Chapter 3- Shading, Texturing, Lighting and Rendering using MAYA | FREE tutorial , lesson & video training | Beginner | Advanced page 5
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Chapter 3 - Shading / Texturing, Lighting and Rendering in MAYA (Beginner tutorials & video lessons)
Author - Saju Asokan
Last Updated: June 27 2009
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All that remains in the scene to texture is the vase. We will do that in this page.
Shading the Vase in Maya:

For the vase object, we need not assign a new material to it. The default Lambert material that Maya assigned to it would be adequate. We just need to tweak it a little bit. Select the Lambert material assigned to the vase in the Attribute Editor. Change the Color of the vase to a brownish tint as shown maya material vase color. Change the Diffuse value to 0.769. Try rendering the scene and see the results.

Assigning a Bump Map to the material
When you rendered the scene, you would have noticed that the vase looks flatly shaded and unattractive in Maya. We need to give it a bumpy texture to make it look more realistic. In the Material's attribute, click on the checkered box near the 'Bump Mapping' channel. From the 'Create Render Node' that pops up, choose 'Noise' under the '2D Textures'. Now the Noise texture's properties will be available in the Attribute Editor in Maya. Change the Bump Depth value to 0.1. Now try rendering the scene and see the results.
maya render vase

The Bump mapping channel in Maya uses any texture you assign to it, to create bumps on the material's surface. The alpha channel of the texture is used to determine the bumpiness factor. We reduced the Bump Depth in Maya to reduce the extend to which the texture creates the bump effect on the surface. Go to the Noise texture's parameters in the Attribute Editor and change the Noise Type to 'Wispy'. It gives you a different type of noise texture. You can increase the Frequency Ratio to increase the level of noisiness. You can use the 'Amplitude' to control the alpha channel's contrast between black and white regions in the texture and thus control the level of bumpiness it causes on the material in Maya.

Feel free to experiment with the parameters in Maya and see the result by doing a render every time. There is nothing more important than experimentation when you learn Maya.

 
Lighting up the scene in Maya

Maya provides a variety of lights for you to choose from, to illuminate your scene. Lighting in Maya is much similar to the way you would light up a normal room. You place the light in the direction you want, adjust it's intensity and other parameters and Maya does the calculation to create the light effects. Let's see it in action.

First we need to enable lighting in the persp panel. By default, the persp panel in Maya doesn't display the scene based on the lighting condition of the scene. It provides a basic illumination, until you demand that you need to view the real lights in the scene through the panel. Choose Lighting > Use All Lights from the persp panel's menu (not the main menu bar in Maya). This will turn the scene totally dark, since you haven't yet placed any lights in your scene.

Choose Create > Lights > Spot Light from the main menu bar in Maya. You can see that a light shaped icon has appeared in your scene near the grid. But for the light to illuminate your scene objects, you need to set its direction, intensity etc. Let's do that.
Directing the light on objects in Maya

You can use the Move and Rotate tools to move the light so that it points on the objects in the scene. We have an easier option to do the same in Maya.

With the light selected in Maya, choose Panels > Look Through Selected from the persp panel's menu. This will make the panel look through the light object in Maya. The advantage is that if you rotate the view, the light itself will move and rotate so that it conforms with the view. Hence the view that you observe through the panel is the same direction in which the light falls on the objects in the scene.

Let's learn more about lighting in Maya in the next page
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