270 ◾ 3D Animation for the Raw Beginner Using Maya
use an outside renderer, you oen want to make
use of the materials and lights supplied by that ren-
derer. And it is becoming more common to nd
materials that are self-illuminating and therefore
do not require the introduction of explicit lights
into a scene.
Also, if you ever want to experiment with dif-
ferent materials/lights/rendering packages, there
is a thriving market for plug-ins to SketchUp, a
popular vector drawing program that can be used
to create 3D models. It has its own materials and
lights, but it does not come with a native renderer.
I have used Maxwell, LightUp, Renditioner, V-Ray,
Shaderlight, Indigo, and Twilight. Some of these are Mac only or Windows only. ey
tend to come with their own lights and materials and add dramatically to the visual
impact of SketchUp models.
Fog
Maya has an effect that allows us to attach fog to a light. To do this, Maya takes a stan-
dard light (but not ambient or directional light) and adds a volumetric (i.e., volume-
based) material to the area lit up by the light. We can then adjust the properties of
that volume to simulate fog. This effect is computationally intensive and although
Maya does not implement this with a particle emitter, the visual effects and the ren-
dering time are similar. The difference is that the fog is static while a particle effect is
dynamic, with the particles moving and changing their light properties from frame to
frame.
A Sidewalk and Street Scene with Fog
In Figure9.36, we see the street scene built in Chapter 5. In Figure9.37, we are in the
Hypershade window and have chosen:
Create → Volumetric Materials → Light Fog
In Figure9.38, we middle mouse button click and hold on the light fog material in the
Hypershade, and then drag it to the Light Fog attribute inside the Light Eects tab of
the point light’s Attribute Editor. is is the light that sits inside the street light orb on
the le side of the scene. We drop the light fog in the black box and hit the Return key.
Figure9.39 shows the adjustments made to the other attributes under the Light Eects
tab; in particular we have cranked the Radius way up and have assigned a small value
for Fog Intensity.
We then go to the Hypershade and select the light fog material. As in Figure9.40, its
attributes appear in the Main Window. e color is set to white and the density of the fog
is set to a very low value.
FIGURE 9.35 (See p. CI-3 of Color
Insert) Stylized glass and bottle
render.