Layering Car Paint shader (Problem)


#1

Hi guys,

Im pretty in a trouble and I don dont know how to solve this one.
I tried already everything, but maybe Im missing something.

Im trying to layer the MR car_paint, but for some reason this doesnt work. Im guessing this is a bug?

If you apply the car_paint shader to (djx_mix_Color, or the layered texture, or mix20 (mix20 doesnt work in MaYa 2014… well not for me) or the normal mix_color or also using the surface shader) you will get a really bright render. Looks like blow up the brightness of the material.

The other mia_material_x work just perfect.
The only one doesnt work is the car_paint shader :banghead:

Do you have any ideas how to plug/layer the car_paint shader?

I will appreciate any help here. :beer:

EDIT:

As you can see in the picture… Once the Car Paint is layered is the result Im getting…

EDIT 2:
I removed from the car_paint shader everything exactly to dont have this kind of problems and now Im having them. :banghead:


#2

OK… I find a way to get rid over the over lighted surface.

BUT…

Layering a miaX is extremely expensive.
For just a small region took MaYa 2 hours in the view port to render. And i had active just 2 levels off layers.

Guys, do you know another way to layer the mia_x material?
I use every single trick and shader.

mib_color_mix
mix20layers (doesnt work in MaYa 2014 :scream: I used before this shader all time)
djx_mix_color

layer texture (using this you need to plug in the shadingEngine a MR Material, Texture, or etc… If not you will get an error. Maya is going to render, but without the Poly that has that specific shader)
layer shader (that same here. Plug a MR Material, Texture, or etc…)

2 for waiting a result is not funny.

Do you have any ideas now to render this faster and which material is the best for layering mia_material_x?

Thank you in advance!


#3

Depends on what you are trying to do. You can plug the “result” output of MR shaders into the additional-color input on the mia_material. That will let you add shaders, so you can do stuff like use the mia_material to glaze a clearcoat onto the carpaint shader. (mia_material reflections have built-in support for fresnel which is nice on carpaint). You’ll want to turn down any channels on the mia_material you don’t need. For example, when using it to add a clearcoat you want to turn diffuse weight to 0 so it’s not overbright.

If you are trying to mix two shaders, like a decal or something, not really sure the best way to go. For some odd reason, you can connect two mia_materials to the blend color node, then plug that into additional color on a 3rd mia_material (that is applied to your model, set all its weights to 0) and it will actually work. I’m always hesitant to use this trick since I don’t know why the hell it works or if its even supposed to. But it’s worked for me in the past.


#4

Hi jtheninja,

Sorry to reply to late. I dont know why I dont get an eMail or a message that some one reply to my questions.

Now I choose to change every single post I made and check if I response or not.

Back to topic.
Thank you very much for your help and Tip.
I found a way to combine many mia_materials and work so far so good.
I also made a research and using a Blend Node works also perfect.

With this to Infos I found my way to do layering using MIAX. Is kind of hard to understand how to put them together, but when you know how to do it is straightforward process.

Actually when my Audi TT is finish I will definitely give a try using your solution.
Im still learning :wink: