Import and attach shaders to plain Maya geometry.
Introduction
In general, when working with Maya and MTOR, Maya
is used for modeling and animating, and MTOR is used for shading and texturing.
One of the powerful features of RenderMan is its procedural
shading language, in which custom shaders can be written, or created with
Slim, to create many different types of textures and effects.
With MTOR, any RenderMan shader can be loaded into a palette
and connected to objects in a Maya scene. Partially for this reason MTOR
does not try very hard to interpret Maya shaders, which is why it is always
preferable to shade and texture a scene from beginning to end using MTOR.
Problems are bound to arise when attempting to convert Maya shader set-ups
to MTOR. (Note, however, that a combination of Maya shaders and hardware
texturing can be used to roughly visualize RenderMan shaders inside the
Maya UI.)
Open this File:
For this lesson use this file from the project directory
. . .
mtor/scenes/ladder-shadows/ladder.ma (Where
do I find the tutorial files?)
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1 - Setting the Project location
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Before opening the scene, set the project location. Ensuring
that the project location is correctly set is the first step that should
be taken when working with a scene. To do this, (from Maya):
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File-> Projects-> Set
A window will open. For these tutorials, set the project
location to the location of the project mtor (which should
have been copied to your Maya projects directory, as described above).
MTOR will use the project location to place renderings and
shadow maps. The project location is also used by MTOR to look for resources.
Warning: Changes made to the project location in Maya do not
immediately take effect in MTOR. MTOR can only update the project when
a file is opened, or when a new scene is created. So it is important to
set the project location before opening a file.
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Open the scene, but only after
setting the project location.
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2 - Rendering a scene
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This scene, ladder.ma, has no MTOR shaders associated
with it. Try rendering:
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RenderMan-> Render
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A couple windows should open. One will be the Alfred job queue,
and the image should render into a new window.
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Since the are no shaders attached to the scene, MTOR attaches
default gray shaders to the geometry.
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A MTOR rendering of a maya scene.
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3 - Adding a palette
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Before applying textures to this scene, we'll need
to import some shaders. There is a group of shaders created for this scene,
and they are saved in a palette. To import a palette:
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Renderman-> Slim-> Add Palette
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The file picker will appear. Now locate and pick the
custom palette. It should be located at:
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/mtor/rmanshader/
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Ladder_Masters.splt
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The palette should look something like the image on
the right.
(Read about palettes in the Using the Slim Interface
section: The Palette Editor.)
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External Slim palette with the scene shaders.
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4 - Attaching shaders
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To attach shaders . . .
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First, select the Maya geometry to be attached to a shader.
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Second, select the shader to attach to the geometry in the
Slim palette (clicking on a shader will highlight it). Now from the palette:
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Appearance-> Attach
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In order for this to work, both the shader and the
objects must be active.
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Now check and see if the shader was attached correctly. First
deselect all Maya geometry, next select the shader and pick:
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Appearance-> Pick Objects
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All objects attached to the shaders will highlight. Attach all surface shaders to objects in the scene.
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A render with surface shaders
but no light shaders.
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5 - MTOR light shaders
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RenderMan has a number of different types of shaders.
Surface shaders are one type of shader that is used to describe geometry.
Another type of shader, a light shader, can be attached to light sources.
MTOR will interpret Maya light sources, but only to a limited extent. For
more control RenderMan light shaders should be attached to the Maya lights.
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Attach the light shaders to the light sources in the Maya
scene. Here we'll use another technique to attach the shaders.
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First, select a light source to attach a shader.
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Second, right-click on the light shader to attach
to the light. A pull-down menu will appear. Select Attach
from the pull-down menu. The shader should be attached now. Attach the other light shader to the other light source.
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Lights can have shaders attached to them.
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6 - Rendering the final image
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Now that the surface shaders and light shader are
attached, render the scene.
RenderMan-> Render
The rendered image should look like something on the right.
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Image with surface shaders and light shaders.
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7 - Editing Shaders
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Double-click on the keyLight. The Appearance Editor will
open. This is where all of the editable parameters of the shader are displayed.
All of these parameters can be adjusted.
Change the light color. You'll notice that the render
swatch (in the upper left corner of the Appearance Editor) doesn't update
automatically. Click on the swatch, after making changes, to update it.
Note: The parameters to the immediate right of the render
swatch (Shading Rate, Object Size, Object Shape, and Frame) only
control the render swatch for preview purposes and do not have any effect
at all on how the shader will render in a scene.
Click on an "i" (info button) next to a parameter.
A small description will appear. The info buttons will often have useful
information about a parameter or shader.
Render the scene to see changes.
(There's more about the appearance editor in the Using the Slim Interface
section: The Appearance Editor.)
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The Appearance Editor
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Next - Adding Shadows
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In the next tutorial learn how to make the ladder cast shadows.
Now save a version of the file, ladder.ma, as it can be used
in the next tutorial.
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