UID:
edocfu_9961557343402883
Umfang:
1 online resource (322 p.)
Ausgabe:
1st edition
ISBN:
1-138-42593-1
,
0-203-50184-5
,
1-135-05039-2
,
1-135-05040-6
Inhalt:
"Produce mind-blowing visual effects with Autodesk Maya. Gain the practical skills and knowledge you need to recreate phenomenon critical to visual effects work, including fire, water, smoke, explosions, and destruction, as well as their integration with real-world film and video. In Creating Visual Effects with Maya, Maya-master Lee Lanier has combined the latest studio techniques with multi-chapter, hands-on projects and professionally vetted workflows to bolster your CG toolkit. Engaging, full-color tutorials cover: - Creating foliage, fire, and smoke with Paint Effects - Growing Maya Fur and nHair on clothing, characters, and sets - Replicating water, smoke, sparks, swarms, bubbles, and debris with nParticles and nCloth - Controlling scenes and simulations with expressions and MEL, Python, and PyMEL scripting - Adding dust, fog, smoke, rippling water, and fireballs with Fluid Effects containers - Creating damage with Effects presets, deformers, and animated textures - Matchmoving and motion tracking with Maya and MatchMover - Creating complex destruction by combining rigid bodies, nParticles, nCloth, and Fluid Effects - Setting up, rendering, and compositing mental ray render passes with Autodesk Composite, Adobe After Effects, and The Foundry Nuke"--
Anmerkung:
Includes index.
,
Cover; Half Title; Title Page; Copyright Page; Table ofContents; Introduction; Chapter 1: Adding Foliage, Fire, and Smoke with Paint Effects; An Overview of Visual Effects; Optimizing Your Work Flow; Planting Foliage with Paint Effects; Painting Paint Effects Strokes; Reviewing Paint Effects Nodes; Adjusting Paint Effects Attributes; Copying Attributes between Paint Effects Brushes; Casting Paint Effects Shadows; Converting Paint Effects; Rendering Paint Effects with mental ray; Setting Fires with Paint Effects; Working with Paint Effects Dynamics; Improving Paint Effects Render Quality
,
Adjusting Paint Effects TexturesUsing Reference Material; Matching Real-World Fire; Adding Paint Effects Smoke; Chapter 2: Growing Short Hair, Long Hair, Grass, and Electric Arcs with Fur and nHair; Growing Fur; Working with Render Layers; Attaching a Fur Description; Reviewing Fur Nodes; Adjusting the Growth of Fur Hairs; Adjusting Fur Shading Attributes and Baking Maps; Rendering Fur with mental ray; Prepping UVs and Painting Fur Maps; Converting Fur to a Field of Grass; Adding Variety and Randomness with Fur Noise; Using Depth Map Shadows with Fur; Growing Long Hair with the nHair System
,
Creating an nHair SystemReviewing nHair Nodes; Altering nHair Attributes; Styling nHair; Adding and Deleting nHair Follicles; Altering Lengths of nHair and Positions of Start Curves; Rendering nHair; Converting nHair to Electric Arcs; Final Rendering of Project 1; Using Material Overrides to Fit Layers Together; Optional Project 1 Steps; Chapter 3: Creating Water, Smoke, and Sparks with nParticles; nDynamics versus Dynamics; Creating a Liquid Mass with nParticles; Setting Up an nParticle Emitter; Reviewing nParticle Nodes; Adjusting nParticle Attributes; Forcing nParticle Collisions
,
Controlling nParticle Movement with FieldsTest Rendering nParticles; Converting Blobby nParticles Into a Surface; Creating an nParticle Surface Material to Emulate Water; Recreating Water; Billowing Thick Smoke with nParticles; Parenting nParticle Emitters to a Character Rig; Adjusting an nParticle Material to Emulate Smoke; Generating nParticle Sparks; Attaching Emitters with the Paint Scripts Tool; Shading nParticles with the Particle Cloud Material; Chapter 4: Generating nParticle Swarms and Bubble Masses with Expressions and MEL Scripting; Controlling nParticles with Expressions
,
An Introduction to ExpressionsWorking with the Expression Editor; Reviewing Basic Expression Syntax; Employing Per-Particle Attributes with Texture Emission; Applying Bubble Materials to nParticles; Emulating Soap Bubbles; Adding nParticle Variety with MEL; Working in the Script Editor; Reviewing MEL Syntax; Using Variables in MEL; Controlling nParticles with MEL Scripts; Planting nParticles and Creating Goals with MEL; Instancing Geometry onto nParticles with MEL; Randomizing nParticles with More Complex MEL Scripting; Examining the Particle Tweak MEL Script
,
Chapter 5: Simulating Semi-Rigid and Rigid Debris with Python, PyMEL, and nCloth
,
English
Weitere Ausg.:
ISBN 0-415-83418-X
Weitere Ausg.:
ISBN 1-306-41475-X
Sprache:
Englisch
DOI:
10.4324/9780203501849