INTRODUCTION TO MAYA HYPERSHADE!

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hypershade hypershade hyper sheen alright welcome back to another episode of tutorial Tuesday and today we will be talking about hypershade there's a couple of questions a lot of guys of axe because of some videos which was made I think one is relative to the lava which we did last time so you can go over and check out the lava which we did last week and yeah so we're gonna talk about the basics of hypershade just because a lot of people couldn't follow up they didn't understand what we're talking about how textures work how materials work and all of those things so I'm going to go and break these things really really down and so in case you want to follow along this video is here for you guys to actually learn and this is applicable to basically every form of shading that you're going to meet and once you get the hang of this fundamental it's going to be very easy for you to shade in typically every other app alright so let's get right into it so by default this is how your mind should look like okay and there are various ways you can get into Maya hypershade so you can click on this button here to get into Maya hypershade you can go over click on the windows jump through to rendering because the hypershade is considered as a rendering object or you can you know split your screen your viewport into to go over to panel within this part you have panel and you can switch to hypershade alright so these are ways you can switch to your hypershade I'm going to go ahead and just keep this as one and then from here we're going to talk about how and what you can do and what you cannot do so let's go ahead and you know just simply drop a plane hold down shift right click and drop a simple plane and then I'm going to just simply scale this all the way up and take this off next which I'm going to do is to go ahead and add maybe a toast something I'm going to right click and just drop in a simple torus here and also press W on my keyboard so I can be able to move this all the way up okay let me zoom this right in so that we can have a good feel of a good view of this okay so now we have this here the next thing you would probably want to do is to open up your hypershade okay now opening up your hypershade is one thing understanding how your hypershade works is another so if for example you're using a different workspace you can always reset your workspace to how it was when you originally installed Maya so if you're having issues with your workspace there is always the way you can fix it how you can fix it is if you go over to your Windows Explorer and directly here you type something like Maya and you go to the version that you're working with you can definitely delete the preference file and once you delete the preference file you see all of this stuff once you delete the preference file and reopen Maya Maya will go ahead and reconfigure your minor viewports and you know all of your settings like how it was from the day you installed it the first time okay enough of that into hypershade so we're clicking on this tiny thing here and it's launching hypershade for us okay so we have hypershade directly here let me expand this so that we can talk about this a little bit more so hypershade works a little bit easier than you probably thought you wouldn't okay so in every shading directly in Maya there is something called shading group okay and there is a material and there is a texture and there is a texture coordinates alright so the texture coordinate is what tells the texture where and how the texture should be applied onto a surface the texture is plugged into the material within this material is where you can set things like your specularity within the material is where you can set your emission within the same material is where you can set your roughness within the same material is where you can also set your transmission yeah good shading group is the shader that is responsible for making sure that this is applied to a surface we're good cool so this is responsible for making sure that all of this material they are applying - ass office right is applied so your shading group consists of three main things your surface shading volume shading and finally your displacements alright so this is how it works very simple texture coordinate goes to texture texture ghost material material goes to shading group beautiful simple straightforward cool good so now we have this out of the way I will just go ahead and explain a little bit more inside every texture good inside every texture every texture contains our G be a most of the times our GPA is just like your red green blue and your alpha channel this channel is known as the color basically you guys know already so and this is known as the Alpha alright so this is known as the color and this is known as the Alpha very simple and straightforward this color information is only and always plugged to a color section in your material and this simply means that because it contains three different values that it only goes to any place that accepts three different values so within your material if you have a place that supports only one value you can go ahead and pick either the red the green the blue or the Alpha and plug it there but not the three of them okay so now we have clarified that let me go ahead and talk about how this works so directly here what we're going to do is we are going to go ahead and talk about this UI and then dive back into how this works so this is where you get to preview your material all right so you can preview your materials here this is where your material properties exist this is we're all your shaders okay all of the things that you've installed so if you've installed v-ray you get to find very shaders here if you installed Arnold you find your Arnold shaders if you've installed redshift just like me you get to find all of these things here okay so probably a lot of people I know just have only a note okay so you we're going to walk with a note here is where everything lies if you have materials all your materials not textures all your materials exist here your textures here utilities here we're going to talk about utilities maybe sometime later but today let's talk about this so within this part before you start we can press the tab key to actually bring in a shader so one thing you should know is Arnold v-ray redshifts all have different shaders and these shaders don't work with another engine so if you have an old rendering engine be sure to know that your redshift shading may probably definitely wouldn't work actually if you have a v-ray be sure to know that you cannot render Arnold you definitely need to render with veering and if you've been looking at this lamp but your Lambert is your uber shader that comes with Maya so don't bother about that so I'm going to press the tab key and I'm going to type AI standard because AI standard is the standard if I click here shader you'll find that exactly here AI standard surface is the standard surface shader that ships with a node all right so just like I explained to you guys right now you would notice that directly here we have a shading group then we have a material alright okay so we'll get back to this and also you might have noticed that here we have surface we have volume and you have displacement and also within the material you might have noticed who have specular we have a mission we have roughness and we'll also have transmission okay so we'll explain more about this soon okay so now because we have this here what we can do is we're going to go ahead and assign these two texts to an object so that we can visually see will will walk in it so there are multiple ways you can assign this you can right click hold and good and say assign to the pod selection which simply means you need to make it selected first so you can assign this way you can right click hold and you can come to existing materials and you can assign or you can use your middle mouse button click drag and drop right middle mouse click drag and drop good so now we've added that there let me position this to the side so that we can see all of these things ok so now we've done that day and just in case you're working with your hypershade and you cannot find any of these things if you go over to window you're going to be able to bring them all up ok good so now we have actually assigned this let's talk about color so within your color the color actually influences the color that dissin has okay so you can go ahead and make different changes to the colors directly here the weight tells the renderer or tells Maya how much weight you want this to have so you can choose to turn this all the way one so it simply means you're going to get a reach up value or you can turn this all the way to zero and you're going to have a less value okay so you can turn this all the way to one the same thing applies for the specularity if we don't want it to have too much specular we can turn this down and you might be asking can you drive can you drive a specular with a different color yes you can drive every single thing that exists here with a texture ok so we're going to talk about that right now so I have this here now the next thing which I would like to show you real quick is you can bring in textures from any way in the world right so you can bring in textures from your hard drive you can use the default textures that exist in Maya you can make your own textures and bring them here so we're going to use a very simple simple texture and I think we should try using a cloth so if I type cloth here I can bring in a cloth texture we can select this and position this here and we can also use it Cheka Cheka texture and i can position this here and we can also bring in a noise texture I like this one a lot alright so we can bring that we can bring this here and we can position this here and one thing I want you guys to know is all of these textures just like we explained earlier they all have coordinates okay so I'm just going to bring this real quick so you guys can see remember I said texture coordinate goes to textures and textures goes to materials and material goes to the shading group now these texture coordinates that were looking at here is responsible for tiling okay for tiling all your textures it is also responsible for repeating all right repeating all right and it's also responsible for adding some sort of noise okay so you can add some sort of noise to your texture right by using the texture coordinate so the texture coordinate tells the texture how to wrap around an object and your material actually tells the rendering engine that this should be plastic this should be metal this should be wood and so on and so forth okay good so this is what happens if I bring this over to these parts and say you know what I want this texture to be I want this texture to drive the look of these objects so instead of having the base color as this I can choose to pick up the color and plug it here we don't see it here but we can see it in the preview so why don't we see here we don't see here because we haven't told Maya's viewport to display it so how can we tell my viewport to display it we can click on this button or you can press 6 on your keyboard and then you'll be able to see it I just talked about tiling and so if we go over and select the coordinates here you can see that from these parts we can choose to repeat and tile this as much as we want so if I come true and say I want this to repeat 8 by 8 you would notice it is repeating it by 8 so if we want to offset this we can come to an offset the value here if we want to rotate this UV and you can see what beginning to have some sort of interesting looking thing going on here if you want to actually add a bit of noise to the UV you can actually throw in a couple of noise here so I can throw in the noise there and you can see we're beginning to have noise around here alright so really cool and really easy and this way you can see how much this is influencing this and then you can see the rule this is plain alright good so now that you've understood how this works you may also be wondering so how do we drive the other things and you should also see that now that were plugging this will plot color to the red one and alpha only goes to the green ones okay so the alpha goes to the green ones and the RGB which is the color goes here and you might have been wondering because I said only black and white information goes to this one so why is this going there this is going there because as we have our G and B as three values these three values go here individual values only go to the green while three values go to the Reds and we can change this color to whatever we want okay so we can come true and change this color so something like that okay so we can change this actually I think that should be red and this should be this other color okay I think it looks better now okay so we can change this to whatever thing we want and if you're also wondering if this can be animated yes you can always set keyframes to these things okay so now we have understood how the viewport the hypershade works Kani thing you may want to know is how can you collapse this so if you press a button like this you can collapse this and you can do that by pressing one on your keyboard two and three all right one two three four okay so you can use that to actually drive that okay other values you have here there are black and white let's say you want to drive using this alpha so let's say want to drive the specific thing by using the alpha remember when we talked about this stuff I said that three color values okay well we can't individual colors directly that we have here all these are individual color values so you can choose to pick an alpha that is accumulative of the black and white information of these three or you can choose to pick an individual one and use it all right so if I want to use just the red values that exist in my texture I can choose to use only the red values if I wanna use the green values I can use only the green values but if I want to use a cumulative of one two and three then you go ahead and use the Alpha okay so a good way to actually show this is directly here you'll notice that I already have a black and you already notice that we have a red value we have a blue value and all that stuff okay so I would like to use the alpha or let's say I would like to use just the red Channel okay so depending on what you want to make so if i come true and say you know for the specularity let's select this so that we can have a good look at this for the spec i like the fact that the specularity is all whites but I would like the specular roughness which is this because you can now see that it just has one value and you can see that value here I would like this to be accumulative of the entire thing which I have right so if I don't do this you can see initially we're having all of this shine but if I go ahead and plug this directly on the roughness okay another thing you would notice is if I have this selected without plugging anything directly you can see what we have here right you can see how much roughness we have but if I choose to plug this here you notice that there is a significant difference what I think you can do is we can choose to say okay one plug this to just a specular all right now this specular would have to control the weight this is set to one and you remember when we turn this down having nothing for Tony all the way up or having something right so I can plug this over to just a specular okay and you can see it's giving us a cumulative value of what all this textual information has so you can still use this for various things so you can use this for pass et you can use this for different things and in case you're asking how does this alpha really works this is how alpha works within this part where we have an object like this if I just go ahead and explain this before we go you would notice that alphas are basically black and white right so alphas are basically black and white so once this black is zero and once it's white is one once it's black especially when you work with transparency is invisible and once you're working white it is visible all right so once you've beginning to work with things that have grey what you would notice is that within the grey value the grey value goes from 0.9 all the way to 0.01 okay so when you're working with gray values this is how that works and in case you want to go ahead and render this what we can do because we're making use of a node what we can do is I would like to just simply turn on all of this so that we can have a good view what we can do is we can come over to the UH node tab we can do that from here turn on the lights okay so we can put a dome light so I'm just going to click and drop a dome light there and then just press the a node play so I'm just going to go ahead and drag this directly here so that you guys can have a good look at it okay so you can use an old play to actually render whatever you're working with all right so this is basically how you can walk with hypershade there is just a couple of things that I would really like you guys to know about this thing but hopefully I'm going to make another video that would cover that and in case you want to walk with some other things like let's say utilities and all that Maya has a vast library of utilities that I would really like you guys to you know play with and use we can actually start off with something that has to do with invest so if I just press the tab key and use a reverse you can see we have a reverse so with the reverse you can add reverse input and you can also notice that I have the x y and z and x y&z simply means our GMB alright so i can plug this here right but if you choose to plug this you can see it's not going there but you can plug this individual value to another individual value so there is a couple of months you can also use to drive this value you can see now we just reversed this or having a reversed version of what we have let's put this in a bucket and render this you can see we're having a reversed value so you can use this to create very very amazing amazing piece alright so I'll like you guys to try this and if you want me to do a much more extended version of this tutorial I would be very very glad to do it for you guys so you guys tell me what you think about this have you used the Maya hypershade do you have issues using my hypershade what are the problems you've run into and what would you like to see talk to me about this in the comment section below and if you like this video you know what to do hit the like button and also turn on notifications so you'll be the first to know once you release a new video and if you're new here and you like what you see and you want to see more of this kind of things there are a lot of videos and the channel you should go ahead and check them out if you want to learn new stuffs you want to find new apps you want to find new ways of doing things go to the channel and you're going to find amazing amazing stuff and don't forget to Like subscribe Tunnel notification all of those fun stuffs you guys like to do and until I see you guys again with the tutorial review round tips and tricks things like this peace
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Channel: askNK
Views: 21,419
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Keywords: asknk tutorial howto better maya max keyshot Reviews, Texturing, 3d Tutorials, Maya, Cinema4d, Twinmotion, Arnold, zbrush, Mixer, Rendering, blender, hypershade maya, hypershade maya 2019, how to hypershade in maya, hypershade in maya, hypershade in maya 2018, maya hypershade nodes, maya hypershade texture, maya hypershade not showing, redshift hypershade, hypershade tutorial, maya 2020, maya 2020 tutorial, arnold shading, maya 2019 arnold, redshift shading in maya, Maya 2017
Id: qjvw9M7ARNc
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Length: 21min 53sec (1313 seconds)
Published: Tue Apr 23 2019
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