Friday, June 13, 2014

Texture Effects 3D Maya Step By Step

"All too often textures  are overlooked as a solution  for creating effects. The tendency  ito think  of textures  as simply a means for col- oring objects. The tutorials in this first chapter demonstrate some ways in which engaging visual effects can be created quickly  and easily simply by taking advantage of the powethat textures  have to offer"




Create Animated Effects with a Ramp Texture
          This first challenge  involves adding  an effect to the opening shot of an animated short. Figure 1.1 shows       part  of the storyboard for the opening. The camera  moves downand out to reveal a dilapidated hotel  sign with   some broken lights. The gag is that  the lighted  parts  of the sign spell Hell. The neon  vacancy  sign is just   barely  hanging on. The director would  like to suggest that  the hotel  is possessed  by demons, so as the cam- era   stops, the Vacancy  sign lights up, one of the bolts  gives away,  and the sign swivelso that  the arrow points  downward.  Subtle, no?


                                                                   







 
Figure 1. The storyboard shows a neon sign magically coming to life.

Rather than  have the sign blink  on like a real neon  sign would, the director would  like the light of the neon  Vacancy  sign to start  at the letter  V and travel  to the end over the course  of about a second.  A particle  effect should  be added  to the leading end of the light

The sign has already  been modeled, and the basic camera  move, along  witthe animation of the broken sign, is established. For the Vacancy  sign, there  is a NURBS curve but no neon  geometry as of yet.

This effect should  be fairly easy to create  by extruding geometry along  the length  of the curve. A shader  can be applied  to the geometry, and then an animated ramp  attached to the incandescence of the shader  will provide the lighted  effect. Whenever youre confronted witan effect, its a good  idea to design a rig with  a few simple controls that  can be easily animated. Whenever possible,  the rig should  be setup to anticipate changes  as easily as possible  because  art directors are fussy and tend to

change  their minds  a lot. This tutorial will take you through the steps of setting  up a
rig so that  one control can be used to animate the light traveling along  the length  of the word  Vacancy as well as the position emitter  for the particle  effect.

This exercise demonstrates one way of creating the rig and introduces you to several methods for navigating the node  hierarchy in Autodesk® Maya®. Every Maya artist  has their own style of working, but once in a while its a good  idea to explore alternative methods of navigating the Maya  interface. Doing  so will open  possible workflows that  you may not be aware  of, which  can increase  your  efficiency as well ayour   understanding of how Maya  works.



Create the Sign Geometry

  The geometry for the Vacancy  sign can be extruded along  the existing  curve in the scene. Before you start  extruding geometry using NURBS geometry, I suggest you consider applying a Paint  Effects stroke to the curve and then convert  the stroke  into polygons. The reason  for this is that  its easier to control the twisting and pinching that may occur  as the geometry follows  the curve. In addition, the UV texture coordinates created  by the Paint  Effects geometry will be easily adapted so that  the ramp  that  creates the neon  light can be animated without too much  work.

1.      The project  files for this chapter can be downloaded from from the books  support site.  Use your web browser to navigate to www.sybex.com/go/mayavisualeffects2e and download the Chapter01_project. Once the files have been downloaded, unzip them to your local drive. Open  Maya  and use the File menu to set the Project to Chapter01_project. Then open the signSTart.ma file located  in the Scenes directory of the Chapter01_project file directory.  Once the scene is open,  switch to the Persp camera  using the View menu in the main viewport.
2.      In the Outliner, expand the vacancy_sign group, and select the curve node named  vacancyNeonCurve (see Figure 1.2).


Figure 1.2   SelecthvacancyNeonCurve nodithOutliner.

                                  


  3.     Switch to the Rendering men set, and choos Pain Effects c Curve
Utilities c Attac Brush To Curve (see Figure 1.3) The defaul stroke, whic is a thic blac line, is applie to the curve.

                                                                                      



Figure 1. Use the Paint Effects menu to attach the default brush stroke to the curve.



  4.     Select the Stroke1 node  in the Outliner, and open  the Attribute Editor.
  5.     To convert  the stroke  into geometry, choose  Modify  c Convert c Paint  Effects To          Polygons  c Options; in the options, turn  on Quad Output and Hide  Strokes.
  6.     Maya  creates a new node for the converted geometry and places it in a group  called           brush2MeshGroup. Expand this group, and select the brush2Main node.  Press Shift+P to         unparent the mesh, which moves it out of the group  brush2MeshGroup.
  7.      Double-click the brush2Main node  in the Outliner so it becomes  highlighted, and            rename  the brush2Main node  to vacancyNeonGeo. You can select and delete the             brush2MeshGroup node  (see Figure 1.4).
   
Figure 1. Convert the Paint Effects stroke into polygons. Ungroup the node, and name it vacancyNeonGeo.

Make  sure you do not delete the Stroke1 node  and dont  delete the history  on the vacancyNeonGeo node.  Since the stroke  is applied  to the curve that  is contained inside the vacancy_sign group, which  is keyframed, the vacancyNeonGeo node  will inherit
the animation (see the sidebar  Construction History” for information on how this works). The advantage of keeping  the history  on the vacancyNeonGeo node  is that  you can change  the width  and other  attributes of the vacancy  geometry by tweaking the settings  on the stroke1 node.  This is helpful  if a picky art director decides changes  need
to be madto the sign at some point  in the future.

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