Metal material Maya tutorial - Skin Investigation

Metal material Maya tutorial

Detailed Brushed Metal Anisotropic Shader tutorial (maya)

First off Anisotropic shaders are bit tricky, how good they look has a LOT to do with the environment and lighting. You can have the greatest shader in the world but unless those other two factors are also perfect you WON'T SEE IT.


Here is a mix for creating an Anisotropic shader in Maya and Mental Ray. Be advised though depending on your situation, you will have to tweak the settings to make it work perfectly for you.

1. First open Hypershade: Window>Rendering Editors>Hypershade

2. Now create a new Maya node. The Anisotropic shader is under the surfaces category in the create maya nodes drop down of the hyper shade.

A new anisotropic shader called "anisotrpic1" will appear in the hypershade work area. You can rename it whatever you wish.

3. In your viewport right click and hold down the button on the object you wish to attach the shader to while holding down the button move to menues: assign existing material>anisotropic1

This will apply your material to the object.

4. Now let's create a quick area light to hit up our object with. Menus: Create>Lights>Area Light

Position the area light above pointing at your object.

5. Now we need to turn on shadows for the light. Select the light then in attribute editor go to the Shadows drop down then Raytrace Shadow attribute drop down. Then select the checkbox Use Raytrace Shadows.

Set Shadow Rays to 10.

6. Go to render options menu: Window>Rendering Editors>Render Settings. Make sure that Mental Ray is selected in the "Render Using" drop down at the top of the Render Settings Window.Then go to the Indirect Lighting Tab, Final Gathering drop down and ENABLE the Final Gathering checkbox.

I'm also just going to put a simple wood texture on the floor just to give us more reflections to play with in the scene. Do a render to see what you are getting.

Yeah it's pretty nasty looking, but let's keep going.

7. Go back to your hypershade and select your anisotrpic1 node. In the Attribute Editor under the drop down Specular Shading

DISABLE the Anisotrpic Reflectivity Checkbox. This will let you control the level of reflectivity yourself.

8. Change the Reflectivity value to 0.736

Then under Common Material Atributes change the Diffuse setting to 0.132

Under specular Shading set Speard X to 7.532 and Spread Y to 5.882

Roughness to .7

Fresnel Index to 2.0

Metal will only look good if it has something to reflect. So we are going to add some image based lighting. (IBL)

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