Layered Texture Tutorial

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Lg_hg_002

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129,882

Updated:

Sep 13, 2005

Readership Level:

Advanced

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Maya Versions:

3.x

Platforms:

irix, linux, mac, windows

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Language:

English

In this tutorial you will learn how to use the alpha channel of your projected image to "stencil" your image over/under other images on your geometry with the use of a layered shader.

first off build your self a nurbs sphere, make it look some thing like this:

(You don't have to but it will look better!)

click for larger version

Open up your MultiLister and create a BlinnSG (Make sure Shading group is ticked).

Map the color of your Blinn to a "layered texture"



Now map the "color" of your first layer to a "file"



push the "interactive Placement" button Use "cylindrical" as the projection type turn off "wrap" in the Effects dropdown Use the supplied "Flames.iff" file turn the default color to black Turn off "wrap U" and "wrap V" in the place2dTexture node. After you have got your "placeFlames3D" box in the right position, change the texture Quality to High.



And you should get something like this



If you now look at your Shading group in the hypergraph you should have this.

(I recormend renaming your nodes so that it's easier to understand later on)

click for larger version

If you now go to your layered texture node and make another layer, you can't see it!!!

Next we have to tell maya to use the alpha channel of our picture to "over" the flames on to the layer below.

Duplicate the "Proj_Flames" node and rename it "Proj_Flames_A" (A as in alpha:))

We want our "placeFlames3D" to put the alpha in the same place as the original flames, SO this is what we do!

In the HyperGraph select the "placeFlames3D" and middle-mouse drag it onto your "proj_Flames_A" node, this will bring up the connections editor. first select World Inverse Matrix[0] then Placement Matrix .

This tells the "placeFlames3D" to put the alpha in the same place as the flame picture.


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Comments

Dashboard_avatar
Mar 26, 2010
Post id: 10630
Report this comment to moderators [SPAM]

The idea of such a tutorial is very good. It needs some improvement and I would appreciate to have my quesitons answered.
It is writiten above:
Map the color of your Blinn to a "layered texture" - it is not clear how to do it - the tutorial is tutorial when it exmplain this.

Now map the "color" of your first layer to a "file" the answer of the previous question helps to understand this problem.

push the "interactive Placement" button Use "cylindrical" as the projection type turn off "wrap" in the Effects dropdown Use the supplied "Flames.iff" file turn the default color to black Turn off "wrap U" and "wrap V" in the place2dTexture node. After you have got your "placeFlames3D" box in the right position, change the texture Quality to High.
this is completely unclear text.
I would be very happy to have my questions answered as we just start to work in this area and everything in it is is expensive.
With appreciation
adanchev@yahoo.com

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