Animation studio based in Eugene Bugaev 1991


Control displacement maps in Maya - Displacement Mapping

In this lesson we will look at some simple nodes in Maya, the material editor Hypershade and finally learn how to use the site Multiply-Divide (multiplication-division unit) to control the intensity and depth maps of displacement (displacement map).

This lesson we will look at some simple nodes in Maya, the material editor Hypershade and finally learn how to use the site Multiply-Divide (node multiplication-division) in order to control the intensity and depth maps of displacement (displacement map). Although this tutorial everything is quite detailed, and describes each step, you have to be initial skills in Maya, the concept of the material editor and Hypershade nodes.

Maya is parts! Everything you ever create in Maya is a node. For example, if you created a sphere, Maya will simply create a node transformation (Transform Node) which contains information about the field. Nodes in Maya have a huge number of features. They are often used in the material editor to create an association with objects, materials (shaders) and they determine how these objects will look like will look like.

So Pryyma to work. To begin, the editor of materials (Hypershade) and see what's what.

Maya - Rendering Editors - Hypershade

And here he is - the coveted Hypershade!


Let's deal in the left pane of the material editor (Hypershade) is a list of sites that you can create by dragging the nodes commonplace in the work zone editor, holding the middle mouse button (scroll wheel). Top panel editor contains all materials, textures, components, lights, cameras, etc. existing in the scene. The bottom panel, it is your work space. Here you can "collect" materials and interconnect components embodying all his fantasies).

Start by creating the material Lambert. As already stated above, simply press and hold the middle mouse button (scroll wheel) while the cursor over the material Lambert, and drag it to the workspace, as shown in the next picture. By the way, if you do not see the work area, in the next picture the arrow indicates the switching modes of the material editor (Hypershade). Just click on an image of two black rectangles separated by a strip.

Материал - Lambert

And so, we have created a material Lambert. He is very boring now, all gray, and not attractive. Let's paint it in chess structure. If you scroll down the left pane, under 2D Textures you will find the texture of chess (Checker), drag it into the workspace. Alternatively, you can create it through the menu Create - 2D Textures - Checker. Now your workspace should look like this:

Create – 2D Textures – Checker

Select checker1 and holding the middle mouse button, drag it on top of the material Lambert. Now our work area is as follows:

Lambert – Checker

Select from the drop down menu color, to create a link to our site checker1 material lambert2. In practice, this creates a link to the Site Settings checker1 - checker1.outColor with parameter material lambert2 - lambert2.color

 связь нашего узла checker1 с материалом lambert2

As a result, you'll see a line going from node to checker1 material lambert2, it shows that they are connected. Point the cursor to this line, you will see what parameters are connected. Now we have a wonderful material in chess coloring. But it will be much better if this stuff for something to use. Let's create a plane NURBS (NURBS plane) and apply it to our stuff. Choose Create - NURBS Priitives - Plane.

Create – NURBS Priitives – Plane

Leaving the plane selected, open the material editor, move your cursor over our chess material, click the right mouse button and holding it in the opened select menu Apply Material To Selection.

Apply Material To Selection

If you do not see the checkerboard structure in the viewport, just press the 6 key on the numeric keypad to enter the mode of texture mapping. If you render the scene, you will see a chess plane.
Excellent! Now that you know the basics of working in the material editor Hypershade and concept nodes. Now it's time to learn about all the charms offset parameter (Displacement).

КDisplacement map - Displacement Map

Displacement in Maya is a node that is attached to the displacement of the material and the group moves according to the texture map point relative to the object. The white part of the displacement map moves outward from the point of the object, and the black point on the object moves inside.

And so, we have the material checkerboard with pure black and white colors, applied to the plane. So why do not we use the checkerboard texture map as a displacement map? White areas will be moved out and the black inside. Here's an example of what we say (and what you have done in a few minutes):

Карта смещения - Displacement Map

I am sure that many of you use a texture bias in Maya, or any other program. If you used a displacement map in Maya before, you probably noticed that you can not adjust the intensity (and thus the length of the displacement), except for changes in texture contrast that you use in the displacement map. Here we will create a multiplication-division unit to control the intensity of the displacement map. First we will create the material without multiplication-division unit (multiplyDivide) to demonstrate how it is connected to the links in the material. This will give you a better idea of how the nodes in the scene are working together, and how the image is formed when rendering.

That's kind of the final structure of the nodes of the material:

Создадим узел Умножения-Деления - multiplyDivide

You probably noticed that there are 3 node that we have not created. The right-color node, a group of material (Shading group (SG)). It is said to help us Maya (Maya help), "a collection of materials, textures and light sources that are rationally describe the necessary attributes needed for shading, reflection and lighting for the final rendering of the object in the image." Geometric objects without material group is simply a frame. You already have this knot in the structure of the material. To see it, select node checker 1 and press the menu Graph - Input and Output Connections. Alternatively, you can click the right mouse button on the node and select checker1 Graph Network from the menu.

Graph – Input and Output Connections

The remaining two sites, this site multiplication-division (multiply - divide), which looks like the mathematical symbols of multiplication and division, and the material displacement (displacementShader 1), which looks like a plane with an offset of the form that you are trying to reach operation bias!

displacementShader 1

You must have noticed that the site is connected to the displacement of the material group (Shading Group). This is because the displacement is essentially too material. Material group in a special way connected to the node displacement (displacement node). You can see this by selecting the material group and seeing her editor attributes (attribute editor) by pressing (Ctrl + a). Create a bias node and connect it to the binder material (shader network). In the material editor Hypershade, scroll down the left pane until you see the menu Displacement. Open it and see the site of displacement.

Узел смещения

Drag it to the middle mouse button in the work area. Our input parameter offset is leaving the color saturation setting  outAlpha checker 1. Let's open the Link Editor (Connection Editor) to connect the card to a host checkerboard texture offset. That linkage editor:

Редактор связей - Connection Editor

Checker node 1 should be placed in the left side as it must pass a value outAlpha. DisplacementShader node 1 must be placed on the right side, as he must take outAlpha option. Select the node checker 1 and press Reload Left. It should be emphasized displacementShader1 node and click Reload Right.

Узел checker 1 надо поместить в левую сторону - он должен передавать значение outAlpha

Now comes the easy part. Click first on the Out Alpha option in the left pane, and then on the right to the option Displacement. If you go back to the editor Hypershade materials you will see that now hosts checkerboard texture (checker 1) and node displacement (displacementShader 1) are linked, but the node is not associated with the displacement of the material group. To link them, highlight the node and click displacementShader1 Reload Left. Now select the material group lambert 2 SG (shading group), and click Reload Right. When both sides are updated, click first on the Displacement option in the left pane, and then click on the right Displacement Shader. In fact, these actions combined parameter displacementShader 1. displacement with parameter lambert 2 SG. displacementShader.

Эти действия соединяют параметр displacementShader 1. displacement с параметром lambert 2 SG . displacementShader

Now if you do the visualization, you get the picture that we had expected.

Here we have the displacement depth and out! But what if we want to raise the white color point above? Now the parameter controls the intensity of the texture offset outAlpha checker board checker one gets right to the node displacement (displacement shader), but we can catch it, and the process at will. To do this, we wanted to create a site multiplication-division (multiplyDivide). This node receives an incoming result, multiplies, divides and amplifies it to the value that you specify, and displays the result of coming on.

In fact, it looks like this:

checker1.outAlpha a multiplyDivide.input1X

multiplyDivide.ouputX a displacementShader1.displacement.

So, let's create the knot.

In the material editor Hypershade select Create - General Utilites - Multiply Divide.

Create – General Utilites – Multiply Divide

Back in the linker (Connection Editor), select the node and click checker 1 Reload Left, then select the node multiplyDivide 1 and click Reload Right. Connect "Out Alpha" to "Input1 X" by clicking on them one by one.

Соединяем Out Alpha с Input1 X

Then select the site and click on  multiplyDivide 1  Reload Left, selected next node displacementShader 1 and click Reload Right. When upgraded both of the window join index "Output X" with "Displacement".

Cоединяем  показатель Output X с Displacement

If you render the now, you will not see any changes. Since we need to change the outAlpha multiplying it before it gets to the node displacements. So select node multiplyDivide 1 and open the Attribute Editor (Attribute Editor). Note that the first field enter the value Input1 colored yellow. This means that the incoming value of the other node. To multiply this value must be entered in the first field enter the value Input2 zoom. Consequently, if we introduce a value of 10, the length of the displacement increase to 10, and if we add 0.5 is reduced by 2 times. Try and do the visualization.

multiplyDivide 1

Not bad right? Try to do the same using your own textures. Here's a quick example of using textures created in Photoshop. Net displacement without modeling:

Рендер - Контроль карты смещения в Maya - Displacement Mapping