Blending 2 shaders

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Old 03 March 2013   #1
Blending 2 shaders

Hi everyone!
I come from a 3ds max background and there we had a very simple material called blend, where we could pick our 2 materials and blend them according to a black and white mask image we make. I did some research and got the layered shader to work properly when putting an image into the transparency. Problem was when i switched over to mental ray it stopped working, it just shows one of the shaders when rendered. But its strange cause it works if i have a checkerboard in the transparency, but as soon as i put my own black and white image it just doesnt work.

I did some more research and saw that the layered shader doesnt work too well with mental ray and people were using stuff like JS MultiLayers, mix20Layer and mix8Layer.. but i tried them and they wont work for maya 2013 64bit. They are too old.

This used to be so easy in 3ds max that i think i might be missing something.. is there any solution for the problem?

Any help would be appreciated
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Michael
 
Old 03 March 2013   #2
Try the mib_color_mix node.
 
Old 03 March 2013   #3
Thank you so much Panupat, that worked.. although its not as straight forward as i thought it would be, the result is what i needed.
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Michael
 
Old 03 March 2013   #4
Layering shaders in maya sometimes looks confusing to some people. The Layered shader is always good to me. And I don't like the mib_color_mix, it just crashes. And I am afraid about mix8layers or mix20layers that if i fall into a problem, there is not enough discussion about them. What I wanted is to find any trick to use mental ray shaders with maya's traditional Layered material. At last I found a way. The Gnomon Workshop published a fantastic tutorial about it. May be many people don't know about it. Here is the link http://www.thegnomonworkshop.com/store/category/167
find the free tutorial named
"COMBINING MULTIPLE
MENTAL RAY MIA
MATERIALS". Have a great day!
 
Old 03 March 2013   #5
You can also plug the "result" output on the mia_material into the blendcolors node, then plug that into the additional color slot on a third mia_material (which is assigned to the object). Kind of weird, but it works.
 
Old 03 March 2013   #6
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