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Maya surface luminance node ignores specular contribution

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  • Maya surface luminance node ignores specular contribution

    Hi,
    I am trying to make an iridescent shader by using Maya's surface luminance node to sample the surface luminance and then remap that through a colour ramp. However the node seems to ignore the specular contribution. Is this a bug or is this intended? Is there a way to work around or fix this?
    As an alternative I have also tried chaining together several Maya shading nodes (or vray materials) and remapping the output of one through a ramp to the in colour of another. This would work fine in the Maya renderer but also doesn't seem to work in vray.
    eg: Labert1.outcolorR->ramp.vcoord:ramp.outcolor->Lambert2.color

    Thanks,

    Philip

  • #2
    For the moment, the surface luminance shader samples the diffuse surface illumination - it does not have a specular component.

    V-Ray does not allow materials to be used as textures and connected to texture slots. You might be able to do something very similar with the V-Ray blend material though.

    Best regards,
    Vlado
    I only act like I know everything, Rogers.

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