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In the sample scene, each individual box object was instanced. Make sure you want any changes you made to affect all of these instances. For example, you might work with an instanced object's components, such as vertices and polygon faces. You can move, rotate, or scale it independently of its parent and of other instances of that parent.Īny changes you make to an instance while it's in component modes are transmitted to all instances of your object. This action creates an instance of your object. In the Duplicate Special Options dialog box, for Geometry type select the Instance option. On the Edit menu, go to Duplicate Special to open options. In Maya, the process of instancing is simple. Instances of a master object can have their own scale, rotation, and transforms so they can be placed as required in your scene. Instancing similar objects in your scene, such as nuts, bolts, screws, and washers yields significant savings in file size. With your PBR materials created and set up, consider instancing objects in your scene. A material that's used on a wider range of areas can be named for its properties or type.Īssign your textures as shown in the image. A material that's used on a unique part might be named for that part. Name your materials appropriately by taking into account their use or type. Before you plug in your texture maps, you need to activate the relevant attributes. The Stingray PBR material allows you to select which attributes you can activate. The following images show where each texture type fits in to the PBR material. With your material assigned to your asset and named appropriately, you can now assign your various textures. When this type of material is visualized in the viewport, it's similar to what's visualized later in Azure Remote Rendering. The Stingray PBR Shader is compatible with many other applications and most closely matches the requirements of Azure Remote Rendering. It's analogous to Physical Material in 3D Studio Max. In most other respects, it's identical to the Maya Standard Surface Shader. The Arnold Standard Surface Shader can be exported with FBX files. The Maya Standard Surface Shader isn't yet exportable via the FBX 2020 plug-in. They include Maya Standard Surface, Arnold Standard Surface, and Stingray PBR. In Maya 2020, a number of different PBR shaders are available. This action assigns a PBR material to your model.
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Before you start to create assets, we recommend that you set your scene units in Maya to meters. As shown in the image, each of these objects was given its own appropriate name.Īzure Remote Rendering uses meters for measurement and the up direction is the Y-axis. Each object represents a different type of material.
#HYPERSHADE MAYA 2016 TUTORIAL HOW TO#
Here's how to set up a PBR material in Maya.Īs you'll see in the sample scene, we've created a number of box objects.
#HYPERSHADE MAYA 2016 TUTORIAL FULL#
It's a grayscale map that indicates which areas of a model receive full lighting (white) or full shade (black). Ambient Occlusion, which is used to add soft shading and contact shadows to a model.Examples of detail might be pitting and dents on a metal surface or grain in wood. Normal, which adds detail to a surface without having to add more polygons.Roughness, which determines how rough or smooth a surface is and affects the sharpness or blurriness of the reflections and highlights on a surface.Metalness, which determines if a material is metallic and which parts are metallic.Albedo, which is the materials color map and is also called Diffuse or BaseColor.Broadly speaking, each material contains all or most of the following textures: They're assigned different materials, such as wood, metal, painted metal, plastic, and rubber. The sample scene in this tutorial contains a number of polygon box objects. This tutorial is a guide to basic PBR shader setup and FBX export for Azure Remote Rendering projects. It's similar in many ways to PBR setup in other content-creation apps like 3DS Max.
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