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jas_ho
07-12-2002, 03:19 PM
Hi guys, I'm learning Maya at the moment and I have a problem with texturing in maya.

As you know in max, we could assign multi/sub object material(lets say, 2 channel) to an object and define which faces displays which channel.

how can we do the same thing in maya?:shrug:

I've attached a picture of my model and I want to make the lower part non transparent. Please help. Thanks in advance!:)

OrestesMantra
07-12-2002, 03:27 PM
Is that a condom?:eek:


p.s. Wish I could answer your question, but I have no clue.

p.s.s. How do you like Maya?:)

svenip
07-12-2002, 03:31 PM
you can use a ramp node to texture the opacity just in the lower part.

is it nurbs ? then it would be easy to setup just a ramp for the opacity and choose the right UV Direction for the ramp. if it's poly or subd you probably need to project the ramp from side.

can you post the mb file then i setup this for you and tell you how it works

jas_ho
07-12-2002, 03:35 PM
Thanks svenip,

I am already using a ramp node for the condom(Nurbs). That's why there is a little tinge of color at the edge of the condom...can I add more ramp nodes?

To OrestesMantra,

Yes, it's a condom.

I like maya, and I like max too....both are great programmes, but max is a pain to animate sometimes. Max 5 looks promising:)

svenip
07-12-2002, 03:36 PM
i made a quick copy of your condom (in nurbs) and did that. just for testing i mapped the ramp to the color so that you can see it. just reconnect it to the opacity

condom_texture (http://www2.fh-harz.de/~u13837/condom.mb)

svenip
07-12-2002, 03:37 PM
yep sure you can use more ramps at the same time. you can texture the colors that you've setup.

i've updated the file to show this.

jas_ho
07-12-2002, 03:43 PM
thanks a lot sve!

I'll try again and post the results.:applause:

jas_ho
07-12-2002, 04:07 PM
Argh, I can't get it right.

Please help.

Can I send you the file svenip?

svenip
07-12-2002, 04:09 PM
svenip@gmx.de

Sibben
07-12-2002, 07:45 PM
As for Submats, there are no ones in Maya. Well, there are but they work the other way around.

You simply assign shaders to a selection of polygons and they are - quite invisibly (well, not really) - added to a set which refers to that material. It's faster and more straight forward but it's not as manageable as the MAX submats, especially when you have alot of different materials. I really miss them... :sad:

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