Can someone tell me how I can setup a direct x 11 shader inside Maya over an object that was imported in as an fbx file with a texture map, disp. map, and normal map along with it from zbrush, so that the color of the texture map on the mesh is provided the effect of the shader with the maps it came along with or can be uploaded with in the direct x shader options and does not go blank white instead like it is doing? I cannot find a tutorial or any forum anywhere that shows how to do this. I am sure that it has something to do with the graphing network. But, I have not figured out a concoction that would apply the texture to the shader material. I am using a 2014 version.
I would really appreciate it. Thanks!
Replies
I searched "maya help shaders", found:
http://help.autodesk.com/view/MAYAUL/2017/ENU/?guid=GUID-93DF9662-E1EA-49E5-8A97-64C491030CD7
http://wiki.polycount.com/wiki/NyraCharacter
https://download.autodesk.com/global/docs/maya2014/en_us/index.html?url=files/GUID-EE108A86-9830-455E-BF2F-64A4075E8303.htm,topicNumber=d30e692103
Check that maya is using directX for its viewport display.
Iirc. It will render white when a dx11 Shader is applied in an opengl viewport
Textures aren't assigned to objects. You assign shaders to objects and the texture is a property of the shader.
Can you post a picture of the viewport with the incorrect shading?