View Full Version : how can i fake/emulate tri blending in maya?
Onieros 07-04-2005, 11:01 PM hi guys... I've seen some tri blending used at a studio and wanted to fake/emulate this in maya for personal use. All they'd do is paint on the surface of the object w/ red, green, and blue... then their tools would allow them to map each channel w/ a repeating texture and they'd be able to set the repeat value of each texture seperately (wherever the colors would bleed into each other the textures would blend together as well... It helped so much in making game environment terrain look stellar... I played w/ several shader network configurations but haven't been able to dupe this... would anyone be able to offer assistance or perhaps a shader network layout that might work?
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If I understand you right, I don't think theres a quick and dirty "click this" option, but if you just duplicate the image or 2d texture (w/the uv node) twice, you can feed the color channels in seperately and set the tiling separately.
housewarmer
07-10-2005, 03:03 AM
Yeah, actually I think the solution's pretty straight forward. Just map the r, g, & b out values from your blend map image into the alpha inputs of 3 layers in a layered texture. Then just assign each of your texture maps into the desired layer and tada! Check out the grab and render to see if this is the kind of thing you're trying to get.
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http://web.pdx.edu/~mam/linkTo/Picture%201.png
http://web.pdx.edu/~mam/linkTo/triblend.png
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07-10-2005, 03:03 AM
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