View Full Version : question about layered textures.
JasonA 11-25-2002, 04:32 AM So I'm wondering if there's a way to make layered textures in Maya in a particular way. I know that in a basic sense Maya lets you have layered textures using masks, but its implementation doesn't seem very robust.
What I'd like to do is have a big texture map, with a really small map (and its alpha) as a decal on the big map. Plus I'd like to be able to manually apply it to a location of the model by selecting a few faces, and then using a projection. Man this sounds confusing.
I'm trying to duplicate a texturing method I use in max (I suspect many former maxers will know what I'm talking about). In max, I can great a "mix" texture, and through the use of UVW modifiers and specific mapping "channels", I can apply multiple maps to a base map, and manually place them on the model with a projection that defines that particular decal's mapping channel.
Can this be done in Maya?
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beaker
11-25-2002, 07:49 AM
Just use texture projection(when choosing the texture pick "projection" instead of "normal") and turn off the repeat U+V on it's 2d placement node. Then just use the 3d placement node to place your texture in a certain spot.
Another way would be to just to make the small map a separate shader. Select those faces that you want to apply the small texture to and attach it to a shader.
svenip
11-25-2002, 07:49 AM
so thats all possible. you can adjust your second texture (the one you wanna become very small). just grab the 2D Placement Node of the texture and adjust the coverage values. you can also place it then anywhere on your object. or use a projection and project it onto the place you wanna have it.
JasonA
11-27-2002, 05:43 PM
Can someone clarify a few confusing items?
1. How/where do I turn repeat U+V off? I look in the 2d placement node for the decal and there is no checkbox. Only the repeat UV amount, and if I change the default 1's to 0's, then the decal disappears. Am I in the wrong place?
2. Is there a way to get the 3d projection to be the same aspect ratio (X&Y width) as the decal bitmap without manually guessing by re-sizing the placement gizmo on the model?
3. Is there a way to prevent the decal from projecting onto the other side of the model?
beaker
11-27-2002, 06:15 PM
1.) Look a little closer. There is a repeat U and repeat V checkbox.
2.) no
3.) use a cylindrical projection and just make it so it is only a 1/4 cylinder or something so there is minimal to no curvature. It won't project all the way through then.
JasonA
11-27-2002, 08:44 PM
Originally posted by beaker
1.) Look a little closer. There is a repeat U and repeat V checkbox.
hmmm are we looking at the same dialog? double click the place2dTexture node in hypershade, then looking in "2d Texture Placement Attributes" rollout...
All I see is the repeat U+V floats, no checkboxes for it:shrug:
here's a screencap....
JasonA
11-27-2002, 08:48 PM
Originally posted by beaker
2.) no
hmmm thats a bummer. Ok well thats the breaks I guess...
3.) use a cylindrical projection and just make it so it is only a 1/4 cylinder or something so there is minimal to no curvature. It won't project all the way through then.
wow, thats a real bummer. but I guess it might be a work around.
beaker
11-27-2002, 09:02 PM
Looks like they changed it in 4.5. I'm still using 4.0 mostly. It is the wrap U and V option. Donno why they changed it, repeat makes more sense to me.
With the cylindrical projection just scale it flat so it is pretty much projecting it strait but your just not getting it on the back side of the model.
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