Hey guys helping a friend do a short film and he gave me a model that has been rigged already. But one of the models has like ten pieces but was combined to one mesh. But each piece needs a new shader. How are you guys going about this? I know in max its easy to assign mat ID to poly faces but not sure if maya works the same?
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object is one mesh but with ten pieces how to handle shaders?
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Yeah I would try not to assign shaders to faces, its not a good method (compared to max). What Bertjenkins suggested is probably best way of going about it, masking various past of the uv shells and blending those using vray blend mtl.Dmitry Vinnik
Silhouette Images Inc.
ShowReel:
https://www.youtube.com/watch?v=qxSJlvSwAhA
https://www.linkedin.com/in/dmitry-v...-identity-name
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Originally posted by vlado View PostIn Maya, you can assign shaders to faces of the object.
Best regards,
VladoDmitry Vinnik
Silhouette Images Inc.
ShowReel:
https://www.youtube.com/watch?v=qxSJlvSwAhA
https://www.linkedin.com/in/dmitry-v...-identity-name
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Originally posted by Morbid Angel View PostActually this would be an interesting idea, what if you could put faces in a set and pass that to a shader? can vray do that already, would be great if it did or was able to.
Another attribute to the set to create regular expression ! If the attribute is not here, all objects in the set are getted, if the attribute is here, the set uses the regular expression.
And the possibility to add a set to a set to override.
Like :
set1 ----> all objects
|
|-----> set2 ---> another objects to override
With this :
- easy to manage : shaders and assignement are independent
- regular expressions : it is light because no connection on the set (with faces or mesh or other), just one regular expression. Solid/security : no broken connections or something like this.
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Originally posted by bigbossfr View PostIf the attribute is not here, all objects in the set are getted, if the attribute is here, the set uses the regular expression.
Best regards,
VladoI only act like I know everything, Rogers.
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I think RT will not be a problem. But dynamics assignation with expression and independent assignation (with this we can export/reference assignement on a side, and on another side, export/reference of shaders) will fix the big problem of assignation in Maya (stability, management...).
An advanced Katana shaders assignation in Maya....
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