View Full Version : mulitiple shaders on one object
boomji 06-22-2002, 08:30 AM ok dudes,
i have lathed a bottle...output to polygons.
in 3d max i would texture it with multisubobject mapping/material...and do it in a breeze.
of course i'm looking to do this in maya.
heres what i want.(the mesh is one object...cap etc)
the bottle is a simple revolve.
1)the cap is blue plastic
2)in the middle somewhere there is a label of the brand
3)rest of the cap is transparent plastic.
what is the work flow to texturing such an object...in maya.
thanks again dudes
b
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svenip
06-22-2002, 08:57 AM
open yourself a layout with the persp view and the hypershade.
create your materials. then select the faces of the object you want to apply one of the materials and right click on the shader you wanna assign. assign material to selection.
do this for all the parts you need.
boomji
06-22-2002, 10:54 AM
mannn!!!
what can i say...such a simple workflow !!!
ok while i'm at it heres another stone ;)
in max we have the concept of mapping channels...i'll explain
if i put a brick texture in the diffuse(color in maya) slot and wanted to add another texture like a spray can sign that i made in photoshop(or any texture for that matter) i'd first set up a mix or composite material type and put both maps in their respective slots for eg composite:1)brick texture
2)spray can texture.
to controll the placement of each texture(2d texture placement) INDIVIDUALLY so that one texture placement dosent controll the movement of both textures i'd assign each texture a seperate mapping channel id so that i had precise controll of placing each map...did i make any sense.
in a nutshell i want to be able to place more than one map in a particular slot...am i looking at the layered texture thingy ???
and why do they say in the manuals to try to stay away from layered shader ???
thanx
b
svenip
06-22-2002, 11:15 AM
easy to do :
go to the hypershade, select your wall and hit the button with the blue sphere and two green boxes (graph material o selected). then in the left column switch to textures. at the bottom you will find layered texture. middle mouse button drag it in the work window of the hypershade where you're material is now. then middle mouse drag it on the material (the symbol with the sphere) and choose on which channel you wanna apply it (color for instance). now in the left column go to the top. on the top you will see three checkboxes. if you don't wanna do your texturing with projection check the normal (default). drag your first texture middle mouse button in the work view of the hypershade. double click the layered texture node to open AE. now middle mouse button drag the new texture into the field. after that click the little cross under the green one to delete. now create the next texture you wanna apply (your grafitty f.i.) drag it again into the field of the layered texture node. now, how to read this. you have to look from left to right. what is the most left texture in the layered texture node is the top (just like in PS) and so on. you can middle mouse drag them to change the order. now if you click one of the textures you see under the field two main things. the color and the alpha. you'll see that the color has a connection. with the alpha you can make part transparent. so as an example : i do it always this way creating another image containing the alpha channel of the grafitty in the color channels (i know guys that i can connect directly the outer alpha, but i don't like this). so i create a new file texture and open the layered texture node. click on the texture i wanna make transparent and drag the new file texture onto the alpha slot.
now to see the whole thing, select your object and again (graph materials on selected. you'll see that each texture has it's own place2Dtexture node, so you can do whatever you want with them.
boomji
06-22-2002, 11:57 AM
gotcha !!!
thanks.with all your help i guess i'll make a max to maya transtion doc and give your name a huge mention ;)
thanx
b
svenip
06-22-2002, 12:07 PM
forgot to say something about the layered shaders. these don't have problems if you be aware what they are. so layered texturing can only layer textures (as the name says :) ) layered shaders do this for shaders (so the highlights).
lets say you have a glas and wanna add dirt to it just by texturing. the dirt doesn't have the same highlight like glass (obviously :) ) so we need two different highlights on one surface. so the dirt might be the upper layer and covers only some parts of the whole surface. but this is just for the color information. the highlight of the whole surface is determined by the top shader (the dirt here). so we need to mask out the specular color two. in most cases it's simply done by connecting a reversed version of the mask channel of the dirt to the specular color of the top layer ( the dirt). so this should help in most cases to solve. otherwise you weill need to play around. it's just that you have to mask the specular color of the top layer (the most left in layered shader node).
Sanctuary
06-23-2002, 07:45 AM
well boomji enough with the easy workflow huh ? :D
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