3D BASICS | Maya + Arnold Displacement Maps Setup

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
hey guys welcome to another video in this channel my name is abraham lille and i welcome you to another 3d basics today we're going to be talking about the displacement maps but inside of maya some of you commented on or commented on the yesterday's video that you do want to learn how to do it so let's go um i actually found something really cool while browsing more information and preparing all of this uh videos so i'm gonna be showing this uh tomorrow it's a nice little thing that maya has and it apparently has had for like a couple of years now and i just didn't know about it and the and blender now has it as well so stay tuned for tomorrow's video because i think you guys are gonna like now on this one i'm actually gonna be doing something a little bit different instead of doing a plane let's do a sphere uh the adventure of using a sphere right here is i want to show you what happens with the poles because this is important with displacements and as you can see here at the sphere has poles and those poles are going to have a little bit of an issue but we're going to see shortly so i'm going to go into our node let's add a skydome light and let's go into the options here ctrl a to go into the options to the attribute editor and i'm gonna click here color actually let me turn on the karnak thing there we go i've forgotten about this one uh so yeah select the ihdr and then on the color tab i'm just going to plug in a node which is going to be a file node and if you have your project setup you should be able to just reference in an hdr this is one thing i like about maya that i'm not sure if blender has if anyone at blender knows about this let me know in the comments down here but i like the fact that inside of maya you actually have uh like a project that you can set and then everything leaves inside of this project i've seen people with blender just work like crazy or just create like a new folder so one thing i've been doing is i just created a folder from maya and then just use it in blender uh but anyway so um this is the source image here and let's use this like a canon thing yeah that one looks good so very like overcast shadow which is it's fine and then i'm gonna go up here oh by the way uh maya 20 20.3 released i was gonna mention this at the beginning of the video and then i totally forgot let me show you here so uh there were a couple of um fixes nothing big to be honest here let's go to the there's like a couple of things that they changed like gpu support just like bug fixes and stuff um yeah so so there's there's there's a couple of things here and there so if you are subscribed to the maya thing make sure to update it uh because we just got this one like today i think literally or yesterday so maya 2022.3 and again i was mentioning this on yesterday's video i like the fact that both blender and maya are now like actually competing and they're releasing things because that only benefits us as artists um because yeah competition breeds innovation so i'm gonna click over here which is the hypershade and we're gonna set up our shader for the displacement okay so i'm going to go here into arnold and i'm going to select a shader and we're going to go down here to ai standard surface and this ai starting surface let's just rename let's call this mr rocks and you guys probably remember from yesterday that i mentioned that in the same way in which you can just drag and drop things from um from arnold into or from the file browser into blender you can also do it as well here in mind so let me navigate real quick so here we are at the displays and maps now if you don't know where to find this guys remember we're using poly haben one of the best places to get free stuff if you want to support make sure to go here and support hdrs textures and models just click texture and any texture you might want to use just click on it go over here and make sure you select all of the maps that you need you can actually download them in specific file formats like blender if you're a blender user so pretty pretty handy now i'm just going to grab all of this guys and just going to drag and drop them over here and as you can see we get the input inside of maya so super handy because again we don't have to create all of the nodes it automatically creates the appropriate nodes and now let's just start connecting so this one is a little bit different from blender um not super different but just slightly so the diffuse for instance which is the color which you're going to plug in the out color into the base color and that's it add color base color there we go then a displacement we're going to wait a little bit we're going to do that at the very end so let's go over here normal map it's going to go in the normal map but we can't just like input it like this so i'm actually going to be using an ai normal map no i just press tab key your tab key and then just type in ai normal so the input is going to be the out color and the out value is going to go into the normal of the camera and this is normal very important that we set this to a raw so utility raw so that it properly like reads the normal information uh then we have this one right here and if you remember from yesterday's video if you saw it um thank you and if you didn't no problems this is for maya this structure is a special texture that actually has three maps inside of it it has an ambient occlusion map it has a roughness map and a metallic map now right now there's nothing in the metallic channel in the blue channel because there's no metallic elements on our architecture it's just rocks right no metal elements and if we want to add the ambient occlusion we're gonna do something similar to what we did in inside of blender which is we're gonna multiply the red channel against the diffuse channel so there is a note called a i multiply and we're gonna multiply on my uh input here or this is a little bit tricky because we need to input the same image on the three channels because it's it's it's expecting a color so it's gonna input this on all three channels which you can see is this nice image right there and we're gonna input the color over here so now what's gonna happen as you can see is we're more multiplying the white and black image into our color and now the color is gonna be a little bit more contrasty uh unfortunately and this is something that it would be nice to have there's no factor um slider here to control how much of the ambient occlusion we want to get into the texture we will need to add another node which is called a remap node here let me show you i will have to do a ai remap or a-i-h-a-s-v i think we can do an hsv remap we map hsv which remaps the hue saturation and value so we get this here and then the out color all three channels would go in here so r or the r channel now yeah this is actually fine so r g and b uh now wait here we will need to do r and then r and r because we only want the r channel to go into this node right here and as you can see it's the same note and now with the remap we can go here to the value and we can move these things around and change like the the intensity of the of the element so in this case if we move this little point up and down we're going to get rid of the blacks and that way we we lower the contrast amount again a little bit too much like it's i would love to have like another note but this is this is what happens with 3d softwares right like some softwares will make it really simple and then other softwares will make it really hard and the best thing you can do is just learn whatever you have in hand to make sure that it works right so yeah there we go so as you can see this is now multiplying the element and as i mentioned that we can go over here and uh if i were to move this thing around you're gonna see here we should see oh my god let me there we go we can like modify this texture okay that was saturation value i meant value so there we go we can change the the contrast of the value right here now um that's just basic stuff right like well we're missing roughness so from this one right here which is my uh occlusion roughness metallic g is the roughness so it's gonna go into specular roughness and very important this one needs to be set up to utility raw as well so that the colors are working in a nice linear way no no color balance or color correction in there now if i were to go here right click assign existing material and assign the rocks material i can press number six and uh i can actually press number seven right here or just turn around lights or i can go here into the render and turn on my render view in the viewport it's not as fast as arnold this is again where one of our blenders one of the things that i really like about the blender that the real-time rendering that it has is it's really really good so as you can see we get this so not bad not perfect either but not bad let me tile this i'm going to tile this thing a couple of times so i'm going to go to the place to the texture notes of all of the textures like this one's right here this three guys right here and let's do two tiles so two and two two and two and two and two which by the way we could also just like delete this guys and then use the same one for the three of them and that should do the exact same thing so now as you can see the texture has been tiled twice and we're gonna see a little bit more more detail overall now i'm gonna press render here you can see that the texture is not looking bad but it's not displacing and i definitely want to displace so what can we do to create a nice displacement wall we need to follow the exact same procedure that we did for the um for the blender file we need to assign a cathode clark subdivision surface so someone in the comments mentioned that's the smooth subdivision yeah when you press number three you're activating this the edmond color card um edmund cadmute clark subdivision sorry i blanked out there uh so i'm just gonna grab the shape right here you're gonna go into um into the smooth mesh function and or sorry in the arnold function and down here on the subdivision we're going to set this to cat mod clark and we're going to do again like four iterations so this means that at render time it will subdivide this object four times and remember each solidization multiplies the amount of faces by four so right now we're only at 760 uh faces or trying or actually 400 faces so the first subdivision it's going to be 1600 and then it's going to be not 3200 it's not double it's four times that which is what we see right here it's 12 12 12 448 there we go so yeah we're gonna do like four iterations right here and now uh if i were to go here let's do arnold render you can see that we have this and it looks okay right like we can see the sort of like the normal map effect let me let me add another light here so i'm gonna go r note lights let's set an aerial light let's make a strong air light coming from like the top let's do like a 10 exposure just so that we can see a little bit more maybe a little bit more 15 more let's see 20 20 is too much let's do 18. there we go so now you can see the normal map working here because we can see the shadows from the object so it looks okay but it doesn't look like it's displacing the surface um what else can we do let me go real quick here to my options and i'm going to change in the system if you have an nvidia gpu uh you can use gpu to render and it should be slightly faster the first time it always takes a little bit longer because it needs to like load all the textures and make sure that it's working but after it like stops hanging here it will uh it will work properly and if you have a strong gpu it should be faster most of the times like i don't have a strong gpu well it is a strong but not super super strong it's an uh g4 gtx 1080 that i got a couple of years ago before the gpu crisis most of the people you see online like showing things in 3d and stuff they will have like super powerful builds with like double gtx's 30 90's ti's and uh and that's why the renderers took or takes a little uh but normally it's okay for renders to to take a little bit longer than than usual so let me let me pause this real quick guys just to make sure that this works i'm just gonna stop it and then play it again hopefully it doesn't crash and um i'll be just running back it's just gonna be a quick jump here there we go and i know that this is working because when you stop it and you play you can see that instead of like rendering in like big chunks it does like this noise thingy where it progressively uh polishes the image so let's stop this right here and now after we set this up like this is actually rendering um the all of the subdivisions that i've mentioned before now we're gonna go into the actual um what's the word i'm gonna go into the actual displacement of the thing so i'm going to jump into here which is the hypershade and we already have this thing right here which is my displacement so what i'm going to create now i'm going to press tab and i'm going to create a displacement ai this place first displacement shader displacement shader there we go which if you remember it's very similar so i'm just going to plug this into the displacement part of my shader this one we don't need anymore and um i do believe we do have an arnold displacement let me just look for it or maybe we don't oh that's fine so over here on the displacement i'm just going to plug in the color and i just need a red color in this case on the displacement why because most of the information like the black and white information is going to be on the red channel so that's perfectly fine and uh yeah that's pretty much it now this one make sure that it's set to raw in this case it is so should be fine and let me save this real quick just before anything crashes because you know uh everywhere or in any sort of project we always run the race right now if i hit play what i expect to happen and yeah it's working properly is for the geometry to be displaced now as you can see um we're not being able to displace this properly because we need more divisions so what can we do well i already know that this is like a very low subdivision sphere and even though we're doing force of divisions over here it's not enough so what i can do is i can do a mesh a smooth here inside of like the viewport and now once we hit this for iterations it's going to go even higher similar to what we did yesterday with the apply button so let me again save let's grab this guy freeze transformation and also i'm going to go into the displacement options here on my high pressure i personally like a little bit more than the blender interface because i hate having so many windows all over the place but if you have like two monitors it's actually quite handy because you could just move them from one side to the other uh but yeah i mean you can tweak them and stuff with that i don't like it so i'm gonna go here to the uh displacement note and then here on the scale we can modify this let's say like point one and now if i were to render this uh we're gonna have way way less displacement so that might be a little bit too little so let's push a little bit further so let's do like 0.3 and let's see how this looks uh maybe still too little let's go a little bit higher let's do 0.5 okay it might have crashed a little bit so let me just close this and because sometimes when you update the geometry it doesn't update properly so let me try that ah that's really weird let's do am i doing the proper option yeah let's do a one skill one huh that's really really weird did i modify something here i don't think i did okay let's try again no problem super easy just create a new sphere something might have crashed over there no worries so i'm just going to go mesh smooth and let's tell you history first transformation center pivot and then this one we're going to set to cadmium clark let's do like four subdivisions let's assign the material which is the amrox and technically now there we go it seems to be moving it maybe the scale is way too little now that we have more divisions which seems to be a little bit weird but let me just go over here and let's try like a 10. oh you know what's happening guys and this is very important we didn't do the exact repetition here so we need two and two because we're offsetting everything there we go now let's go for like a really big number this is really weird huh sometimes another issue i've faced is that the gpu can't handle like all of the elements and for some reason it kind of like crashes or something you can see it's working a little bit better here i don't think we have to go like super crazy that would be ridiculous no so something something's happening on the displacement did we disconnect something um okay so it seems to be the height here this is another of the values that we sometimes change there we go so it was a height okay so let's go back to our options here and this is why i mentioned that yesterday that displacement is a little bit easier inside of uh instead of blender so let's go here now so that's a skill of one and now on the shape itself i'm gonna bring the scale back to like two or three or ten there we go so by by modifying the height over here as you can see we're able to let the surface push the vertices like higher so let's go to like a hundred and there we go now we're saying the displacement so yeah i mean that's that's pretty much it so now like as you can see it cuts right here well not actually that's the light so if we wanted to increase the scale over here on the on the displacement tab which just i think one of the issues that with maya is that it adds more control with things so if you want to do crazier and crazier things it's a little bit easier but sometimes well it's not the same thing right so yeah a thousandth way too much let's go back to like 100 there we go i think like 50 in this case we're also using is here which is not the best shape to showcase this because as you can see we get some crazy crazy things over here uh but yeah this is this is displacement guys this is how you set up this placement let me let me add a plane as well so i'm gonna display that i'm gonna assign the exact same like material over here and then i'm gonna i need to assign the the subdivision like admiral clark thing as well and now uh as you can see things are not working over here let's render this again and let's see what the hell is going on do we need more height over here where is my floor plate uh the scale sometimes messes things up there we go it was the scale the first transformation because it thought that it was like a wrong scale so that's why we need to do it there we go so now on the plane i'm going to modify the scale or the height so that we do get some sort of like definition here but not that much there we go that's a little bit closer to what we're looking for and we need more division so let's stop this let's uh sub device i'm going to say mesh smooth and again delete history freestyle for instance repeat and now since we have more divisions technically this iteration should give me a little bit more like a nicer result right closer to the to the surface that we want so the height of value inside of each object will allow us to control the intensity of displacement per object which is again quite handy because that way um if some things need to be like displaced quite a bit and other things need to be kept in a closer uh look or way then we should have a nicer or a little bit of a better control let's do 10 over here uh but yeah guys hopefully you guys like this i'm sorry for the like going back and forth um this is the way to set up um you will find certain errors as happened to me usually not that bad uh but yeah it's important to also know how to fix it that's why i like being so transparent with you guys i i don't want because i i do think sometimes people get the like the wrong idea with 3d and they see us instructors doing a lot of stuff and we get it right at the first time i prefer to just show you how to solve things because otherwise i mean i could have just easily stopped the video do it again make sure it works at the first time and that's it but being able to troubleshoot things it's also a very valuable skill to have hopefully you guys understand and yeah that's it guys thank you for your patience thank you for your um for watching this video make sure to like subscribe share and tomorrow i will have a very nice video for you about maya as well we'll continue with the live house don't worry i'm in finals right now well not myself but my students are in finals so they've been sending all of their works and their like final exam so i've been a little bit busy like grading and making sure all of the of the students are are doing well but as soon as this week passes i can focus again on like bigger projects like the lighthouse uh yeah let us know what you what else you guys want to learn here in the comments we've been taking most of your comments into consideration so thank you very much and i'll see you in the next one bye
Info
Channel: Nexttut
Views: 447
Rating: undefined out of 5
Keywords: maya 2018, zbrush tutorial, maya tutorial, nalini kanta jena, character sculpting, zbrush sculpting, zbrush turorial, beginner zbrush tutorial, human anatomy zbrush, modeling tutorial
Id: NQMAM4Idba4
Channel Id: undefined
Length: 20min 28sec (1228 seconds)
Published: Thu Dec 09 2021
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.