I've just flipped through the latest issue of 3D Creative PDF-mag (June issue). There is a walkthrough of Bertrand Benoit's (BBB3) excellent Tribeca loft render. (done in max).
I've noticed that he uses vertex color to overlay certain texture maps. As i understand it, it is to get geometry dependent variations to the texture? I also notice that the vertex color node is present in Maya's Hypershade. However information is lacking, and i can't really seem to get, how it should be used in maya.
I've tried building my own shader to have wear and tear, and somewhat geometry dependent. I use the dirt node with invert normals and a black and white map in the radius slot, as a mask between two textures. And also a remap value version of the dirtmap as a reflectionmap. Is that the way to do it in maya? or is there still a need for the vertex color node?
Any help is appreciated
I've noticed that he uses vertex color to overlay certain texture maps. As i understand it, it is to get geometry dependent variations to the texture? I also notice that the vertex color node is present in Maya's Hypershade. However information is lacking, and i can't really seem to get, how it should be used in maya.
I've tried building my own shader to have wear and tear, and somewhat geometry dependent. I use the dirt node with invert normals and a black and white map in the radius slot, as a mask between two textures. And also a remap value version of the dirtmap as a reflectionmap. Is that the way to do it in maya? or is there still a need for the vertex color node?
Any help is appreciated
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