![]() ![]() Some materials are mostly characterized by the fact that they are reflective. Select Assign Material To Selection and release your RMB. RMB-click on mia_stucco_exterior (or whatever name you specified) and keep your mouse button pressed.Drag your Hypershade back, so you can see your new Stucco material in the Hypershade.Use Ctrl+Shift+LMB to add to your selection, use Ctrl+LMB to remove objects from your selection. Select (some of) the walls of your model.Drag your Hypershade to the side so you have a clear view on your perspective view in the main window.Now we're going to apply this shader to parts of our 3D model: Our first MIA shader applied to the model When you choose a darker shade for your stucco, the diffuse weight will be lower (0.4 - 0.8). White stucco will absorb a small amount of light, so the Diffuse weight will be somewhere between 0.8 and 0.95. Next we're going to change the weight.Don't pick a 100% white color, as white in the real world is seldomly perfect white. In this example we're going to create a White material for our stucco walls. Double-click the color swatch of the Color attribute to pick a color. The Diffuse section has settings for the attributes related to diffuse shading.In the Reflection section, set the Reflectivity to 0. Note: By default a new mia_material_x will be reflective.At the top, change the name from mia_material_x1 to something more meaningful, such as mia_stucco_exterior. You'll probably have quite a few materials in your model, so proper naming is crucial. First of all: give your shader a proper name!.Depending on your settings it will either open in a new window, or it will be docked into the main interface (commonly on the right side). Double-click the new mia_material_x node.Most natural materials absorb at least a small amount of light.Ĭreating a new Diffuse MIA Material X shader The color is rather self-explanatory weight determines the amount of light that is reflected (diffuse) the rest is assumed to be 'absorbed'. There are two main parameters that control the appearance: the color and the 'weight'. Opaque materials don't have sharp reflections (not shiny), but only have diffuse reflections. In this section we're going to create some basic shaders for our 3D model, starting with an opaque material. The MIA material is a shader that can only be rendered using Mental Ray in Maya. In architecture most materials can be created using a single type of shader: the MIA Material X shader. There are many types of shaders, each with their own unique qualities and options. Now we can start creating our own materials for our 3D model. Materialization of the main elements of the building ![]() ![]() The end result should be a nice and clean Library in the Hypershade: If not all Phongs are deleted, you probably didn't assign Lambert1 to all geometry in the previous steps. This may take a moment depending on the complexity of your scene. In the Hypershade, choose Edit » Delete Unused Nodes to remove Phong shaders which should now be unused.In your perspective view you should see a small color change as the objects change to a slightly darker shade.Select Assign initialShadingGroup To Selection and release your RMB. RMB-click on Lambert1 and keep your mouse button pressed.Drag you Hypershade back, so you can see the Lambert1 shader in your Library.In your perspective window, select the entire model.Drag your Hypershade to the side, so you can see your perspective view.Select the "Basic_visualization_project" folder and click Set Browse to the location where you extracted the ZIP-archive. Download the Maya project for this tutorial.You can import 3D geometry from most applications: In this tutorial we'll use a 3D model that was exported from Autodesk Revit. ![]() These enable you to create a broad spectrum of materials, giving you loads of control on the appearance of your model from conceptual to hyper-realistic. Mental Ray has its own shaders: the Mental Images Architectural Shaders (MIA). In this tutorial we will use Mental Ray for Maya as the render engine. The result can be a basic, flat-shaded image or a highly realistic image with all kinds of light effects. The type of render engine you use and its settings determine the overall look and quality. The process of creating a 2D image of your 3D modeling is called Rendering. The shader controls properties such as color, transparency, reflectivity and many more. By assigning a shader to a surface of an object, you control how that surface will appear when visualizing it. The visual representation of all 3D geometry in Maya is determined by shaders. See also: MIA Material - Basics and Lighting and rendering ![]()
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