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View Full Version : mixing materials based on light/camera position


bravmm
10-11-2006, 04:56 PM
Hi,

I want to mix 2 colors/materials based on the light that is cast on the model. So where it's light you get color 1, and where it's dark it's color 2. All nicely mixed in the "twilight" zone.

I've been looking at the sampler info node, but not sure how to continue. Or is there a better way to do this, like an incidence shader or something. Coming from XSI this kind of hypergraph combinations still gives me a questionmark or two a day ;-)

cheers,

rob

rollmops
10-11-2006, 05:08 PM
I've been looking at the sampler info node, but not sure how to continue. Or is there a better way to do this,

Have a try with surfaceLuminance?
it can make the difference between what's in the light or not.

bravmm
10-12-2006, 09:20 AM
Hi,

yes, this seems to do the trick, although a combination of textured materials (matte/shiny), a blendcolors node and this SurfaceLuminance node rendertimes become quickly very long. Also the area where you have a blend between light and dark seem to behave differently if you start texturing materials, it becomes a much wider area.

But the node is working, just have to extend my understanding of the basenodes in Maya...

cheers/bedankt,

rob

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