The old method for this was in finding the mesh weights and using them to alpha in a material or color. The particle mesher in realflow kept track of the particle colors over the mesh from two separate fluids or more.
The RF plug in used a melt shader for Mental Ray. In Lightwave it was simply called by using the weight map name.
How do we go about this in Vray shading? I'd like to use a blend material to determine the crust and hot parts of a lava flow.
I have a lighter emitter that keeps the crust on the top and a thicker more viscous emitter that is the hot center thick part of the lava flow.
Now technically I can make two separate meshes but I think a real weight using the particle color/weight on a single mesh will yield a more organic result.
Has anyone tackled this yet in Maya Vray?
Thanks for any info.
The RF plug in used a melt shader for Mental Ray. In Lightwave it was simply called by using the weight map name.
How do we go about this in Vray shading? I'd like to use a blend material to determine the crust and hot parts of a lava flow.
I have a lighter emitter that keeps the crust on the top and a thicker more viscous emitter that is the hot center thick part of the lava flow.
Now technically I can make two separate meshes but I think a real weight using the particle color/weight on a single mesh will yield a more organic result.
Has anyone tackled this yet in Maya Vray?
Thanks for any info.
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