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doppelganger
07-25-2003, 06:37 AM
Regard all,

I am trying to create a brick material on a castle wall. The color is mapped with a tiled texture file, however, I want to create a large texture which simulates oil stains which run down from the top of the wall. Obviously I cannot create this on a tiled texture so I wanted to create a mask and an oil stain texture then connect them all to my shader. I hoped to do this with a layered texture but it seems I can only connect the layered texture to one node on the shader, ie just color not color then transparency. I am sure the answer is obvious but is is eluding me. Any help or fingers pointing in the right helpfile firection would be great.

Thanks,

Scott Spencer

misterdi
07-25-2003, 08:42 AM
I may misunderstood your problems.

When you create layeredTexture as your brick and stain layer it should be apply as a color only to the material isn't it.

The way you work with layeredTexture is like composing all your texture first before applyint it to the material node.

So for your layered textured, I see you will have 2 texture:
1. brick texture (tiled)
2. stain texture (with alpha).

Make sure that your order in layeredTexture is the brick should be on lower order (right side), stain texture is on left side. By default you will see only the stain right now since no alpha information is pass to the layeredTexture node. Make sure you select your stain texture, drag and drop the same texture node (which should have alpha) into Alpha on the layered texture AE.

Now you will see that the stain will use its alpha on top of the brick texture, you could change blend mode to other mode if you want.

Output of this layered texture then can be connected to the material node.

:rolleyes:

Dan Wade
12-13-2003, 08:54 PM
Im kinda new to maya. I want to use layered textures, but instead of just mixing colour maps with alphas, i want to use different shader types. For instance, im wanting to do some rust on a car, im gonna use a mask for that, but say im using a blinn for the car body, i want to use a lambert for the rust sections, so i can get different specular rates. How would i do this.

Ive got this working in Softimage XSI (my previous app). Any ideas?


Cheers,
Dan.

JasonA
12-13-2003, 09:26 PM
Dan,

misterdi basically just described the process above. Its just the same as a layered texture, only you stick in materials for the 'color'
slot, and use an alpha of some kind on your higher layers (or else they won't composite).

DeathBrain
12-13-2003, 10:09 PM
Originally posted by Dan Wade
but instead of just mixing colour maps with alphas, i want to use different shader types.
Then you should use layered shaders with layer texture compositing flag, in this case, don't use layered textures.
Layered shaders and layered textures are very different, layered shaders is a shader mixer while layered textures is a texture compositor.
But you could connect layered textures as layered shader's texture.
lets say you want the wall with lambert, the oil+alpha with blinn, your rusty+alpha with phong-E or something, then layered shaders is your choice, with layered shaders+layer texture compositing flag "on" you can play around with each material settings i.e diffuse, reflection, specular, etc :)

Dan Wade
12-13-2003, 10:49 PM
cheers,
great help.

Dan.

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