Maya Displacement Map is a very essential subject when we want to create a terrain object dynamically using a texture map. Similarly, Maya Displacement Map can be used to create many kinds rough surfaces using a texture map. Basically, Maya Displacement Map is very much similar to Maya Bump Map with only one exception. Using the Displacement Map you can get a displaced surface finally not only in rendered output but also in the view-port. The basic advantage of the surface created using the Maya Displacement Map is that, you can position other objects on the rough surface in view-port properly. In this Maya Displacement Map tutorial I want to show you how to create a displaced surface automatically using a simple texture. So, let's go through this Maya Displacement Map tutorial.
Model to demonstrate the Maya Displacement Map
I have used a simple polygon Plane Primitive with Width, Height, Subdivisions Width and Subdivisions Height value (25, 25, 25 and 25). You can use any kind of polygon model.
Create 2d Texture Map for this Maya Displacement Map
We will create two kinds of Texture Maps, the first is a 2d Texture Map and the second is a 3d Texture Map to get the result from the Maya Displacement Map system. So, at first create a 2d Texture Map in Photoshop like the following.
Assign the 2d Texture Map onto the Plane Primitive for the Maya Displacement Map
To assign the 2d Texture Map onto the Plane Primitive you have to create a surface shader. So, open the Hypershade window using the menu Window > Rendering Editors > Hypershade. Now, in the create pane click on the Blinn node to create a blinn surface shader. Double click on this node (blinn1) created in the work area of the Hypershade window to open its attributes. Now, click on the small button beside the Color scroll bar. Create Render Node window appears. In this window click on the File button in the 2D textures section under the Textures tab. Then click on the small folder icon beside the Image Name field under the File Attributes section in the Attribute Editor and browse the texture-map-image-file from your computer. Then close the Attribute Editor. Now, select the Plane Primitive and go to the Hypershade window. Right click on the node 'blinn1' and choose 'Assign Material To Selection' option from the right-click marking menu. Now, you can press 6 key from the keyboard to view the texture image in the view-port.
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