Arnold's aiTwoSided Node to Create Double Sided Textures in Maya 2018

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  • Опубликовано: 1 дек 2024

Комментарии • 37

  • @gustavorodrigues3496
    @gustavorodrigues3496 2 месяца назад

    Wow, you have a fan! Very useful content, straight to what it needs to be said. Thank you very much and this was so much important for me, who are begining right now to Maya. I've learn a lot! Thanks again!

    • @AcademicPhoenixPlus
      @AcademicPhoenixPlus  2 месяца назад +1

      That's wonderful! Thank you for watching and enjoy creating!

  • @ChaosWolfNinja
    @ChaosWolfNinja 6 лет назад +1

    Thanks again and yes, you adding the plus bit makes your tutorials even better. I find when someone new to 3D and myself learns a new feature or trick etc don't
    always know how to implement to the next level. This helps, thanks!

    • @AcademicPhoenixPlus
      @AcademicPhoenixPlus  6 лет назад +1

      Awesome! Thanks for the input. I created a "flashy" motion graphics to separate it from the original tutorial. Can't wait to show it to you in the next video! Let me know your thoughts too. I appreciate hearing your opinion!

    • @ChaosWolfNinja
      @ChaosWolfNinja 6 лет назад +1

      Oh! Thats awesome! I cant wait to see it :-)

  • @MauroSanna
    @MauroSanna 6 лет назад +5

    Nice video! I really love the way you talk through the tutorials! :-)
    Few things to point out, if you allow me:
    1) The "N" at the center of the grid stands for "Nucleus", which is the nSolver of the simulation.
    2) Nucleus calculates everything in meters. Maya is set in centimetres by default. This means that you might want to modify either the gravity, multiplying it by 100 (so you get 980 instead of 9.8), or (better) the simulation scale, by dividing it by 100 (so you get 0.01 instead of 1).
    I would rather do the second, modify the simulation scale.
    Another method is to make all your models at real world scale.
    3) In order to get the cloth geometry smoother, try to apply a smooth to the hidden original geometry, not the cloth output (which is the one you can see in the viewport and in the render).
    This way you know that the cloth triangulation will always happen on top of your original object, no matter what modification you might apply to it.

    • @AcademicPhoenixPlus
      @AcademicPhoenixPlus  6 лет назад

      I love this! I'm not a nCloth expert, so this is fantastic information for anybody who wants to dive in a little bit more.
      Thanks Mauro!

    • @MauroSanna
      @MauroSanna 6 лет назад +1

      I'm glad I have been helpful!
      Keep up the good work! :-)

  • @gravity_dog
    @gravity_dog 5 лет назад +1

    Great and simple tutorial. You have a great voice as well. Thanks!

  • @sudhansusingh461
    @sudhansusingh461 5 лет назад

    your videos really helping me with maya and solving problems. thankx

  • @gouismichafik6424
    @gouismichafik6424 6 лет назад +2

    oh god what im looking for thaaaaank you so much

    • @AcademicPhoenixPlus
      @AcademicPhoenixPlus  6 лет назад

      Isn't it fun!?! AiTwoSided texture is so powerful :) Thank you for your comment, gouismi!

  • @elenabondarenko1426
    @elenabondarenko1426 Год назад

    can you explain please, how to show second side in arnold... in viewport i can see backfaces with color map, but in render i see only black normals

  • @nigelsmith7717
    @nigelsmith7717 6 лет назад +1

    this was great!!! Excellent!!.....arnold makes thing lil easier

    • @AcademicPhoenixPlus
      @AcademicPhoenixPlus  6 лет назад

      I agree! In Mental Ray, it was a whole lot of nodes connecting to create double sided. Now it's just an easy Arnold node. How great is that!

  • @RaulDiaz3d
    @RaulDiaz3d 4 года назад

    Thank you for this tutorial. Love your videos

  • @bldrnr09
    @bldrnr09 Год назад

    is there a rounded corners material for Arnold 2018 like in Mental Ray?

  • @hazemmahmoud5774
    @hazemmahmoud5774 6 лет назад

    That was so useful, I indeed was wondering how to make this double sided material for Arnold, also your video about wire-frame render for Arnold was fantastic :D

    • @AcademicPhoenixPlus
      @AcademicPhoenixPlus  6 лет назад

      Isn't it cool? It's a great way to make leaves, money and other really thin objects. I hope it was helpful and I truly appreciate your support, Hazem. :)

  • @DesignerKartik
    @DesignerKartik 3 года назад +1

    Thank you mam 😊🧡

  • @FarrisG
    @FarrisG 4 года назад

    Thank you for this! Would this work if you import the plane in Marmoset?? I need help with that :(

  • @meenusingh6979
    @meenusingh6979 Год назад

    Can you please share a tutorial for cobwebs or spider webs

  • @josesanjuan1513
    @josesanjuan1513 5 лет назад

    Hi! Thank you so much. I would like to apply an opacity map to a AI Two Sided Node. This is posible? for example a leaf.

    • @AcademicPhoenixPlus
      @AcademicPhoenixPlus  5 лет назад +1

      As long as the maps are the same, then yes! You'll have to plug them into a each shader individually. Only issue I might se if they are not exactly the same, so you might have to flip one. Should work though! :)

    • @josesanjuan1513
      @josesanjuan1513 5 лет назад

      Thank you!, It worked great .

  • @NidhiSingh-me8fq
    @NidhiSingh-me8fq 6 лет назад +1

    would you please send me one video In which Arnold's lighting is from beginning to end

    • @AcademicPhoenixPlus
      @AcademicPhoenixPlus  6 лет назад

      Hi Nidhi, that's a great suggestion! I'll add it to my list. :) Thank you!

  • @tralthamidor
    @tralthamidor 6 лет назад +1

    But isn't the back side reversed/backward at 6:35?

    • @AcademicPhoenixPlus
      @AcademicPhoenixPlus  6 лет назад

      Hi D. Rice, thank you for your comment! If your texture is backwards, then you can change it via the placementnode in the texture. Reverse either the U or the V, and that should do it. :)

    • @remint
      @remint Год назад

      @@AcademicPhoenixPlus Hey! Mirroring U or V not working. Dont know why. But THANK YOU! Your tuts are the best.