| Using Projection Mapping in Maya |
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| Written by Dzordz | |||||
| Sunday, 22 April 2007 | |||||
Page 3 of 3 Also I reversed decal texture, because I want only that small part to be black on the wall, not opposite.
Then I just connected layered texture node to color of the material.
So when rendered it looks like this. What? Didn’t I wanted texture to be only where I placed it? Yes but…
That’s why there are 2d and 3d placement nodes. First go to file2 node and set default color to black. Black because boundary of the image is black, so when I turn off wrapping, Maya will now which color to use instead of image.
In 2d placement node turn of Wrap U and Wrap V. No Wrapping. Difference between wrap and repeat is that wrapping occurs when uv’s get over 1 or below 0. That means that uv space is repeating itself. Repeat U and V means how much you want image to repeat inside 0 to 1 uv space.
So now it looks good
Now just MMB drag from layered texture to material, and set bump.
What’s this? A bug?
No, its users fault. It occurs because we are using two placement nodes (which are 3d), into layered texture. Maya assumes that layered texture is working with 2d. To fix that create bump3d node.
Connect layeredTexture to bump and bump to material.
Great eh?
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