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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
- Create a
checkerboard shader
- Hypershade >
Create mental ray Nodes -> Textures
- Select mib_texture_checkerboard
- Assign the texture to a material 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.
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mib_texture_checkerboard.
proceduralTextures_finish.ma
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