Multipliers Enhancing the Realism of Fur Adding Dynamic Motion to Fur Attaching a Fur Description to Hair Curves Rendering Fur Using mental ray Rendering Fur Using Raytracing Animating Using Dynamic Curves Using Forces Adding Hair to a Character Applying Hair to a Surface Creating Hair Collisions Hair Collision Constraints Determining Hair Shape Styling Hair Start and Rest Positions Painting Follicle Attributes Styling Hair with Fields Modifying Curves Curling, Noise, Sub Clumping, and Braids Creating Hair Constraints Rendering Hair Creating Clothing for Characters Modeling Clothes for nCloth Converting Smooth Mesh Polygons to nCloth Adding a Transform Constraint Using Component Constraints Connecting Buttons to the Shirt Painting nCloth Properties Painting a Vertex Property Map Maya Fluids Using Fluid Containers Using 2D Containers Adding an Emitter Using Fields with Fluids Using 3D Containers Creating a Reaction Emitting Fluids from a Surface Adding Velocity Adding Fuel Rendering Fluid Containers Texturing Fluids Glowing Fluids Lighting Fluids Create Fluids and nParticle Interactions Emitting Fluids from nParticles Creating Flaming Trails Adding Sparks to a Flame Creating an Ocean MEL Scripting Using a MEL Command MEL Interfaces MEL Scripting Techniques Learning from the Script Editor Adding Attributes with MEL Adding an Image Sequence to the Sprites Creating a Conditional Statement Creating a Loop Procedures Making a Procedure from a Script Using a Procedure Within a Script Global Procedures Using Maya Commands Within Python The Bottom Line A.

Chapter 1: Working in Maya A. Chapter 4: Polygon Modeling A. From modeling, texturing, animation, and visual effects—to high-level techniques for film, television, games, and more, this book provides advanced, professional-level instruction.

Filled with challenging tutorials and real-world scenarios from some of the leading professionals in the industry, this must-have guide shows you how to manage the entire CG production pipeline. Master Maya’s new graph editor, rendering with mental ray, the art of virtual cinematography, dynamic simulations, advanced modeling techniques, and much more with this indispensable guide.

The companion DVD provides support files that help you complete the exercises in the book and compare your work to the pros. Todd Palamar began his career creating traditional special effects for low budget horror movies. Self-taught and passionate about stop motion animation, he quickly gravitated to computer animation.

After working on numerous straight-to-video movies, he switched gears and entered the video game industry. You can visit Todd Palamar’s website at www. Customer Reviews, including Product Star Ratings help customers to learn more about the product and decide whether it is the right product for them.

Instead, our system considers things like how recent a review is and if the reviewer bought the item on Amazon. It also analyzed reviews to verify trustworthiness. A beautifully-packaged, advanced reference on the very latest version of Maya If you already know the basics of Maya, the latest version of this authoritative book takes you to the next level.

Provides professional-level instruction on Maya, the industry-leading 3D animation and effects software Covers the very latest Maya tools and features, including Dynamics, Maya Muscle, Stereo Cameras, rendering with mental ray, and more Offers complete coverage of advanced topics such as cloth, fur, and fluids Showcases the techniques of professionals through numerous examples and real-world scenarios, showing you how to set up and manage 3D animation and visual effects pipelines Includes a CD with all support files from the book, along with movies to illustrate concepts If you’re looking for an in-depth, professional Maya resource to turn to again and again, Mastering Maya is the book you need.

Featured on the DVD The companion DVD provides support files that help you complete the exercises in the book and compare your work to the pros. Combine fluid dynamics and particle simulations for amazing visual effects Add physically accurate outdoor lighting to your rendered images Learn the secrets of making realistic materials for your models.

Eric Keller has been a professional 3D artist and high-end animator for film, commercials, and TV for 12 years. Start reading Mastering Autodesk Maya on your Kindle in under a minute. Don’t have a Kindle? Shop for global treasures with live virtual tours. Amazon Explore Browse now. About the author Follow authors to get new release updates, plus improved recommendations. Todd Palamar.

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Please try again later. Verified Purchase. I look at Maya tutorials on an almost daily basis, and I’d like to compliment Eric on his Maya Tutorials both commercial and free on the web – look around. He designs interesting, creative tutorials that cover many features and he is conscientious in providing details to explain the what and why of a given topic. This book is a great introduction to many areas of Maya. If you are a generalist, it provides a foundation for using most of Maya’s tools in your work.

I’m giving only 4 stars for 2 reasons: 1 It doesn’t cover the Trax Editor, which is a major oversight. I haven’t found a better Maya author, and I don’t think you’ll find a better book which covers the whole Maya package. If the version had all new examples, I’d buy that too. Thanks Eric. One person found this helpful. Informative, detailed, and very readable, this book is a must have for the intermediate Maya artist who is looking to push his knowledge to the next level with a comprehensive, in-depth guide to this powerful piece of software.

Each chapter begins with an overview of the subject covered and then launches into a series of detailed tutorials that illustrate the many uses for that particular tool or feature of Maya. In addition, the author has liberally spread throughout the book useful tips and fixes for common situations and problems. In short, buy this book! I am a college student currently studying animation at school.

I decided to look for a book that would not only serve as an easy reference for any questions but also one that would teach me new techniques and ways of exploring maya.

This book does an excellent job!!! The explanations are real clear and most of them have tutorials or exercises to do simultaneously with the reading that really help to put all the terms and new ideas in practice. The book also starts from the most basic steps such as using the hyper graph to more complicated stuff like simple animations. In general A total buy!! However, if You’ve never used maya before I would recommend first buying the Introduction to Maya book also by Eric Keller.

I have only used Maya for about 5 Months at time of writing this review, and bought this book about 1. I first followed ‘Learning Autodesk Maya ‘ which was a horrible book, but nevertheless I still completed it.



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Enhancing the Realism of Fur Raytrace Acceleration Masteding Book description A beautifully-packaged, advanced reference on the very latest version of Maya If you mastering autodesk maya 2011 free know the basics of Посмотреть больше, the latest version of this authoritative book takes you to the next level. Chapter Maya Fluids A. Shadow-Casting Lights 9. Rendering Particles with mental ray