This is part 2 of a two part tutorial on working with shaders and materials in Autodesk Maya. It shows examples of creating dielectric materials, metal materials, glass and some cloth. It covers how to use the sample info node in Maya to create custom reflection and transparency ramps for Fresnel reflections. In the cloth demo there are demonstrations of how to add bump and displacement maps to shaders.
This is part 1 of a 2 part series that covers the basics on materials and shaders in Autodesk Maya. It starts with discussing how light reacts with a surface and the 3 main types of reflections used in shaders that being diffuse, specular and Fresnel. It follows up with discussion of the two basic material groups, dielectrics and metals. This tutorial, Part 1, sets the foundation of understanding required to work through creating the example materials that are demonstrated in Part 2.