Bathroom Rug in Maya - using XGEN and Arnold

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
hey guys uh today uh we're going to be doing a tutorial on how to make a bath mat this is using x-gen and it's rendered out in arnold i hope you enjoy the first thing you're going to want to do is uh obviously have a project set and for x gym which is what we're going to be using you're also going to need to have scene name so we're going to go ahead and save this i'm gonna call this tutorial rug save this uh if you don't do this extra gen will not render an arnold okay let's go ahead and uh i'm going to go ahead and create the geometry for the base of this rug start out with a actually let's start out with one okay and uh i'm gonna add some divisions here so it's evenly squares like all these faces holding down shift and then dragging clicks through looks like these are reversed they're choking and symptoms almost over these they are okay so i'm going to select these middle faces and then hit shift and then the see greater than eric will expand my selection the rest of the three and go to mesh display and then reverse cool all right we can see that the edges of this rod are rounded so we're going to go ahead and select these corners i'm going to go to our modeling toolkit bevel increase this add some segments i'm gonna take our multi-cut tool and i'm just gonna go ahead and facing the quads here always necessary since i'm going to smooth this mesh anyways but we'll go ahead and do it all right then we're going to go you know what i'm gonna re-extrude this whole face i think that'll be easier and if i hit shifty and extrude i'm pretty sure it doesn't reverse the normals yeah it doesn't so if you hit shifty and not hold shift and drag uh it'll not be the word happening before okay cool now we're gonna get this little puff on the edge click the edge gonna pop this out and bring it in a little five okay and then we're gonna select these faces again through them out [Music] there we go that looks good enough so we're going to go ahead and uh release transformations delete history go ahead and name this and call it f matte uh we're gonna go to our uv toolkit and open our uv editor and we're just gonna create an automatic map i think that'll be good enough and uh the last thing i want to do here is move this mesh and then delete the history okay cool so this is our base and now we're gonna generate the x-gin off of this book so let's go ahead and from our uv editor this will be pretty easy select this top face and we don't as we can see in a little thing that doesn't go all the way to the edge we're gonna hit shift less than shrink our selection a little here and now with these faces selected when i generate an x-gen system here or description it'll only add it to selected face let's call this and sorry i want a little quick though we've got to generate read description and we're going to call this aftermath rich and we're going to call collection mat selection and we're gonna want short hair or fur we're gonna click on groomable splines this will uh also allow us to like it says groom them but also add like modifiers that will generate across all of the fur i hit create okay awesome and at this point i like to go up to my workspace and go to xgen this makes it a little more easy to access all the menus you need so you have xgen layer editor attribute editor and outline are all up here okay so the first thing we're going to want to do is get the density of these uh splines these guides here these are what are controlling where the fur goes and how it looks and we're gonna just increase the density to um i would say out like this i have it set with 30. we're gonna need a lot of we're gonna have some clumping and some noise so we're gonna have a lot of variation and dense and the density of that variation okay cool um the next thing we're going to want to modify is the length as you can see here in these references it's pretty long it looks short but i promise once it gets screwed down you're gonna want it to be pretty long so let's go ahead and make this .75 that looks good and the width we're gonna leave alone for now and we're gonna hit this little idle and this will update the preview all right uh let's go ahead and tweak this with if i hit this little drop down it'll update the preview in real time and then now when i shift this number i get a quicker feedback and i think point zero really will be a good place to start as you can see these are the strains they're made up of smaller ones but i'm not going to worry about getting too much into that detail and we can see they don't really taper off but i i might add a small taper let's go ahead and do that if we uh in the x gen menu there's some tabs here let's go to the primitives tab and here we can see that there's a density this is density on top of the already created um guide density you want to change this after you have your guide density set to what you want so let's go ahead and increase this this looks okay but as you can see from the top you can still see the mat for it and you're going to want it to be pretty dense this is pretty dense stuff let's go with 500 see how that looks okay i think that's pretty good also in this menu you can see that there's a taper and there's a ramp you can set the width to and see if i bring like the middle down now the middle of these strands are thin or i think i kind of want to round a tip all i'm going to do is try to manufacture that here i think that's good enough as you can see it rounds towards the tip cool we're not going to worry about anything else in this menu and we're going to go to preview and output under renderer we're going to set this to arnold under render mode we're going to set this the batch render one with i think that's all we need to do in this menu uh at this point i want to assign our hand shader so let's go to the outliner and select our description and then hold right click in the viewport and assign new material we're gonna assign an ai standard here okay we're going to go to standard hair in the entry attribute editor we're going to just reduce the melanin to nothing this will help us see it better and we're not going to want for this tutorial uh the actual rug i want to make when it comes to color is this one as you can see it gets kind of white near the tip and i also want some variation in blue color and we're going to control that with a noise map as well as a jitter arnold jitter node okay so the next thing i want to do is i would like to generate some clumping some noise some uh variation in the length of these hairs so it looks more like the photo let's go to our modifiers tab in the x-gin editor we're going to add a that lump where it's there it is clump and if i refresh nothing happened and that's because there is no clump guides found and you can do that right at the bottom with the clump uh selected here you hit setup maps and we're going to increase our density let's set it to like 20 and hit generate you can see these are clumped controllers up here they just show up then hit save all right now we got some clumping i don't think i want it to be this strong and that's why there's this awesome mask and you can even create a map and paint where you want clumping to be i want it to be pretty even across the whole surface so i'm just going to reduce this number like 0.5 okay i'm also going to add a noise as you can see this also spices things up and we're going to reduce this let's say 0.7 cool we're going to also add a cut modifier this will vary the length these hairs you can see some are short some are longer that's nice because they're probably not all cut completely evenly and another thing we can do here is uh go into the grooming tab and i'm going to use this pose tool and i'm just going to if i hold down b i can click and drag to grow and shrink my brush and i'm just going to start painting some variation it doesn't need to be anything special like in the photos it's pretty messy there's no real direction so i mean just take some creative liberty in this part and what i did just there is i hit this little eyeball and that hit the hair so i can see these guides a little better here okay like how this is looking here i think we got some cool variation uh let's go ahead and i'm gonna also use this noise brush and selected it there we go and this will just kind of vary up some of this well just kind of paint that in there fun fun fun let's go ahead and generate our hairs now look at that and that's something that's starting to look like uh starting to look like a bath mat here i'm gonna tweak it a bit more here i might adjust the density make it a little more dense see there's some areas where you can see the bath map through let's go back up to our density and let's just double that all right let's uh let's reduce this cut i think that'll give us this back here let's reduce this even more than or i think i accidentally clicked on the width tool let me let me sleep all right you know what i think this is pretty solid for what we need we can tweak it more and obviously you can spend some more time on this i think this is uh there's enough variation here to go off of okay so let's go ahead and open up our shader editor and let's go ahead and graph our air shaver and let's rename this let's call this bath mat excellent cool the first thing we're going to want to do here is uh i want to tweak the tip to base color i want the tip to be white i want the base to be darker blue but let's go ahead and create a ramp an ai ramp uh i think i think any ramp works here let me check let me check real quick it might be a float okay you're going to need an ai ramp rgb my apologies and we're also going to use a theater node and one last thing we're going to want to be using is uh just the noise ai noise and i'm going to want to plug in this noise into the base and let me go ahead and start up this arnold render and so we can see here we got some variation and uh the color i honestly think this is pretty solid by its own so i'm just going to stick with this but what we're going to do now is we're going to remap the colors of this ai noise yes yes yes that's exactly what we're gonna do i'm sorry i have to think for a moment here i'll mouse direct this to the black and we're going to keep the white uh just click on the white here and we're just going to sample a light blue and for this black color we're going to sample dark blue for this other color we're going to sample a lighter but still okay and we're going to plug this now into our jitter we're going to have this set to face and then uniform id we're going to plug this out color back into our base color okay let's go ahead and render this and see if we've got it correctly here we can see here we may have to change the direction of this ramp start the i want it to be pretty prevalent i'm not sure if we're getting the variation in [Music] oh i am as you can see okay that's okay and then with our jitter we can increase like the gain max as you can see this gives us even further variation and honestly i think that is good enough for changes in the jitter i don't want to change it too much okay so that's great um i'm just gonna go ahead and assign uh standard surface to this base i'm not going to do anything special i do kind of want it to be like this we're going to make it say fairly rough we're gonna sample a gray color here and i'm gonna use sheen i believe sheen will work here pretty well i think i'm gonna need a light so let's go ahead and add a i have a tool here but just any light will do okay i'm gonna over space this because it doesn't do it before yeah start up our render again so let me this if you wanted to create this i would create another x gen with like small fuzzy hairs i'd add some noise to a bump map or a displacement just to give you some ideas for that i am going to create a floor here then three to smooth okay and let's open up our arnold render one more time here sorry i just want to get these on a layer so i don't select them okay let's start up our own render again there's one two final things you're going to want to adjust one thing i just hdr white we're going to go back to our fmat texture and increase the roughness this isn't this is pretty rough stuff so you can see starts to come out a little better here and honestly uh there's not much of that easy we got fairly close using xgen here i think if i were to tweak anything just looking at it i would make these strands a little thicker i might introduce another uh clump map of a different density that will add some nice variation and uh i rather like the colors that we got here so that's pretty much it uh thank you for watching if you have any suggestions please uh drop a comment down below and i'll try to make a tutorial if i don't know how to do it thank you so much see you next time
Info
Channel: JelkingExpert
Views: 405
Rating: 5 out of 5
Keywords:
Id: wjp4eOxgqjw
Channel Id: undefined
Length: 27min 1sec (1621 seconds)
Published: Sun Oct 04 2020
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.