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Friday, September 18, 2009

Create a gear and render it realisticly with Mental Ray

First, go to your modelling toolset, polygons>tool options> and make sure keep faces together is checked.

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Enjoy the tutorial!
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This tutorial is primarially focused on rendering. It will teach; Final gather with metal ray, DGS shaders, basic polygon modelling methods, Depth of field. You will need; Mental Ray, an HDRI map, and Maya 6.0

We will start by creating a cyllinder for our sprocket, 7.0 users may create a pipe, on the Y axis, as for users below 7.0 create a cyllinder on the Y axis, it should have about 4 spans along it's height



Scale the cylinder so it looks like this



Now we're going to need to make it hollow in the middle, so duplicate your cyllinder, scale it so it's a bit smaller in diameter, and make it a bit taller than the origional, then select the origional cyllinder first, then the duplicated, go to the modelling toolset, polygons>booleans>difference





Alright, now we've got a pipe, for 7.0 users that have created the pipe already, now is your time to get back to work! We're going to make the teeth of the sprocket, go into face mode, and select the two middle faces (do not drag your mouse when selecting, click them individually) and skip a span, follow the pattern below



Now go to Edit Polygons>Extrude Face, and click the arrow that should be pointing straight out, and drag it, then scale it so they taper slightly (Be sure NOT to click the manipulators in your tool box, it will cause your extrude manipulators to disappear, and you'd have to re-do it)

click for larger version

Rightclick it, object mode, ok now you've got the teeth! Let's modify what they're on! Just follow what the pictures look like, we're going to be using face mode, and the Edit Polygons>extrude face tools.



Scale the selected ones with the middle scale button

click for larger version

(keep these faces selected) now extrude them again, and go up with them.

click for larger version


It's a bit tall, so select the top, and bottom faces, and scale them so they come closer



We'll select the two faces all away around the middle inside of the sprocket and extrude them

click for larger version

Use the move manipulator

click for larger version

This will be a bit tricky to explain, but I'll try. Keep the same faces that you just extruded selected, now go to edit polygons>extrude face, scale it so it's not as high, then extrude it again, and make it come out a little bit more





Ok I'd say we're done with modelling it! Now we'll BEVEL it, apply a bevel with these settings Edit polygons>bevel



Ok for some of you, I don't know if the bevel was too big, but for me an error happens when you boolean an object, then try to bevel it, the bevel becomes very small, so if the bevel is too big for you make it about .3 to .4 if your bevel does look small like mine, we'll smooth it.

click for larger version
click for larger version

Ok! That looks pretty good, it's a bit high poly, but that's OK I suppose. Now we should move on to the rendering part of the tutorial, move your sprocket up so it rests on the grid, then create a polygon plane on it's Y Axis, and scale it out so it's very large. Check under it to see if your gear is going to far through it, we want it to sit on top of it

click for larger version

Select your plane, and apply a lambert shader to it, lighting/shading>assign new material>lambert Give it a greenish color, just because it looks cool



Ok! Now select your gear, and go into rendering toolset, Lighting/shading>assign new material>Dgs_material, and apply these settings



Ok you've got all the materials down, we're going to set the scene up for rendering, create an ambeint light with no intensity, and make it cast shadows



Now create a point light with no intensity, and make it cast shadows (these will be our shadow makers, we're giving them no intensity to disable the default lighting, and the reason why we're using an ambeint light and a point light is because, a point light creates hard shadows, and an ambeint light creates soft shadows, you combine the two and it gives you a nicer shadow)



Now we've got the lights, go to render globals Select mental ray out of the drop down menu, in the common tab of mental ray, change the size to any size you want, I chose full 1024, now over in the mental ray tab apply these settings:

Min sample Level 1

Max sample level 3

Turn all the raytracing sliders to maximum except shadows, or you could if you like

Final Gather, turn final gather on by clicking the final gather check box, give it 500 final gather rays

Image based lighting, click create, if you do not have an HDRI map you can download one from my DeviantArt account, by clicking this click http://www.deviantart.com/deviation/24226891/ I used the APT probe wich is included in the .rar file. you can choose to either set the mapping to spherical or angular, angular tends to look a bit better. I chose sphereical

Here is the final result

click for larger version

click for larger version

This is what yours should look like if you used Angular mapping on your HDRI, as you can see it's a bit brighter but the shading on the gear looks much better

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