View Full Version : Maya equiv to Lightwave gradients?
aurora 08-21-2002, 05:04 PM In Lightwave you have two wonderful gradients you can use based on incidence angle and light incidence for your textures. Are there equivalents to these in Maya4? If so how do I set them up?
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alexx
08-21-2002, 07:42 PM
what you are looking for are the nodes:
surfaceLuminance and sampler info.
use sampler infos ray direction to plug it into a rampīs u or v coordinate to get the transparency falloff.
use the surface luminace from the according node to get that effect..
(surfaceLuminance.. hmm.. cant remember if it is really called that .. have no maya here at home.. but something similar i guess :)
DesignDawg
08-21-2002, 07:44 PM
In Maya 4.5, there is a new ramp shader that basically will do this straigtht out of the box. In Maya 4, you have to use different utility nodes to get the effect. If you can describe a little more clearly exactly what you're going for, I can give you a better answer, but for now I can tell you you'll probably want to start by creating a ramp, and then using a Sampler Info node to drive the UV coverage of the ramp. You'll specifically use the Facing Ratio in the Sampler Info node.
The thing about light incidence.... I have created a shader that does a little of both. It's called "Iridescent Shell" and can be found at Highend3D.com
http://www.highend3d.com/files/screen.3d?group=mayashaders&file_loc=Iridescent-v1.0-.mb
I used a Surface Luminance node and a facing ratio, both driving separate ramps. Your best bet would be to download that, or another shader (Hwee Kok's XRay shader on the same page comes to mind) and open it in Maya's hypershade, view the up and downstream connections, to figure out just how it was done. It'll give you a better insight into how to build those types of shaders.
Ricky
EDIT: Hehe. Looks like someone beat me to the punch while I was typing! :) Still, I hope my shader proves helpful.
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