the Luminance node converts RGB data to greyscale data. Some inputs in maya can take RGB info like the color of a shader. Others such as alpha channels require 0-1 information. If you plug in RGB data straight into an alpha channel it might not work, thus the luminance node. Another option is you can check "Alpha is…
I was trying to figure out how you got that string of nodes plugged into the layered texture, then I tried plugging it into the alpha of the layered texture node and it worked, so yeah i guess blue means alpha.
I'm not sure if you know of this or have done this but one thing with layered textures, is on your model you can have multiple UV sets and then link that particular UV set to one (or more) textures/procedurals. Say if you added one more file texture - a dripping rust stain for example, you can create a new UV set and move…
I have noticed I can only get so much variety with using a single layered texture node, eventually I have had to add in a layered shader to separate the paint from the rust.
this is now what I have, a)I also was wondering if you were using billow or perlin noise. b)Im not sure if you can see them but I have these patchy spots on top of my barrel, like they are a little bit darker then the rest of the texture. c) Whats the point of using the luminance RGB node?
first time playing with Layered shaders and layered Texture. I really want to get good with this particular node. Im only using one file thats photo reference, the rest is all procedural. I am trying to create this rusy paint shader, I am just working out the color right now and not necessarily thinking spec or reflect.…
its getting better, you have that clear separation of paint/rust now and its not all foggy/blended together. since you weren't specific on what you think looks like shit I'll just assume you want to match the reference better? Maybe you want larger rust chunks and not the somewhat speckled look you have now? The fact…