Master the task of building advanced shading networks with over 2.5 hours of interactive training. Perfect for intermediate and advanced users.
Popular highlights include:
• Light-based Shading Networks • Expression Editor • Writing Expressions for Interactive Shading Networks • Simulating Light Emission • Shading Networks to Control Particles • Shading Networks Controlled by Particles • Distance Controlled Shading Networks • Randomizing Texture Placement
Lesson Outline:
1. Introduction and project overview 1:19 2. Getting Started with Shading Networks 9:51 3. Iridescence Shading Network: constructing a shading network that can add realistic iridescent qualities to surfaces such as bubbles 9:27 4. Realistic Lighting Shaders 7:57 5. Curve-Controlled Shaders (part 1): constructing a network that can use a NURBS curve to create realistic animated textures 9:21 6. Curve-Controlled Shaders (part 2): creating an animated texture based on NURBS curves 8:51 7. Light-Based Shading Networks: realistically simulating light coming from a computer monitor or a television set 11:04 8. Reusing Textures in Maya: constructing a shading network that will make a single texture look different on each object that it is applied to 9:41 9. The Hologram Shader (part 1) 6:44 10. The Hologram Shader (part 2) 8:27 11. Particle-Based Shading Networks (part 1): building an expression-controlled network that can generate textures based on particle collisions 10:12 12. Particle-Based Shading Networks (part 2): writing expressions for the particles of the paintball gun 6:48 13. Particle-Based Shading Networks (part 3): writing an expression that can generate textures based on the particle expression from the previous lesson 5:54 14. Particle-Based Shading Networks (part 4): finishing the expression from the previous lesson 12:35 15. Particle-Based Shading Networks (part 5) 9:37 16. Texture-Based Particles (part 1): begin constructing a shading network that can dynamically control particles 9:49 17. Texture-Based Particles (part 2): writing the necessary expressions for the shading network created in the previous lesson 12:10 18. Texture-Based Particles (part 3): importing and using the image sequence that was created in the previous lesson 5:36 19. Texture-Based Particles (part 4): constructing a shading network that adds white areas to the water wherever the NURBS torus touches its surface 6:18 20. Texture-Based Particles (part 5): setting up the steam particles to be emitted wherever the NURBS torus touches the water surface 6:25
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