I recently got an art test and they want the finished product to be submitted in a Maya scene with all of the shaders set up. The problem is that I want to use a material that can blend between the normal tiling texture and a burnt texture. I would also like the texture to reference two different UV sets since both materials have to be on the same texture sheet.In Unreal I could do this easily, but I can't seem to find anything in Maya that will allow either. Everything I've found online says that I would have to make a custom shader, but I've never written a shader. Does anyone have any ideas?
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For the 2 UV sets I think you can use uv linking to the texture2d node.
Supereasy node based shader creation tool for 3ds max. You could create the shader you want in max and load it as an cgfx or hlsl-shader in maya:)
MentalMill would be his best choice, but it doesnt support vertex shaders too.
Does your test HAVE to be shown in Maya?
I have a backup plan where I can avoid the vertex painting, so that's not too much of a concern. My problem now is that I don't know too much about working with CGFX and HLSL shaders in Maya.
You can get pretty far with Maya's native shaders as well. What are the shader features you want to use? Pre-baked lighting or all dynamic? Tell us more about your project if you can.
And by "viewport render" I assume we are talking about real-time in the viewport right?
I need to hurry and finish this before my deadline, so I don't have much time to experiment. I decided to go with a different idea of a very old, abandoned house with some dead vines instead. It would still be nice to know how to get vertex painting to work though, so I can control the alpha channel on the damaged roof.
I may just give them the Maya scene and do the render in UDK anyway, since I know I can get the effect I want that way. I emailed them to be sure that's ok.
Sounds like you'd have to go CGFX/HLSL shader to get vertex color based blending live in the viewport.
Takes abit more work, but I think it easily possible in Maya.
I wonder, does the test require you to have like depth channel as being the blend in between each texture? If it does, then he does require to use vertex colors and CGFX.
If you want to show them a blending of some kind, you could do this:
(make sure to create another map instead of the ramp, of course)
easy enough
Just a reminder, it won't show on the viewport.
Ramp doesn't show in my viewport either.
http://www.polycount.com/forum/showthread.php?t=75971