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How do you take the result of a spec shader and put it into a surface shader?

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  • How do you take the result of a spec shader and put it into a surface shader?

    Say I have a reflective black vray material and a spec light. How do I take the "result" of this and throw it into a surface shader or ramp? You could do this with mental ray, but I can't figure out how to do it with vray...

    Basically I want to take my broad spec pass, and use the different levels of black and white in it to reveal certain textures...without utilizing any compositing. (mid-grey will reveal one texture, black will reveal another type, white will reveal another...etc..) I can do this with a ramp but I can't figure out how to get the result of the spec into the ramp.


    edit: well nevermind...ended up just using the spec in a ramp shader
    Last edited by X14Halo; 19-08-2013, 11:20 PM.
    Lead 3D Artist - A52/Elastic

    www.ianruhfass.com

  • #2
    Yeah don't think VRay allows shaders to be plugged into shaders directly, but perhaps try VRayBlendMtl.
    Maya 2020/2022
    Win 10x64
    Vray 5

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    • #3
      Unfortunately V-Ray doesn't allow connecting one shader to another.
      You may try to create a similar setup with surfaceLuminance node plugged into RampTexture and use this texture as a mask in VrayBlendMtl.
      Svetlozar Draganov | Senior Manager 3D Support | contact us
      Chaos & Enscape & Cylindo are now one!

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      • #4
        Perhaps you could plug the texture into a remap HSV node. Then you could make your adjustments with the value graph and plug the resulting value into the mask of a vray blend material. You could theortically do as many of these as you wanted, with different levels on each one.

        You can also use a blendColor node for this but it only has two inputs.

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