Maya Material And Texture Basics
Highlights of the Tutorial: 14 Ways to Mix Textures 1. By Poligons Select some poligons and assign a different materials to them.
An unfortunate truth is that you will have to tweak two materials instead of one. By Object ID Each object in Blender can have a different ID. You can change it in the Object properties panel.
After doing it, you can use the Object Info node in the material editor to mix between different materials, based on this ID. For example, if the ID is less than 2, blend this material in. By Random You can assign a random shade of grey to each object, using the Random output of the Object Info node.
Create Realistic Glass and Caustics in Maya: Part 2. By Alan Monroig 23 Nov 2013. Back in Maya, click on the Texture button next to the Reflectivity option. Go back to the Attribute Editor of the material, click on the Texture button of the Bump Mapping attribute, and then select File in the window. In this tutorial you will go through the process of modeling and rendering a Photorealistic USB cable in Autodesk Maya. You will also learn to use Mental Ray, along with the new architectural materials, rendering layers, and Photoshop, to create a fast, accurate, and photorealistic depth of field.
Paint the Mask in 3D Probably this is the common place of texturing in 3D. Paint the mask by hand. Unwrap the object using the Smart UV Project. Then go to the Texture Paint mode, add a diffuse texture into a paint slot. Have fun with painting.
Project the Mask Press T to open the tools shelf, then go to the External tab and hit the Quick Edit button. It will launch, or (depending on what you set up in the preferences). Then paint whatever you want on a separate layer.
Hit Save, go to Blender and hit Apply. Use the 2nd UV Map One of the easiest ways to add a decal is to use the second UV map. Select the second UV channel, then select some polygons and unwrap them using the Project from View method. In the material editor, don’t forget to apply this second UV map to your decal texture. Procedural Textures One huge advantage of the procedural textures is that they have an infinite resolution. Say, you can zoom in and still see a crispy clear outline. Tiled Textures & Box Mapping If you hate creating UV maps for your models, you’ll love this way of mixing textures.
You just need to apply the Generated coordinates with the Box mapping, to project the seamless mask texture from 6 directions (the sides of the box). Normals You can mix shaders and materials, based on the surface normals. Great for the direction-based effects: dust, snow and so on. Height For me it was a pretty counter intuitive way to draw the height gradient for the model. Clearly, I suck at math. You can separate the Z component of the Generated coordinate.
Download film stephen chow the mad monk sub indonesia movie. Then use it as a height mix factor. Thank you folks at 11. Slope You can calculate the slope by separating the Z value from the Normal vector. Run it through the ColorRamp to fine tune it. Vertex Color Yet another way to mix textures is to use Vertex Color.
This way is a bit sucky because this works well only on the high-poly models. If you wanna try it, press V to enter the Vertex Paint mode, then paint the mask. Pointiness Pointiness can be used to mix between textures based on the object curvature. This is the easiest way to create an edge mask. Though, it depends on the polygon density too. Distance (Dynamic Paint) Finding the distance between two objects and passing it to a shader is possible. Cumbersome, but possible.