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?
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?
Seeing that this is a thread about shading networks, I thought Iâd share my blog post about creating a custom depth pass using some Hypershade nodes. I explain whatâs going on at each step in the relatively simple network, so thereâs 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/maya-how-to-manually-generate-custom.html
I canât view these :sad: I am given a message saying I donât have permissions or something along those lines. Any ideas? I want to learn!
EDIT: Hereâs the message I get:
âjacobe38, 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 elseâs 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.â
hello,
i have a simple question that i suspect has a complex answer.
i made a trash bin model itâs 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 transparencyâs
or map them togather in some way in shader network ?
thank you
Hi lurotem,
If your question made sense Iâd be able to answer it.
However, since it doesnât, my best guess is that plugging one into the Colour Gain (or Alpha Gain if using that), may be what youâre looking for. This means the resulting map is an intersection of both - doesnât 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 youâre adding, to put it on colour gain and first remove the areas where youâre going to add it, to avoid double values.
Hello Guys ,
Please apologies for my bad english
I am working for a male bust and planned to render in arnold .I have done all the shading network and i arranged the shading network according to me but now i lost the network and if i select the shader and right click and goes to graph network ,it arrange automatically .
Now I have to find all the nodes .
Is there any solution so that i can get my old arrangement what i did .
I hope you got the point what I am asking .
Thanks
I was wondering if anyone would be kind enough to help me out with a tutorial for hologram shader Vray or Arnold? or if there is a download link?