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Infinitee Designs Autodesk Maya Tutorials Infinitee Designs
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Autodesk Maya Tutorials - Autodesk Maya modeling & Mental Ray rendering tutorials, tips & tricks, sites, resources, plug-ins, models, meshes, cartoon and photo realistic textureing & UV mapping, animation, Paint Effects - hair, compositing, education, lessons & special effects training.


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Final Gather
Final Gather
All of these tutorials require that you are using Maya 5 or greater. For those that have upgraded to Maya 5.01, most of these new attributes are now in the Render Globals, they aren't hidden as suggested in this tutorial!
Flaming Candle
Flaming Candle
By Alex Alvarez. To generate a realistic candle flame, the first thing to do, of course, is to light a candle and stare at it. What should become evident are some of the behavioral and visual elements which define its appearance. In terms of Maya lingo, a flame looks more like a transparent, incandescent surface than a nebulous object made out of thousands of particles. Flames have feathered yet hard edges, a very smoothly gradated interior, varying transparency and fluid behavior more akin to liquid or fabric than gas.
Combining Fluid and Particle Dynamics
Fluid and Particle Dynamics
Combining Fluid and Particle Dynamics by Zhang Jian. Rising smoke, clouds, nuclear blast, nebulous gas are common examples of volumetric effects. There already exist many production-proved models, such as using lots of planes and spheres with projected textures, to render the look of these fluid-like effects. But it is still extremely difficult to achieve realistic fluid dynamics with the common technique of adding together force fields to drive the motion of passive unconnected particles.
Fog
Fog
Simple Fog, by Darrin Krumweide. Simple fog is the basic environment fog settings used when creating fog effects in Maya. As with any environment fog type, Maya creates a volumetric material. In the case of simple fog attributes, the clipping distance can be adjusted as well as the height, saturation point and color.
Fog Density
Fog Density
Controlling Fog Density, by Alex Alvarez. Fog is a term often used to represent a variety of natural phenomenon within a 3D renderer. In nature, fog consists of water vapor yet in Maya you may use 'fog' to also represent dust, smoke, air, smog, plasma, nebulae or even magical glows and spells. To be able to yield such a variety of effects from fog, one must have a clear understanding of the volume shader associated with it. Specifically, our focus in this discussion is 'light fog', not volume primitives or environment fog. These are related topics, yet they use different nodes and are for another discussion.
Maya Fur Tutorial
Fur Tutorial
Basic Procedure: 1) Prepare the scene 2) Create and attach fur to models 3) Modify fur attributes 4) If you are animating the scene, animate fur attributes 5) If you are animating the scene, add movement to fur 6) Set up fur shading effects 7) Render the scene (Good luck!) 8) Refine settings 9) Render again
G

Glass Bottle
Glass Bottle
A step by step video tutorial by 2keen where you will learn how to make a bottle from start (using Illustrator) to end (using Mental Ray) with Maya.
Global Illumination - Advanced
Global Illumination - Advanced
In this tutorial I will show you how you can use an image to create the environment illumination of our scene using Monte Carlo’s Global Illumination with Blue Moon.
Global Illumination Faked
Global Illumination Faked
I had spent two days trying to light this thing, using preposterous light arrays (10x10x10 attenuated omnis), domelights, whatever. But I found that the following method works well, simply because it gives you precise control over every surface. It's a bit more tedious, but it works.
Global Illumination Tweaking Guide
Global Illumination Tweaking Guide
Global Illumination Tweaking Guide 1 Rather than starting off with a scene and tweaking until we have a nice look, I will start with a scene that is as good as I can get it, then I will experiment with changing some of the settings. The errors / artifacts introduced will hopefully help you when you see them, you'll know what's causing them and know what options to change.
Gravity vs. Uniform
Gravity vs. Uniform
While Gravity and Uniform have different default attribute settings, they can yield identical behavior with a couple attribute changes. Gravity, by default, accelerates particles along the negative Y-axis. The field also has the same effect on particles anywhere in worldSpace, regardless of the location of the field. Uniform, on the other hand, accelerates particles along the positive X-axis. Particles which are closer to the field accelerate faster than those which are further away.
H
Create your own HDR environment map in Maya/Mental Ray for image based lighting.
HDR Environment Map
Create your own HDR environment map in Maya/Mental Ray for image based lighting.
HDRI - Creating a Light Probe
HDRI - Creating a Light Probe
A light probe is an omni-directional (360° panoramic) high-dynamic range image. Because they 'see' in all directions and can record actual light levels, light probes are useful for providing measurements of the incident illumination. As such they can be used to provide interesting and realistic lighting environments and backgrounds for rendered graphics. This tutorial describes how to create a light probe using HDRShop.
High Dynamic Range Radiance Maps from Photographs
High Dynamic Range Radiance Maps from Photographs
Film cameras were developed in order to record light so that it could be reproduced on photographic paper; digital cameras so that it could be reproduced on a computer screen. Neither computer screens nor paper can display nearly the dynamic range (ratio between dark and bright regions) as what is present in the real world, and as a result cameras are not designed to capture even close to such a range. However, by taking a series of pictures with different exposure settings the range can be covered. With this technique such a series of images can be combined into a single high dynamic range image called a radiance map.
HDRI with RenderMan (BMRT)
HDRI with RenderMan (BMRT)

What is a High Dynamic Range Radiance Imaging? Computer graphics has long been concerned with recreating reality. To this end renderers have been developed to perform algorithms to emulate the way real light behaves. The most complex interaction happens at surfaces and is a combination of the surface properties (the BRDF - bi-directional reflection distribution function) and the nature of the light illuminating the surface (the luminance the surface recieves). To recreate this mathematically takes much computational time or artistic skill in setting up basic point lights and phong surfaces
HDRI Tweaking
HDRI Tweaking
Tweak your hdrs / Synthesised hdrs. It's always the question how good a hdri is and if you can use it in a smart way in your 3D app. At the moment everyone want very high sized hdrs which can be used as a BG image of a rendering too, but IMHO it's better using a smaller hdr which uses less memory and use a high size and easy to create LDR image for BG images. I also think that blurring a hdr is a good way to reduce flickering in animations.
Modeling a Head (Polygon)
Head Modeling (Polygon)
My favorite head modeling tutorial... By Dave Komorowski. First off you should have a side and front view of the object (sometimes top too, but I don't need one in this case because most of my detail can be defined in the front and side). When creating these pictures it's a good idea to use graphpaper so that you can make sure your detail is lined up horizontally.
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