|05 May 2013||#1|
Prague, Czech Republic
Join Date: Oct 2008
How to tweak glossiness map?
Hi, i am just trying out Maya and i got stuck at something as basic as tweaking glossiness maps.
In 3ds Max, my usual workflow would simply be to plug my texture map into color correct node, which has ability to change brightness, contrast, hue, saturation, etc... of color input, and then plug that into glossiness slot of Mia material.
In Maya, i crashed on two very big problems:
1, I could not find anything that resembles color correction node or curves node or anything like that.
2, Even if i had the node, that for some ill reason, input for mia_material glossiness in Maya is alpha, so even if i had some correction node, i still couldn't use it as alpha is not a color data stream.
What i want is to have a way to tweak my material inputs straight in Maya. Anything outside Maya is out of question as i can not afford to have hundreds of adjusted duplicate textures in my texture library each for very specific purpose.
This is how my average node network looks. I usually make the most of my bitmaps by using color correctors. So i wonder if i can achieve similar workflow in Maya.
|05 May 2013||#2|
Join Date: Feb 2004
No easy way to color correct in Maya I'm afraid. The closest you can try is to plug your texture into gammaCorrect node and adjust gamma for R G B separately. Not very intuitive.
Contrast can be gained by decreasing gamma and increasing texture node's color gain.
As for glossiness, you can try this.
Plug your color texture into a Luminance node.
Plug Luminance output into a remapValue.
Plug remapValue output to glossiness.
Play with the remap curves/ramps.
Last edited by Panupat : 05 May 2013 at 05:50 PM.
|05 May 2013||#3|
Join Date: Jan 2013
Maya has remap RGB and remap HSV nodes that can be used for color correction. There are also remap value and contrast nodes. While it isn't super advanced CC, it usually works well enough for what you're trying to do in maya.
|05 May 2013||#4|
Join Date: Jul 2008
You can connect your glossy, bump, refl maps to an "RGB to HSV" node, then connect the "out HSV" V value to the "Vcoord" of a ramp. This is a bit like a levels tool in Photoshop.
I just deleted the middle (green node) on the ramp, and changed the top node to grey/white and the bottom to black. Play around with the positions and colors of the ramp for different effects.
I sometimes use this method as a quick and dirty way of creating bump, refl, gloss maps from my color texture.
|05 May 2013||#5|
Join Date: Sep 2003
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