Hypershade's options menu items tell Maya to re-render the node swatches if you decide to zoom in or out, or clear the view. The icons at the top of Hypershade provide you with a way to view placement and shading group swatches.
This can be useful in situations where these swatches do not display. Any swatch you select contains up and downstream connections. You can select any node in Hypershade and display its connections. Select the swatch for which you want to see the connections, then click one of the icons at the top-right of Hypershade.
Glide the cursor over an icon to display its name. Each tab contains the nodes that make up the current scene. These options let you create new tabs and customize the default tabs. You can create and name tabs to help you organize a scene's rendering elements. An option window displays providing you with options to customize the tabs in Hypershade. You can customize the layout of the Hypershade by undocking and rearranging the panels.
In addition, you can add panels such as the viewport or the Render View to your layout by selecting from the Hypershade Window menu.. See Customize your layout. The Hypershade is divided the following panels by default: Browser : This panel lists your materials, textures and lights, sorted by tabs.
The rest of the Hypershade provides tabs for viewing already-created node types: Materials, Textures, Utilities, Lights, Cameras, and Projects.
Any created node will be visible under its respective tab or drop-down menu. For instance, if you create a directional light and a point light in your scene, you can view them both by clicking the Lights tab in the Hypershade Figure The Lights panel shows the two lights created and the work area below them. Under the pane containing the node-type tabs is a pane containing the Work Area and Shader Library tabs. In the Work Area panel you can connect attributes, view all of the connections, and isolate a light or texture for fine-tuning.
The Shader Library tab holds all of the pre-made, ready-to-use shaders, including ones for buildings, food, glass, and other common objects. These shaders often provide a good starting point for creating new shaders.
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