Wednesday 28 August 2013

Monday 26 August 2013

How to create a simple rubics cube in 3D Max

This modeling tutorial is very simple and should be easy to complete in a matter of just a few minutes. It should work with just about any version of max.

1.
Ok, step one, go to customize and the top and then go to "grid and snap settings" and then go to home grid and make the settings like this: (And then turn on 3D snap)
2. 
first create a box with these parameters:
length - 100 with 3 length segments
width - 100 with 3 width segments
height - 100 with 3 height segments
3.
The box should look like this:
4.
Next, right click on the box and convert it to an editable poly, and select "polygon" in the selection.
5.
Ok, now that that's done, select all the polygons and then go to "edit polygons" and select Bevel.
6.
Now make the bevel type "by polygon" and make the height 0.0 and the outline amount -2.0
7.
Then click apply and now make the height 5.0 and the outline amount 0.0

You should get something like this:

3DS MAX Mental Ray

First you create a scene....
like as,

When you load the scene file , you will see something like this..I have created everything and you dont need to do anything..Just try to discover the parameters..

I have created a Skylight and choosed 'Use scene environment'.
There is no need to write down all details about the parameters of the materials..You can see them in your scene..Below is just a screenshot of the material that I used for cup and plate..



Please try to examine all materials and discover how they are used..
Below , is the parameters of the HDR file that I used for environment..SKYLIGHT was setup to use the scene environment.So it will use any file that we select to put in environment..



These are MR settings that I have used for this image , remember that this is only trial & error thing..Its very hard to find the best setting at the first time..So we need to start from minimum settings and move on till we get nice results..

and final render....

Thursday 22 August 2013

The Best HTML Audio Solution

The example below uses the HTML5 'audio' element and tries to play the audio either as MP3 or OGG. If it fails, the code "falls back" to try the 'embed' element:



Problems:

  • You must convert the audio files into different formats
  • The 'embed' element cannot "fall-back" to display an error message

Hypershade Work In Maya

This tutorial teaches you how materials work, and how to create materials in Maya.
Surface Materials


These are the materials that actually define the color of your model when rendered or seen in the view port. There are a couple of different surface materials that you can choose from.

Anisotropic
Blinn
Lambert
Hair Tube Shader
Phong
Phong E
Ocean Shader
Ramp Shader
Surface Shader

These are just the basic materials that you will be using most often. Each material has different attributes to define the appearance of the material. Almost all of them will look uniquely different, even when set up with similar settings. Example: The phong, which is the shiny plastic-like material, will look much different than a lambert, a matte finish material.

Assigning Shaders/Materials To Your Model


The default material that's assigned to your model is a gray lambert connected to the initial shading group.
There are more than a couple of ways to do this, so we're going to list off the most useful ones. The attributes editor may open with the material settings loaded in it. Don't bother with it, because we'll cover editing the material setting later.
Step one - Select your model (in our case, a sphere), go to the rendering shelf.

Step two - Click on the material that you want to use. This will automatically create a material and shading group, and then connect the shading group to the selected model.
Here is another way to do it.
Undo the last steps.
Step one - Once again, select your sphere and right click on top of it, and go to assign new material>and select the material from the list. If you have mental ray loaded, your selection of materials will be larger. Once again, this will create a shading group and surface material, and assign it to the model.
Or, instead of going and creating a whole new shading group and surface shader, you can use one that's already in your scene. It might be assigned to another model and you want them both to have the same material. Right click and go to assign existing material instead.
Here is another way to do it.
Undo the last steps.
Go to window>rendering editors>hypershade.

In the create Maya node side.

Click on the material you want to create. This will add it to the work area and create a surface shader and its shading group.

Now select your model in the view port, right click on the surface material in the work area, and click assign material to selected. This will assign the material shading group to the model shape node; in other words assigning the material to the model.

Editing The Surface Materials Settings


The quickest way, to access the materials settings, is to open them in the attributes editor. The quickest way, to load the surface material attributes of the selected model into the attributes editor, is to select the model, go to the rendering shelf, and click the show shading group button. The attributes editor, by default, will open the shading group, but go to the surface material tab.

Another way to do it is to open the hypershade again and select the material in the materials section, then go to window>attributes editor.

Whichever way you chose, it will load the shaders attributes into the attributes editor. Since all materials are different, I'll cover the standard settings for almost all shaders.
Color - When you click on the color swatch, it will open the color chooser; this is the overall color of the model.
Transparency - This attribute can be gray scale (black, gray, and white), or it can be colored. The lighter the color, the more transparent it is. White is completely transparent.
Ambient Color - The ambient color is mostly affecting the color when an object is shaded on a model. It acts as a multiplier to the color.
Incandesence - Imagine this is an overall color. When editing this attribute, be careful that you don't make a shade that looks washed out when rendering. A way to prevent this is to make sure the v (value) of the color is lower than 0.1; in other words, keep this color dark.

Now we're going to see what a standard shading network looks like. First, open the hypershade (window>rendering editors>Hypershade). Go to the tab shading groups. Right click the initial shading group and select "graph network".

We can see all three of the spheres connected to the shading group. Basically, it's connecting the object groups from the shape nodes in the models to a dag set members array, stored in the shading group.
Now select the shading group and open the attributes editor. Click on the initial Shading Group tab.

We can see the surface material slot has the lambert1 surface material connected to it. You can also see this is in the hypershade.

So this takes the output of the surface material (in this case, lambert1) and connects it to the surface shader for the shading group.
Shaders don't have to be assigned to an entire object - they can be assigned to individual faces on an object. For this to work, instead of connecting a shading group to an entire model, it will create a subgroup Id it can use to connect the shading group from an array to the faces. But, unlike in the standard example, the shading group will need to send the color information back to the model for shading that particular region.
Different shaders take different amounts of time to render. A phong shader will render faster than a blinn shader.
Some shaders, such as the "surface shader", have no "shading" at all; it's just a flat-colored surface.


Pivot Points setting in Maya

Every model (or transform node) can have only one pivot point. This pivot point is where the object rotates or scales on. The pivot point position doesn't affect the move tool.

Editing Pivot Points

You can easily edite this....
Create a cube. Scale it (r on your keyboard) to a rectangle so it's easier to see the effects of the pivot point's location.

Go to the rotate tool (e on your keyboard) and rotate the cube. Get a feel for how the rotate tool works with the pivot point in the center. After that, undo your rotations.
Go to the move tool (w on your keyboard), and hit insert on your keyboard.

Now, press 'd' on your keyboard and drag pivot ,and you can change the model's pivot point. Move it to one of the edges.

Now hit insert again to exit moving the pivot point and go back to the move tool. Now go to the rotate tool and rotate it.

Now it pivots on the right side instead of the center. It will pivot on wherever you put the pivot point. This also goes for scaling.
If you need to center your pivot point in your model, go to modify > center pivot.

Friday 16 August 2013

Cloth tutorial in Maya

Lets start open Maya or its running already set to new scene that should create a new and fresh scene.
1-create a NURBS plane and set it as like image below or you can use my scene which i am going to use in this tutorials

2-when you set your scene this is the to add soft bodies to our curtain to react as cloth, make sure that you model type is set to (dynamics) in dropdown menu, go to soft/rigid bodies then chose that rectangle box as like in image indicating below.

3-set these setting in the soft option then hit the create button as image illustrated below.

4-now your curtain should look with rectangular light greenish bounding box, its mean that green box adds particle to plane to react to wind field in the scene, as picture below.

5-now we need to add wind to simulate cloth effect to do that go to (fields) then from dropdown menu chose uniform and hit that small rectangular box to see option, in picture below.

6-now from channel box copy the name of curtain and put it into (uniform field name) box and the hit the create button as like image below.
you think that why i am doing that if you don't give the curtain name in (uniform field name) some times its not working and says no proper object is select.

7-now if you see the uniform field is in the origin at 0,0,0 as like image below.

8-now move uniform field to some where in the middle of curtain to react as wind, now with uniform field selected hit (T) button to see attributes to change direction magnetite attenuation, now select that blue handle to change attributes change the direction to blow the curtain, we will play with magnetite attributes later. like picture below.

9-now if you play nothing will be happen why that? because we have to pain it with soft body paint. ok lets do that go to soft/rigid bodies again and chose from dropdown menu (paint soft body weights tool) and hit that small rectangular to see option for paint, in image below.

10-and now do the change like image below.

11-now start painting your curtain, when you start painting now its with black color paints the black area mean it will now simulate as clothe with uniform field, as image below.

12-now hit play button you should see some thing like in image below, if you see the wind is not forcing to curtain the change attenuation value to something above when you not satisfy.

13-and also you can smooth curtain as like real world, to do that again go to paint option and this change instead (replace) check radio box called smooth and again start the paint again where you want to smooth it. as image below.

14-now you should see something like in image below.

15-now to create more realistic motion in cloth we have to add (Spring) select the curtain first, again go to soft/rigid bodies drop down menu and then chose that small rectangular box front of (spring) as in

16-now do these settings in the spring option as

17-now you should see something like in the picture below.

18-now play the animation you should see more realist motion in curtain as image below.

19-now what we need? we need some random motion in cloth to do that hit (Ctrl+A) you should see now the uniform field attribute editor, before doing these make sure the uniform field is selected. now scroll down until you don't see (Uniform field attributes) right click on (Magnetite) and chose (create new expression) as

20-now highlight from box called (selected Obj & Attr) and then drag it into expression field to bottom as

21-now increase to expression this one one (=rand(1,6) ) it will help us to have random motion from 1 to 6 as

22-now you see that magnetite box color is changed to purple, that is indication expression, as like picture below.

we are pretty done with our object play with settings until you are not satisfy here is mine final result with random motion in curtain