This course contains a little bit of everything with modeling, UVing, texturing and dynamics in Maya, as well as compositing multilayered EXR's in Photoshop.
Hiya.. I'm working on a project where I use a home-made shader on a creature to make it look a bit burnt but still alive (basically the creature's screwed). I use a Marble for the Color and another Marble effect as Bump Map, and it looks great when I render it. (hang on, here's the problem): When I render the animation the creature is part of however, the "veins" in the marble shift around as the creature moves, making the creature look like it's got lightning or something under it's skin.. it looks stupid! So, anyone know how to make the veins sort of "stay in place" ??
Yeah, the marble is a 3D texture so your character is in a sense moving "through it".
I'm sure there are many techniques ti fix this, but here's one.
1) Place your model in such a way that the texture renders the way you want it to.
2) Select your model, and under the Rendering menu set, run Texturing>Create Texture Reference Object
Now you should notice in the Outliner that you have 2 models. One will have a "_reference" extension. Esentially what is happening is that the reference object is being textured by your shader, and is transfering it's UVs over to the other model. Now, even when you move your model, it will always look back at the reference object to get it's texture info.
I hope this makes sense. Test it out on a sphere in an empty scene and it should become clear what this tool does.
You may not post new threads |
You may not post replies |
You may not post attachments |
You may not edit your posts |
BB code is On |
Smilies are On |
[IMG] code is On |
HTML code is Off