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Recreating This Shader

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Message 1 of 11
Anonymous
809 Views, 10 Replies

Recreating This Shader

I really like the blue shader effect below -

My guess is that it's a fresnel shader with both a surface glow and gloss added, but I'm unsure how this is all done at the same time, and I'm unsure about recreating the color range (unless via the ramp that creates the fresnel).

I'm new to Maya, so the more specific the walk-through, the more I'll really understand.

Thank you for any help.

Screen Shot 2016-10-08 at 2.37.15 AM.JPG

10 REPLIES 10
Message 2 of 11
damaggio
in reply to: Anonymous

its generally called an X-ray shader, look on you tube , and yes you need a fresnel curve with a sampler info node to start with.

Message 3 of 11
Anonymous
in reply to: damaggio

Right so I know the base is a fresnel, but my real question is how to also achieve that gloss and glow type look on top of that and have it not ruin the fresnel?

I'm unsure how to layer these effects in the right order to create the test image? Can you be more specific, as in, even specific details about how the shaders connect?

 

Also, I have another thread open on the fresnel from two days ago:

http://forums.autodesk.com/t5/maya-modeling/fresnel/m-p/6609826#M14852

I'm having trouble making it transparent where it needs to be - I tried a bunch of tutorials online but most are for Maya pre-2017 and the controls are a little different.

 

Thank you for your time, it seems like these should be easy questions for you, but the details are hard for me.

Message 4 of 11
damaggio
in reply to: Anonymous

You should connect to incandescence not ambient, for transparency connect out color R,G.b to transparency R,G and B.

You can enable glow in the shader attributes >Special Effects.

For glossiness I would use a more advanced shader  like Arnold or MiaX.

 

Message 5 of 11
damaggio
in reply to: damaggio

Actually ignore my transparency notes, that does not work, leave transparency alone and use the slider to control opacity.
Message 6 of 11
Anonymous
in reply to: damaggio

It turned out the problem was the Arnold mesh setting has to have opacity unchecked before render in order for transparency to work correctly.

Message 7 of 11
damaggio
in reply to: Anonymous

okay I see. Press on.

Message 8 of 11
Anonymous
in reply to: damaggio

Hey,

this is the best I could do now.

 

One difference between mine and my goal (previously attached image) is probably the displacement. Mine is made by a brownian. My target is more like a cloud-based displacement. However, I did not make to do it by the cloud node in Maya. Moreover, my light effects sounds smooth. The corresponding of my target are sharper and clearer.

 

Any other suggestions?

 

thanks in advance

Message 9 of 11
Anonymous
in reply to: Anonymous

Hi guys,

any suggestion?

 

thanks

Message 10 of 11
damaggio
in reply to: Anonymous

It's getting there Iron, just need to get that additional transparency happening.

Message 11 of 11
Anonymous
in reply to: damaggio

Just to be helpful, Iron is not me, he's referring to a new/different image he posted (although he said "previously posted image" in his post, I think this was a typo since his image was actually added on that specific post) - maybe you're already referring to his image, but if not, just wanted to be helpful since it seems like the thread was getting confused.  

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