General Textures within Maya


Stretched manufacture deadlines frequently require rapid texturing jobs. One trick is to unite general textures within Maya. The Color Gain and Color Offset attributes, general to every texture, provides a well-organized means of achieving this. For instance, when a bitmap featuring a spotless brick wall is collective with decomposed metal and tarmac bitmaps, the end consequence is additional complex and attractive. To attain a similar consequence, open the characteristic Editor tab of the file texture in which the wall bitmap is laden. In the Color Balance segment, click the Map key next to the Color Gain characteristic. In the make Render Node window, click the File key. Load the corroded metal bitmap into the innovative file node. In the new file node’s Color Balance segment, click the Map key alongside the Color Offset characteristic. In the make cause to be Node window, click the File key. Load the tarmac bitmap into the new file node.

(Top left) Clean wall bitmap. (Top right) Same bitmap with the addition of rusty metal and asphalt bitmaps connected through its Color Gain attribute. (Bottom) The corresponding shading network.

Carry on the procedure of nesting file textures within file textures by mapping the Color increase or Color counterbalance attributes. Hypothetically, no boundary exists for the figure of textures that are strung jointly in a solitary shading network. Strictly language, Color Gain works as a multiplier. Anything is mapped to Color Gain is multiplied by the unique map. In difference, Color Offset mechanism as a counterbalance issue. Whatever is mapped to Color Offset is added to the original map. Therefore, Color Gain maps tend to make the end result darker and Color Offset maps be tending to create the end consequence whiter and additional washed out.