Description
Course info
Level
Advanced
Updated
Apr 1, 2012
Duration
2h 44m
Description

In this collection of MARI tutorials, we will be taking a detailed look at each of the shader modules available to us in MARI. Each tutorial in this course is a self-contained lesson centered on one of the shader modules available in MARI. This means that these lessons can be viewed in any order you wish, allowing you to pick and choose content that is relative to you. Over the course of these lessons, we'll discuss not only how each shader module works but also an example of how the module can be used to maximize your results. Software required: MARI 1.4v2 and higher.

About the author
About the author

Eddie is a content producer for Unity as well as a seasoned shading, texturing, lighting and rendering artist. He takes pride in helping creative professionals reach their learning goals.

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Section Introduction Transcripts
Section Introduction Transcripts

Ambient Occlusion Shader Module
[Autogenerated] in this lesson, we'll learn about Murray's ambient occlusion Shader module? All right, so I have our truck asset open here. If you want to go and check the project files for this lesson, you can find this Mari archive there. Open it up and follow along if you'd like. Now the ambient occlusion Shader module here. And Mari is just like any other shader module in that it could be found right here under the add new Shader module button. I want to make sure that I have my truck Shader selected will go ahead and choose that here and you can see it's right there at the top. So I will go ahead and choose that. I'll leave the name for the Shader modules set to the default Ambien occlusion and we'll hit. Okay, Now, before we jump into that module, let me just go and hide that for just a moment because I want to jump up here into our lighting Shader module. Now, if we look here, you can see that there is no ambient occlusion that has been calculated for this particular model they hear inside Mari. Now, if you work and worry for any amount of time. You know that Murray can actually calculate the Ambien occlusion for a specific model just simply by jumping over here to maybe the objects palette, right, clicking on the object and choosing the Ambien occlusion option. In this case, I haven't told it to calculate that particular information for this model. Now, what the Avian occlusion shader module is gonna allow us to do is override Murray's calculated Ambien occlusion. And we're going to do that with information from a texture or a channel you can see here were prompted inside this Amy Inclusion shader module to tell Mari what channel we would like to use. So before we do that, let's just do this. Let's jump over here to the channels palate and I want to choose the very top one here. I'm just title that aim being occlusion, and we'll just jump over to our default shader so we can look at the contents of that channel. What you're seeing here is actually the Ambien occlusion that Mari would calculate for this particular model if I told it to have actually calculated that on another version of this truck and exported it out. Now I've gone ahead and imported onto this channel just to show you what this Amy conclusion would look like on a channel. Whether we created the same conclusion here inside of Mori, whether it came in from another application really doesn't make any difference, because what we're able to do having this on a channel is we can modify it. But I tell you what, Before we get into modifying the same inclusion, let's just jump over here to our Shader modules again and I'm gonna go and select my truck Shader! And let's plug in that ambient occlusion channel right here. Once we've told Mari where that is now we'll be able to use the A B an occlusion slider here under the lighting Shader module. Let's go ahead and enable that really quickly here. Here we go. You can see that we can use the slider now to adjust it and being occlusion for a model as if Mari had actually calculated. But it hasn't. It's actually getting that information from the channel. Now inside the Amy and Occlusion module, we can actually come in and invert that texture if we wanted to, I'll just dial this up all the way so we can see what happens when we click Thean Bird box. You can see that it's simply inverts the information on that channel. Now, if we wanted to maybe do some modifications to that information besides inverting it here, all we would need to do is jump over here to our Abyan Inclusion Channel and make those changes. Let me go on and show you an example. If I zoom in really closely on this and then I jump over here and select the next channel down for ambient occlusion. Actually, it's going to select ambient inclusion noise. And here what you can see I've done is I've actually ran on add noise filter on this channel, adding just a little bit of noise to that version of our Ambien inclusion. Let's go ahead and add that in to our Shader module over here and see what that looks like. There we go. You can see I've added just a little bit of noise to the Amy an occlusion, which I really kind of like the way that feels now. Maybe the changes you want to make to the conclusion are things like you want to hand paint a certain area. Or maybe you want a blur out a certain area. We can do all of that because we have that Ambien inclusion data stored on a channel now. So instead of having control on Lee over the amount of Ambien occlusion that's applied to our model, we now have control over what that data looks like. So that is Marty's Amy and Conclusion Shader module here inside the Shakers palate.