Mastering Autodesk Maya 2011 phần 9

Bản đồ không gian tiếp xúc này được sử dụng cho các đối tượng biến dạng, chẳng hạn như các ký tự. Bản đồ không gian Tangent ghi vector bình thường so với bề mặt của đối tượng. Trong không gian tiếp xúc, có nghĩa là lên khỏi bề mặt của đối tượng. | adding fur to characters 811 I prefer doing much of my texture map painting in Pixologic s ZBrush because of its intuitive polygon painting workflow. I like to use ZBrush to carefully paint the baldness and other fur attribute maps especially when doing something such as creating whiskers for a character s face. You can just as easily use Mudbox to paint these maps as well. Editing the Fur Description Direction You can use the Artisan Brush interface to comb the fur by painting the Direction attribute. 1. Continue with the scene from the previous section or open the scene from the chapter15 scenes directory on the DVD. You ll notice that there is no Direction or Comb attribute listed in the attributes for the houndFur node. Painting the Direction attribute is the same as painting the Polar attribute. 2. In the houndFur node s Attribute Editor set Inclination to 1 and move the Polar slider back and forth. The Polar slider determines the direction in which the fur strands face but you ll notice that the direction is not uniform across the surface. Inclination Sets the angle at which the hair stands from the surface. A value of 0 is perpendicular to the surface a value of 1 causes the fur to lie flat against the surface. If the value is 0 then the fur strand sticks straight up so changing its direction has no visible effect. Roll Rotates the fur around its root. A value of 0 is -90 degrees a value of 1 is 90 degrees. Base Curl and Tip Curl Determine the amount of curling applied to the base and tip of the hair. A value of produces straight hair a value of 0 or 1 curls the hair from one side or the other. 812 chapter 15 fur hair and clothing The change in direction created by the Polar attribute is based on the direction of the UV texture coordinates. This means that a value applied to fur on one part of the model has a different result than a value applied on another part of the model. To comb the hair correctly you use the Direction attribute in the

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