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View Full Version : Mapping DGS Shiny?


MarkAW
07-13-2006, 04:18 PM
How do I control DGS Shiny (or T2S Shiny) with an image file, with black=0 and white=50?

JulianS
07-13-2006, 05:00 PM
Just map the network into the desire attribute.


http://www.creating3d.com/rnd/images/mib_texture_lookup_.jpg

All the connections work in the same way as the mib_passthrough_bump_map (CLICK HERE) (http://www.creating3d.com/rnd/mib_passthrough_bump_map.htm) the mayor different is that the mib_texture_remap gets connected to mib_texture_filter_lookup. This connection happen usign the message and outValue of the mib_texture_remap to the remap and coord of the mib_texture_filter_lookup.

The mib_texture_lookup can be connected to the Ambiance, Ambient, Diffuse and specular of any MR Shaders just by Drag and Drop

connectAttr -f mib_texture_remap1.message mib_texture_filter_lookup1.remap;
connectAttr -f mib_texture_remap1.outValue mib_texture_filter_lookup1.coord;

NOTES:To assign the texture node to Mental Ray Go to: render globals - Custom Entities-Custom Scene Text - Under Global Text click the checker board and type the name of the file node where the texture lives, in this case will be "Mentalray Texture1 " see Example (CLICK HERE) (http://www.creating3d.com/rnd/mib_passthrough_bump_map.htm)

MarkAW
07-13-2006, 05:21 PM
Thanks for getting back to me on this, though I am a little confused by this as I don’t use metal ray texture nodes.

Is there a way to do this using normal Maya texture file node files, or does it have to be mental ray texture nodes?

Is there a nice n’ easy utility someone had put together (I can’t be the first person to want to map the shiny attribute)?

Anyway, thanks again :)

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07-13-2006, 05:21 PM
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