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Procedural Texture Shader

This section shows the basic workflow for mental ray for Maya procedural texture shaders.

 

References:

  • mental ray User Manual, Chapter 3.9.
  • mental ray Shaders Guide, Chapter 1.4.
  • Rendering with mental ray, Chapter 4.2, Appendix C.

 

Where to find texture shaders
Material shaders appear in the hypershade -> Create mental ray Nodes -> Textures.

The following procedural texture shaders are shipped with Maya:

  • mib_texture_checkerboard
  • mib_texture_polkadot
  • mib_texture_polkasphere
  • mib_texture_turbulence
  • mib_texture_wave



Default behavior

Right-mouse button click a texture shader, then select "Assign Texture's material to selection" to create a new Lambert shader with the texture shader connected to the color attribute of the Lambert, then assign it to the selection.
 
In this example, a 2d procedural texture mib_texture_checkerboard is used.

Step 1. Getting Ready

Make sure the mental ray for Maya plug-in is loaded:

  • Windows > Settings/Preferences > Plug-in Manager...
  • Find Mayatomr and check loaded

Open the scene we will use for this section: proceduralTextures_start.ma.

Step 2. Create a texture shader

Step 3. Setting up texture space
We will use mib_texture_vector and mib_texture_remap to setup the texture space.

Then, render with mental ray.
A black and white checker appears in the Render View window.

Step 4. mib_texture_checkerboard
mental ray Shaders Guide, Chapter 1.4 Textures, describes this shader.

Open the Attribute Editor of mib_texture_checkerboard1, and try different settings.

The scene is saved as proceduralTextures_finish.ma.

 

mib_texture_checkerboard.

proceduralTextures_finish.ma