Maya at a Glance: Bump map, Normal Maps and Displacement maps in Arnold

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hello everyone Reza's here and in this session I'm gonna I'm going to show you how to apply a bump map or a normal map or a displacement map to your object we've already covered what those maps are so it must be kind of easy for you to kind of have a look at the workflow learn the implementation and add those to your mop well first one on the list is bump map so it's a grayscale map I've got a standard two here and it's not hasn't been renamed which is bad practice from my end you make sure that you have everything named right click on it a standard surface two in order to get that to work obviously I need to find a pattern for my bump map as you already should know bump maps are grayscale maps so there is no RGB value and unlike displacement maps they technically don't alter the silhouette of your geometry they're fake and because of that rendering them is fairly quick so this is the bump map that I have is just a simple texture that I'll be using for this example so let's bring the texture over I'm gonna press tap type in file bring in my file don't forget to rename these nodes otherwise it gets out of control I'm just going to go to my source images and I've got one for bump one for normal one for displacement I'm gonna start with that now you cannot just drag and drop or connect it to your bump map slot which is here geometry bump map you cannot just directly assign it here you have to have a middleman a bridge simply type in bump to d here I'm gonna zoom in a little so you guys can see better perfect so it's a grayscale color so having out color really doesn't do much doesn't make any sense because it's a grayscale color and it there's literally no RGB p-- combined you can use either R or G or B to connect that your bump value I'm from out into normal camera and that normal camera is actually if I look or click on the a standard is actually your bump map now so you can see what happens when you don't rename it just puts in file 6 which is too vague for my taste but beside the point that's how are you that's how you connect your bump map if I click on it on the IPR button to see the result I can see the bump app appears now if you click here and go one out this is out this is in so if you go click on it go out or you can click on that bump node alternatively you can see that we have bump value and that bump value kind of intensifies the strength of the bump don't go too high on that so if you go too high then what you see is sort of an artifact that may happen or you know Maya freaks out so usually I keep it around the value of one to two and if there is any problem I go and fine-tune the texture rather than playing around with with these attributes so that is just as simple as that that's how you apply a bump map to your model now let's talk about normal map so I'm going to disconnect the bump map here and here put that bum a beside I'm gonna use the same file node this time I'm gonna use a normal map and this is a normal map color basically what you see is a colored image its RGB image this time I'm just gonna rename it it's really too hard too difficult to resist that one so now because it's a colored map I'm not gonna use RG and B I'm gonna use the combination of the two or three and use the actual out color but again I need a middleman this one is AI normal normal map now out color goes to input now the easy part I'm just going to disconnect that for now daisy part out value goes in here and there you have it that's the normal map pattern that we were talking about see is that we have strength to just you know how much intensity you want for this particular map and you can see because its color its RGB it's just not black and white it comes with more information as a result of that it gives you more detailed raised pushed areas if you want so you usually use that for really fine tweaks or really small details like wrinkles on the skin something like that so that's that's how you apply normal map now in order to show displacement map I better just practice it on ass much simpler model so I just paused the video and created a simple cube I was not kidding when I said a simple object literally a cube and if he can apply displacement map on a rigid cube with no with absolutely no resolution or loop then you can pretty much apply to anything now the trick with displacement map is because it alters the actual surface you need resolution you need subdivision well it's not too easy to just go and alter the actual geometry using classic modeling tools because then it messes up your UV mapping it may not be in the pipeline it may create restriction for you it may slow down your scene there's so many problems that can tag along there's another way to do that and that is through subdivision tab in Maya so if I create a utility map a utility node just to demonstrate how it effects I'm just gonna turn off IPR we don't need it how it affects the geometry I'm just gonna apply it really quick right click assign to material and then go into a utility set this one to Lambert and this one to polygon wireframe this is just to show you the wireframe that's what the note does it just literally shows you the wireframe now it helps because I'm about to show you how to add subdivision of course this note is it basically it's capable of showing this to you if you go to the shape node of the model that you have on there Arnold subdivision you can actually turn on the subdivision I'm gonna set it to linear you can say it's a capital Clark it rounds or smooths you seen in your object I'm gonna say to linear as soon as you set the iteration to one then it divides that face into four phases so multiplies by four if I set it to two then you get eight sixteen so on and so forth so you can actually increase that to a significant amount and see how dense this looks now and the cool part of it there is no physical alteration we didn't really amend the model in any way is just there we do it through its shape node which is great now the model has got enough subdivision should be changed so what I can do stop the IPR select the model now I'm gonna right click on the iCube and assign that to my material to my cube I'm gonna delete air utility don't need it anymore obviously tap bring the file in the file that I picked is a this is a simple brick note so that's the brick node displacement map excuse me now again we need a middleman here and that middleman is called displacement now unlike normal map and Bob map it doesn't go here we have a slot for displacement shader here so if I just type in called displacement shade very straightforward it comes with own shading group but we already have one we don't need it so what I can do we can I can unplug it and then plug it to my own shader get rid of the one that we don't need now in here it's very easy from out color to displacement oops oh the reason hahaha I'm glad it happened the reason that it doesn't accept it because it is not a colored map it's a black-and-white map so you have to expand it and use one of these channels instead of this one so displacement goes to I usually pick our go to that there you go now disclaimer as soon as I render you see something really ugly probably yeah well you can see that you may say it kind of didn't work yes it did work you need to just make a few changes usually there are two things that you need to do I'm going to expand Arnold and this is you get that when you select displacement shader node in the outliner I'm just gonna pause IPR I feel like my computer is slowing down a little so if I can bring my cursor to it would be great right fantastic so scale there's no more default values way too high I usually say to one tenth of whatever value you have and then another one is under Arnold subsection you want to give it some padding so you can actually see some raised areas so maybe point two should do it now if I render I'm just gonna zoom back a little now if I render there you go you see something that's more like it that works and the beauty of it is now unlike normal map on Mac because they're fake you actually see Maya is altering the shape of the contour of your model which is great so this is a really efficient way of changing your model this is something that Arnold showcases so this is not a mod link showcase it is actually done via a very clean complex displacement map so you can see that you can literally model well in advance level without modeling using just a clean displacement map it's very effective all right I hope you learned a thing or two if you have any questions and in my way other than that it's a wrap for today it was rather a quick tutorial and feel free to use these techniques in your own projects see you next time thank you bye
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Channel: SARKAMARI
Views: 20,220
Rating: undefined out of 5
Keywords: Arnold Bump Map, Arnold Maya, Displacement map, Normal Map in Arnold, Displacement in Maya, Reza Sarkamari, Autodesk maya Arnold, Bump Normal Displacement, Arnold Shaders
Id: IytfsDZUDf0
Channel Id: undefined
Length: 13min 14sec (794 seconds)
Published: Fri Apr 03 2020
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