Hello Poly people,
I am struggling to create what I think would be a simple Maya shader. I would
greatly appreciate if you could give me some pointers or better still create the shader so I could see how you did it :shifty:
Imagine a surface with red Mia_car_paint_phen_x on it (
with the flakes). Then on top of it is a sticker called "TEST". Importantly the sticker has to be of chrome material and without any flakes in it. Like in real world if a chrome sticker was placed on on top of mia car paint surface.
To better understand what I mean look at the attached Photoshop mock-up of how the final result should look like-
I tried using mia_car_paint_phen and then mia_material_x with the chrome preset. I am failing miserably to combine the two to create what I am after.
How would you do it?
I am attaching an alpha image if someone wants to help and try making the TEST shader-
Thanks for your time.
Replies
Here's a good tutorial
http://www.digitaltutors.com/09/training.php?cid=5&vid=1768
edit:That might be a subscribers only video, but just googling layered shader should yield good results
pipe shader outputs into the color slots - your b/w mask into the blender slot
pipe blendColors output into a surface shader
I did Google but found mainly old stuff. The DT one looks promising. Thanks for that. I will get it if I keep failing.
I tried what you said but not having any luck. Are you sure your method will work? I will continue testing but so far with your method I am getting pure black object or red object on rendering. Although in the viewport I see red TEST text.
When you say shader output. What do you mean by that? Connection editor opens when I try to connect car paint phen into Colour 1 slot of Blend Colour Attribute. Do you mean base colour of car pain phen? Please could you make it more clear for non tech noob like me?
mia_material_x.result > blendColors.color2
file.outColorR > blendColors.blender
blendColors.output > surfaceShader.outcolor
you might need to swap color1 and 2 or invert your mask
i usualy dont use a surfaceShader as my end node instead i use a lambert with diffuse set to 0, color set to 0 and pipe the blendColors (or other network) into Incandescene - for some reason this seems to work better
Another question- If I now wanted to put some say dirt on top and also a bump map to match that dirt then how would I go about that? Would I add that to the Lambert bump slot?
Also is there something simple and similar to Blend Color node that can take more than two colours?
Btw Chronic you have been awesome! :thumbup:
Test result currently-
i don't know why the flakes are showing through, would take some experimentation to figure it out
seems like you are figuring this stuff out on your own though, which is great.