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FIGURE 17-1 The default Hypershade window
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Show top tabs only Input connections Input and output connections Show bottom tabs only Clear Upper tabs Output connections work area Create menu on/off
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Hypershade Sections
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The Hypershade is divided into three main sections: the Create Bar, the top tabs section, and the bottom tabs section In the Create Bar, you can create any of the rendering nodes by clicking them Click and hold the Choose Node Type arrow to view the different types of rendering nodes You may choose the Create Maya Node (the default), Create Mental Ray Nodes, or Create All Nodes Once a selection is made, the relevant nodes will appear in the Create Bar Items in the Create Bar are also available by right-clicking in the other sections of the Hypershade window, so to create more space to work, you may want to hide the Create Bar To do so, click the Create Bar On/Off button in the toolbar, shown in Figure 17-1 The top tabs section contains all of the rendering nodes in the current scene; they are organized by category: Materials, Textures,
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Utilities, Lights, Cameras, Bake Sets, and Projects Here s how this works If, for example, you click a Blinn material in the Create Bar, a new Blinn material icon will appear in the Materials tab Likewise, any texture that is created will be displayed in the Textures tab This feature organizes the different kinds of nodes in your scene The third section of the Hypershade, the bottom tabs section, is where you can view, select, and edit the connections of the rendering nodes To view a node in the work area, you can MMBdrag the node s icon from one of the top tabs down into the work area To view its connections, you can use one of the three connection buttons in the Hypershade toolbar This will expand that node to show its input connections, output connections, or both, in the work area To clear this space, use the Clear Work Area button in the toolbar Selecting one of the rendering nodes from the scene library tabs and clicking one of the display connections buttons will automatically clear the work area and display the connections for the selected node These two sections of the Hypershade can be hidden by using the three buttons in the upperright corner of the Hypershade toolbar Clicking the first button hides the lower tabs and expands the space for the upper tabs Clicking the second button hides the upper tabs and shows only the lower section, and clicking the third (the default view) displays both tab sections To move around in the Hypershade window, you use the same pan and zoom controls used in most of the other windows in Maya To zoom in and out, hold down ALT (OPTION) and then RMB-MMB-drag To pan, hold down ALT (OPTION) and the MMB-button and drag Pressing the F key fits all the swatches in the active window All the items available from the Hypershade menu bar are available with a right-click When you start a new project, Maya loads three materials by default, as shown in Figure 17-1 These are the Lambert, a particle cloud, and a shader glow Every time you create a new piece of geometry in the scene, it will use this Lambert material Any particle cloud or glow will use the other defaults, respectively
Working with the Hypershade
Let s practice working with the Hypershade by creating a Blinn material and connecting a texture to the Color attribute:
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The Create Bar should be turned on and displaying its Create Maya Nodes option; click the Choose Node Type arrow and select Create Maya Nodes from the resulting menu, if necessary Click the sphere icon labeled Blinn A Blinn material will be added to your scene and will appear in both the Materials tab and in the Work Area tab If this is the first Blinn material you have created in the scene, it will be named blinn1 The next time you create a Blinn material, it will be named blinn2
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