Mari Nodegraph PBR Texturing + Look Development

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在本教程中,我将仅使用节点图来了解 Mari 4 中的 PBR 纹理。使用节点图可以带来巨大的灵活性,并允许您以非破坏性的方式工作。此工作流程背后的想法是重新创建 Mari 内部物质的工作流程。我在本教程中使用最新的扩展包,但是如果您无法访问扩展包,您仍然可以继续使用标准的 Mari 节点。(注意:大多数 VFX 工作室都使用扩展包,因此我强烈建议在学习本教程时使用它。)纹理完成后,我们会将纹理导入 Maya 并检查外观开发过程,然后创建产品通过使用自定义 RGB 蒙版将我们所有绘制的通道混合在一起,准备好主着色器。对于本节,我们将使用 Arnold 5,但任何可以混合材质的渲染引擎都可以正常工作。RGB 遮罩是纹理的一个非常重要的部分,因为它们允许您在游戏引擎或渲染引擎中优化和调整着色器. 不仅如此,它们还经常用于 VFX 的合成阶段。

Published 6/2023
Created by Nicholas Hodgson
MP4 | Video: h264, 1280×720 | Audio: AAC, 44.1 KHz, 2 Ch
Genre: eLearning | Language: English | Duration: 29 Lectures ( 5h 12m ) | Size: 4.2 GB

Learn how to texture and look dev assets using the Mari 4 Node Graph and Maya.

What you’ll learn
You will learn how to prepare a model for texturing
You will learn fundamentals of texturing
You will learn how to use the Mari 4 node Graph
You will learn how to bake the neccessary maps for texturing
You will learn how to take your textures and set up a layered shader network in Maya using RGB masks to mix each material.

Requirements
Basic understanding of Mari 4 and Maya

Description
In this tutorial I will go over PBR texturing in Mari 4 using ONLY the nodegraph. Using the node graph opens up a huge amount of flexibility and allows you to work non destructively.The idea behind this workflow is to recreate the workflow of substance inside of Mari. I use the newest extension pack in this tutorial however if you do not have access to the extension pack you can still follow along just fine with the standard Mari nodes. (Note: Most VFX studios use the extension pack so I would highly reccomend using it while following along with this tutorial.)Once the texturing is complete we will take our textures into Maya and go over the look development process where we create a production ready master shader by using custom RGB masks to blend all our painted channels together. For this section we will be using Arnold 5 but any rendering engine that can blend materials will work just fine.RGB masks are a very important part of texturing as they allow you to refine and dial in your shaders within a game engine or rendering egine. Not only that but they are often used in during the compositing phase in VFX.

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原创文章,作者:steven,如若转载,请注明出处:https://rr3d.cn/44685.html

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