Maya: Shader Networks

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Old 02 February 2012   #121
Hello!

I would like to connect a rimlight shader into a fur baldness map, so the there is fur only on faces facing away from the camera - on the edges of the mesh.

Is there a way to do this?
 
Old 03 March 2012   #122
How to manually generate a custom depth pass using Hypershade nodes

Seeing that this is a thread about shading networks, I thought I'd share my blog post about creating a custom depth pass using some Hypershade nodes. I explain what's going on at each step in the relatively simple network, so there's a lot to read and it could be useful for those of you who are not too comfortable with Hypershade.

http://asephei.blogspot.com/2011/10...ate-custom.html

Last edited by Asephei : 03 March 2012 at 05:48 PM. Reason: Minor edits
 
Old 05 May 2013   #123
Originally Posted by stunndman:
- leigh's tutorials on texturing

part 1 - introduction - http://www.cgtalk.com/showthread.php?s=&threadid=6648
part 4 - diffusion - http://www.cgtalk.com/showthread.php?s=&threadid=11053
part 5 - specularity/reflectivity - http://www.cgtalk.com/showthread.php?s=&threadid=17631




I can't view these I am given a message saying I don't have permissions or something along those lines. Any ideas? I want to learn!

EDIT: Here's the message I get:
"jacobe38, you do not have permission to access this page. This could be due to one of several reasons:
Your user account may not have sufficient privileges to access this page. Are you trying to edit someone else's post, access administrative features or some other privileged system?
If you are trying to post, the administrator may have disabled your account, or it may be awaiting activation."
 
Old 01 January 2014   #124
duble transparency

hello,

i have a simple question that i suspect has a complex answer.
i made a trash bin model it's a cylinder and all the detail is made in the shader.
i made a X pattern with a repeat uv to make the grid lines
and i also made a diffuse map that has a transparency for the parts of the trash bin that is without grid lines the top edge and bottom edge .
is there a way to combine these transparency's
or map them togather in some way in shader network ?



thank you

Last edited by lurotem : 01 January 2014 at 11:57 AM.
 
Old 02 February 2016   #125
Originally Posted by lurotem: hello,

i have a simple question that i suspect has a complex answer.
i made a trash bin model it's a cylinder and all the detail is made in the shader.
i made a X pattern with a repeat uv to make the grid lines
and i also made a diffuse map that has a transparency for the parts of the trash bin that is without grid lines the top edge and bottom edge .
is there a way to combine these transparency's
or map them togather in some way in shader network ?



thank you


Hi lurotem,

If your question made sense I'd be able to answer it.
However, since it doesn't, my best guess is that plugging one into the Colour Gain (or Alpha Gain if using that), may be what you're looking for. This means the resulting map is an intersection of both - doesn't matter which way around they are.
If you want to ADD them together, rather than get an intersection, use the Colour or Alpha Offset on any texture node, to Add one to another.
Also just use a set range to get an inverse of the the one you're adding, to put it on colour gain and first remove the areas where you're going to add it, to avoid double values.

Last edited by dudeman38 : 02 February 2016 at 09:59 AM.
 
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