[ QUOTE ] I realize I came off like I was talking to a toddler, sorry if I insulted anyone but everyone was starting to get all spun out and Judging by Daz's posts he was starting to worry. I figured I could bring it back to what might really be causing the burning in his lungs, exersise, duh. I even said I'm pretty sure…
Please consider a proper integration into Maya. What i mean is having it integrated as a node into maya, it will allow to have a procedural approach and combine it with other nodes thanks
change the size from "relative to input" to "relative to parent" on the compositing node - you can then force the input nodes to whatever size you want using absolute
3d noise nodes require position image/AOV baked for any specific 3d model or you can just merge vertical and horizontal gradients into rgb image and input it into those nodes .
I prefer Blender for this. Attach objects together, then create new empty texture and make it active "target" ( its node selected) in all materials ( drag and drop new texture from image pane to shader pane in each material) . Copy UV set and keep the original one with camera mark on while the new selected one with that…
The way I'd do it is by using the material workflow. here's a simple example: Substance already comes with a pre-made material node called "fabric009" that you can use with the "material blend" nodes and a few adjustments to make any pattern you want.
I'm using Refine Noise node from Substance Share to generate fake height from diffuse and then normal map node to generate normals. It's not 100% precise but it's ok.
You get a 45 degree bevel if you use a distance node to convert a shape to height, pipe that into a normal node and use the same value for distance and normal intensity.
A simple example would be to plug a shape into a distance node and that into a normal node If you set the distance to 10 and the normal intensity to 10 you'll get a 45degree angle (at 2048)
You'll need to add a mentalrayVertexColors node, connecting each object's color set to that*, then the color output goes to a shader or wherever. *Easiest done in the node editor. Documentation page.