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
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
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