Project files include the 3D asset, Mari procedural nodes, and the Index of Refraction values used in the material creation process for the RenderMan shader and are available to download with a subscription.
He additionally walks through how to set up a test scene using RenderMan for Maya to test the progress of the textures produced during the series. Topics range from production UVs, material assignments in Maya, to working with different packages including Substance Painter for baking utility maps as well as using texture resources from both Substance Source and Megascans. He also explains how to use physical values for texturing from the Index of Refraction databases and discusses how a typical feature film pipeline works to provide all-important industry insights. Peter reveals how to texture assets for RenderMan using physical values and shows how to create some of the major materials, highlighting a combination of techniques that are both procedural and texture-library-based. The reason we want to use RGB is because this attribute is essentially controlling how the Red, Green, and Blue light interacts with the material, so what we really want to know is the refractive index or extinction coefficient. The workshop then gradually builds on the processes explored in the initial chapters, while demonstrating how to work with a typical hero UDIM asset that would be found in the majority of feature films. The first key step in using these attributes correctly is to switch the color picker from HSV to RGB (0.0 to 1.0). During 8.5 hours of video tutorials, Peter walks through the techniques he uses in production using primarily Mari and Maya, beginning with the fundamentals and demonstrations of more beginner concepts covering the Mari node graph - perfect for those transitioning from a layer-based workflow. Material Texturing for Production in Mari & Maya : This comprehensive material texturing workshop teaches industry-proven techniques tried and tested on feature films by Lead Texture Artist, Peter Aversten.