9. Rendering the Maps in Maya | Tutorial 9 | Making 3D Scene Step by Step

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[Music] welcome to the channel timid column we are on process of making this scene in the previous videos you have seen how to model this hut the tree how to unwrap it how to sculpt it in ZBrush and also we have decided in substance painter and in this video I will show you how to render all those maps we have extracted from substance painter inside Mayan by using Arnold so let's get started here you can see we have extracted all these maps from substance painter like color map metallic man roughness map and also you can see I have separated all the height maps inside this folder so that I can find out the maps very easily now let's jump to my own you can remember I was working with this same and this is the tree model rest of the models I have kept inside the layer and I have hidden it so I'll start doing the shading with this tree so let's go to hyper shade you can see I have created my own tab called free you can create your own tab by clicking on this plus sign and by double clicking on it to give them rename it so going back to the tree tab selecting our tree material and clicking on this show input output collection shortcut and you can see the tree material we have created now going to my 2d textures and I am going to create 4 file textures one for the color one for the roughness one for the normal map and one further displacement map because these four textures we have created in substance painter so go to the attribute editor and I will rename each of these files so this will be three displacement of math this will be free color man this will be three [Music] roughness this will be free normally all right at the beginning I'll start working with this person man when I am quite satisfied with the result I move on to them next three maps selecting the material and going to that we return an in that evil traitor you cannot find the dispersant property so I am going through this node this is called the shading mode and over here you can find attribute on the shading mode and you can see them displacement property over here so we need to connect the dispersant map over here so just go to this map and middle Mouse drag and drop it on displacement property and now you can see this map is connected with the material and this is the displacement amount automatically created now selecting this filtration and browsing the displacement map this is that is Brazil and just open it over here are few things to do make sure the filter type is off and this image is an exe file so color space should be wrong now let's render it once you can see we are getting some information over here but before doing anything let's disconnect this displacement map from the shader so I am just deleting it and render it once again and in rendering you can see I already have taken HDR image alright just to zoom in a little bit you can see now clearly that we are not getting displacement information over here so I keep the image over here and once again I will connect the dispersant map with the material select the region and let's render it once again alright you can see we are getting dis presenting information and one thing you understood because of the displacement map we are getting the displacement information so the job of displacement map is this but when I am toggling it you can see that displacement distortion is coming out of the surface it should not happen right so we need to fix it selecting the displacement node I am going to its property and clicking on Arnold and can you see one option called Auto bomb so I am just clicking it off and let's shake in rendering what's happening and you can see I am losing all the displacement information but the surface is coming so whatever information we are getting from the displacement map it was just a fake Auto bomb from the displacement map so now let's check how to get true displacement on this unit right so the object is selected and I'm going to its shape node this is the transform node and you can see this is shape is written so this is the shape node I'm going to the annual option let's go to the subdivisions making the time from none to Kat Clarke and iteration are making it may be true for now and let's render if we are getting displacement information and you can see we are getting displacement information over here so this iteration actually is subdividing the geometry and through that we are getting the true displacement suppose the iteration value is 3 then actually you are subdividing the geometry three times so automatically we will get better result in ZBrush you can remember we have subdivided the geometry so many times so why here I am making the value of four and let's render this time the result is quite good can you see we are getting much more displacement information in this and you also can see how the geometry is deformed and coming out of the surface in normal map you cannot get this kind of displacement and that is the basic difference between normal map and this resonant map normal map is just an illusion but displacement map we are getting true displacement this value can be more and the result can be a little better but this is just for the demonstration I am making it for only and not increasing it because it will take the rendering time if I increase it and now let's go to the displacement attribute so first of all this is the height so this is the dispersant height we are getting long if you want to increase it you can increase the height and this is the bounce paddle sometimes at the edge you can get cut mark flat cut mark and just revert that bounce padding can be won in this case it is not distorting anything but still I am making it one to be in surface ID and that's all in the setting in the shape mode so let's render it once again that's looking good but still one problem is there and that is the displacement is coming out of the geometry as if the tree is scaling up so let's check how to get rid of that so selecting the displacement map and going to the color balance option and over here you can see we are having two properties one is alpha again one is alpha upset so let's try to understand why these two properties are very important file sculpting in ZBrush sometime we added clay on the surface and sometime we extracted clay from the surface that means what the origin or surface is going inside and when adding clay the horizontal surface is coming out so if we take the original surface as value zero then the surface is going inside that has to be negative value and the surface is going outside that has to be positive value so alpha again will decide how much the surface is coming out means the positive value and alpha offset should define how much the surface is going inside while extracting the clay so it has to be a negative value in my opinion alpha object can be half of alpha again and this can be a very good combination now once again let's render the scene [Music] all right this is looking fine now let's check and can you see the problem has gone and the displacement we are getting just above the surface so there is no scaling now it is absolutely fine I am quite satisfied with it ISM now going back to the displacement and if you can remember I clicked off the autobahn and clicking it on and let's render it once again [Music] that's looking fine another thing to discuss sometimes if through Auto vampire getting enough small detailing I don't use normal map once again until Alice in my model so many small detailing is saying like in the case of a face so many small small pores are there so we have to use a normal map so this is a personal choice you need to understand it I need to use it all right so this was the job of the displacement map now I am coming to the color map so this is my column map and once again I am browsing my sidekick shop just open it make sure the color space has to be associated selecting my material once again and this is the base color option and this is a color and dragging and dropping my fine texture over the vellum and you can see the color is visible now and let's make the way all the way to one and this is the metalness option if you are having a metalic map you need to connect it over here in this case and not having any metallic map so if your object is literally you need to connect the map over here all right let's do the rendering once again [Music] all right now you can see I'm getting the color of the tree now once again moving to the hypershade I am selecting the material and going to the particularity and inside that you can see that a roughness option before doing anything let's make it zero and let's make the weight one and let's render it once again and you can see I'm getting the sharp specular highlight all over the surface and that is because of the roughness and there is zero and if I'm increasing the roughness a little bit and keeping this image and I'm rendering it once again let's check what will happen you can see now the specular highlight is not that much sharp but it is blurred all right so the roughness property can manipulate the specular highlight so now coming to the roughness map and just browse the map we have created so this is my map just open it color space would be srgb I'm selecting the material and just drag-and-drop the replacement on the roughness property let's render it all right now moving forward our next map is the normal map so select the map and just browse it so this is our map open it now selecting the material once again and let's come down and over here I'm going inside the geometry and you can see the bump mapping so I'm just dragging and dropping on the bump mapping and the bump node is automatically created at the same time and over here you can see the effect of the bump and use the bomb as tangent space normal let's render it it is alright but the most region is a little bit too much exaggerated so I'm coming to the bump depth and making it maybe 0.1 and it's strained it once again I think we are almost done and here you have seen how to connect all the different different maps to the material and how we are getting the output of a particular object and as you know Ellison we are having several more objects like the hot stone and the base and as you can see I have already connected all the maps with all those materials in the same process so I am NOT repeating the same process once again and I hope now you know how to connect all the maps to your material and you can get your texturing done so this is the final render we have got from this series so this is the last video of this series hope you have enjoyed it and thank you very much for your comments your suggestions and all the motivations you have given I also appreciate your patience I will come up with more videos more subjects so stay tuned don't forget to subscribe the channel and thank you very much for watching
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Channel: TrimitKala
Views: 23,516
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Keywords: rendering the maps in maya, substance painter maps, how to render displacement map, how to render roughness map, how to render normal map, displacement map, color map, normal map, roughness map, 3D modeling, 3D texturing, 3D art, 3D Village, Inorganic Modeling, Tree Modeling Tutorial, Modeling Tutorial, maya tutorial, animation, topology, edge flow, maya, how to, beginner, modeling tutorial, tutorial, maya training, Maya 2019, Modeling BG, 3D Modeling, Modeling Environment
Id: wUS5-bIPxCA
Channel Id: undefined
Length: 14min 19sec (859 seconds)
Published: Thu Jul 02 2020
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