View Full Version : Blending two or more file textures via weightmaps
mindsample 07-17-2006, 03:12 PM Hi,
I am trying to seamlessly blend two or more file textures into each other, i.e. a texture for inside the mouth and one for the rest of the head - XSI users will be familiar with this, however I have not yet been able to figure out how to do this in Maya, could anybody please point me in the right direction? Weightmaps do not seem to work for this kind of thing?
Thanks!
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courte_manche
07-17-2006, 03:28 PM
Unfortunately, maya doesn't have that fonction, may be for the next version, we can dream ... But, for example, you can achieve that with Colorvertex Shader.
See this old post http://forums.cgsociety.org/showthread.php?t=366498
Not very intuitive but it work.
mindsample
07-17-2006, 03:31 PM
hmm I guess this is kind of what I was looking for ... I will give it a shot ...
mindsample
07-17-2006, 03:53 PM
Okay, played around with it for a bit - disappointed! :(
What I am after is actually a blender of two shaders, i.e. a Blinn Group and a Suburface Fast Skin MR Shader - two or more Shading groups applied to one object. It is obviously possible to just apply them to the selected faces, but how do I blend them into each other? One way would be a mask to later on composit them, but surely there must be a way to do this on the fly inside maya?
victor
07-17-2006, 04:11 PM
...but surely there must be a way to do this on the fly inside maya?You can blend two materials with the layered shader, but you'd need to make an alpha texture for where you want one to cover the other.
mindsample
07-17-2006, 04:27 PM
right, so this is a quasi confirmation that there is no way to paint/create the b/w map inside maya, one would have to export the uvmap, paint on it externally and then use it as a layer in the layered shader? Or can the map be somehow painted in maya and then plugged in?
victor
07-17-2006, 04:41 PM
Well, either you can figure out how to connect the mentalrayVertexColors to the alpha of the one of the layers or you could make a copy of your object, paint a texture onto that, and then use that same file texture for the alpha in the layered shader.
So, sure, you can make the B/W map in maya either as vertex colors or a texture, but if you mean with realtime feedback showing how your materials will blend, I guess not.
mindsample
07-17-2006, 04:58 PM
OMG how could I have been so blind. Artisan - plug the texture into your layered shader, realtime feedback while you paint. Nice!
Thanks everybody.
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