So I have a character divided into two UV groups, head and body. I made a mia shader for the head and want to apply the same shader to the body, but with different maps, yet be able to tweak the spec/diffuse etc. for both, on one shader.
Screenshot might help clarify.
Is this achievable? or am i better off just duplicating the whole network, applying it to the second UV group, and tweaking the values manually between the two?
Replies
Secondly. If you are using one shader for this solution you have one input for each texture, i.e. one Diffuse input slut, etc. If you plan on using several textures to finally plug into one input slot you need to handle combining/blending them together somehow.
To work with several uv set and linking certain texture to use certain uv sets you can use the Windows > Relationship Editors > UV-Linking > Pick one of your liking. Working with this editor will automatically add uvChooser nodes to your shader network that feed into the place2DTexture nodes.
its called uv tiles... uvs outside the uv space 0-1...
mudbox and mari are able to read them native...
all hero assets in feature film are using this workflow... hundreds of texture tiles and only one shader...
in maya you have to offset the uvs... you could chain filetexture nodes together... or use a layerd texture...
if you use mudbox file naming there is a mel script from ash that will do the shading network for you...