Book description
Produce mind-blowing visual effects with Autodesk Maya. Gain the practical skills and knowledge you need to recreate phenomena critical to visual effects work, including fire, water, smoke, explosions, and destruction, as well as their integration with real-world film and video.
In Creating Visual Effects in Maya, Maya master Lee Lanier has combined the latest studio techniques with multi-chapter, hands-on projects and professionally-vetted workflows to bolster your CG toolkit. Engaging, full-color tutorials cover:
- Creating foliage, fire, and smoke with Paint Effects
- Growing Maya Fur and nHair on clothing, characters, and sets
- Replicating water, smoke, sparks, swarms, bubbles, and debris with nParticles and nCloth
- Controlling scenes and simulations with expressions and MEL, Python, and PyMEL scripting
- Adding dust, fog, smoke, rippling water, and fireballs with Fluid Effects containers
- Creating damage with Effects presets, deformers, and animated textures
- Matchmoving and motion tracking with Maya and MatchMover
- Creating complex destruction by combining rigid bodies, nParticles, nCloth, and Fluid Effects
- Setting up, rendering, and compositing mental ray render passes with Autodesk Composite, Adobe After Effects, and The Foundry Nuke
The companion website (www.focalpress.com/cw/lanier) features a treasure trove of Maya, MatchMover, After Effects, and Nuke project files, image sequences, texture bitmaps, and MEL, Python, and PyMEL scripts, allowing you to immediately apply the techniques taught in the book.
Table of contents
- Cover
- Half Title
- Title Page
- Copyright Page
- Table of Contents
- Introduction
- Chapter 1: Adding Foliage, Fire, and Smoke with Paint Effects
- Chapter 2: Growing Short Hair, Long Hair, Grass, and Electric Arcs with Fur and nHair
-
Chapter 3: Creating Water, Smoke, and Sparks with nParticles
- nDynamics versus Dynamics
-
Creating a Liquid Mass with nParticles
- Setting Up an nParticle Emitter
- Reviewing nParticle Nodes
- Adjusting nParticle Attributes
- Forcing nParticle Collisions
- Controlling nParticle Movement with Fields
- Test Rendering nParticles
- Converting Blobby nParticles Into a Surface
- Creating an nParticle Surface Material to Emulate Water
- Recreating Water
- Billowing Thick Smoke with nParticles
- Generating nParticle Sparks
-
Chapter 4: Generating nParticle Swarms and Bubble Masses with Expressions and MEL Scripting
- Controlling nParticles with Expressions
-
Adding nParticle Variety with MEL
- Working in the Script Editor
- Reviewing MEL Syntax
- Using Variables in MEL
- Controlling nParticles with MEL Scripts
- Planting nParticles and Creating Goals with MEL
- Instancing Geometry onto nParticles with MEL
- Randomizing nParticles with More Complex MEL Scripting
- Examining the Particle Tweak MEL Script
- Chapter 5: Simulating Semi-Rigid and Rigid Debris with Python, PyMEL, and nCloth
- Chapter 6: Producing Dust Puffs, Fog, Trailing Smoke, and Fireballs with Rigid and Fluid Dynamics
- Chapter 7: Animating Fire, Water, and Damage with Effects, Fluid Effects, Deformers, and Textures
- Chapter 8: Building Reference Models and Motion Tracking with Maya and MatchMover
-
Chapter 9: Combining nCloth, nParticles, and Fluid Effects to Create Complex Destruction
-
Destroying the Geometry with Shatter and nCloth
- Preparing a Model for Shattering
- Preparing a Mesh for the Creation of Shards
- Applying the Create Shatter Tool
- Shatter Plug-Ins
- Recombining and Scaling Shards
- Texturing and Lighting Shards
- Converting Shards to nCloth Objects
- Exploding Shards with Fields
- Determining the Speed of Debris
- Adjusting nCloth Attributes to Emulate Bricks
- Creating a Trailing Dust Cloud with nParticles
- Combusting an Explosion with Dynamic Fluid Effects
-
Destroying the Geometry with Shatter and nCloth
-
Chapter 10: Preparing, Rendering, and Combining Render Passes
- Using Dynamics and nDynamics Caches
- An Overview of Render Passes
-
Setting up Render Layers and mental ray Render Passes
- Setting Up Render Layers
- Creating mental ray Contribution Maps and Render Passes
- Common Render Passes
- Test Rendering mental ray Render Passes
- Setting up a Shadow Render Pass
- Applying Render Layer Material Overrides
- Adding a Matte Surface to a Fluid Render Layer
- Preparing the nCloth, nParticles, and Fluid Simulation for Batch Rendering
- Mixing Resolutions
- Batch Rendering Layered PSDs and OpenEXR Files
- Compositing Render Passes
- Wrap-Up
- Index
Product information
- Title: Creating Visual Effects in Maya
- Author(s):
- Release date: February 2014
- Publisher(s): Routledge
- ISBN: 9781135050399
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