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Creating a rim light and saturation shader in Maya trouble

Heliocide
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Hey,

I'm trying to tweak a style study I'm doing on Super Mario Galaxy
RenderAndRef.png

As you can see my Rim lighting shader is just tending to white and I have no idea what nodes to use to make it apply to the saturation as well.

In the image I'm using a SamplerInfo.facingRatio > Ramp.VCoord and the ramp into the lambert's incandencanse. Works fine but isn't quite right.

I'm playing with the remapHSV node but it's all experimentation.

Any advise would be appriciated. Thanks in advance.

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