

The MIA material is a shader that can only be rendered using Mental Ray in Maya. In architecture most materials can be created using a single type of shader: the MIA Material X shader.

There are many types of shaders, each with their own unique qualities and options. Now we can start creating our own materials for our 3D model. Materialization of the main elements of the building The end result should be a nice and clean Library in the Hypershade: If not all Phongs are deleted, you probably didn't assign Lambert1 to all geometry in the previous steps. This may take a moment depending on the complexity of your scene.

You can import 3D geometry from most applications: In this tutorial we'll use a 3D model that was exported from Autodesk Revit. These enable you to create a broad spectrum of materials, giving you loads of control on the appearance of your model from conceptual to hyper-realistic. Mental Ray has its own shaders: the Mental Images Architectural Shaders (MIA). In this tutorial we will use Mental Ray for Maya as the render engine. The result can be a basic, flat-shaded image or a highly realistic image with all kinds of light effects. The type of render engine you use and its settings determine the overall look and quality. The process of creating a 2D image of your 3D modeling is called Rendering. The shader controls properties such as color, transparency, reflectivity and many more. By assigning a shader to a surface of an object, you control how that surface will appear when visualizing it. The visual representation of all 3D geometry in Maya is determined by shaders. See also: MIA Material - Basics and Lighting and rendering
