Procedural Texture Shader

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

 

 

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.
 

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

.Creat a plane. 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.
 and assign it a lambert

Step 2. Create a texture shader

  • Create a checkerboard shader
    • Hypershade > Create mental ray Nodes -> Textures
    • Select mib_texture_lookup
  • Assign the texture to a material shader
    • We’ll use the default lambert shader
    • Ctrl MMB drag and drop mib_texture_lookup to lambert1.
    • mib_texture_lookup1.outValue should is connected to lambert1.color.
    • In attribut editor window of mib_texture_lookup1 choose mental ray texture to load and image in tex field

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.