![]() One cool little feature with this window is the solo button on the top of every node in your hypershade, this allows you to use the material viewer as a media display so you can see what you are doing to the textures directly without the distractions that may be on your material itself (like bump or specular).Īnother little time saver is when you're in the hypershade node graph you can press the TAB key which will open a small text box allowing you to type the node you want to use. The most important new feature (in my opinion) is the material viewer, by default maya 2016 comes with its own little lookdev environment with different geometries and HDR environment lights to try out which is great for testing you material on its own without fancy geometry to distract you, typically I like to use the shader ball with the Interior2 colour light set-up for most of my shader development. Still though, its cool stuff!Īt first the hypershade is a confusing place but with maya 2016 it got a lot more friendly to use with the visible node connection points on display. How this work in an animation pipeline? well to be honest I have no idea, since I don't have vray 3.3 I haven't been able to test it to see what happens but I assume that it has the same problem as the 'place3dtexture' node when objects are moved. ![]() ![]() This is called 'tri-planar' projection and it allows 2D images to be projected in 3d space without the use of a specific camera, also due to the way its algorithm works it also eliminates texture seams and uv artefacts like stretching and compression. Camera projects are very powerful and often used for matte painting and are not entirely uv dependant despite using a 2d image.įinally, there is a third type of texture projection that you can use which was added in vray 3.3 which combines both of the above techniques. if you want to paint a texture or project an image using this you have to instead use a camera projection. Sadly, using this projection type means you cant input 2d images. Also, when working with volumetric effects it is easy to use the 'place3dtexture' node to create much more interesting looks when rendered, it even allows you to fake attributes like uneven density within your effects if used correctly. However this comes with a catch, since the 'Place3dtexture' node rely's on world space moving the object will change the resulting texture on the object, as you can imagine this looks weird in animation (That's not to say its useless though, you just have to think outside the box!). First of all it does not rely on uv's at all, which is fantastic if you don't want texture seams, tiling artefacts and texture stretching/compression. The second method of texture projection is the 'place3Dtexture' node which overcomes the problems mentioned with the 2d texture placement. However, its not all bad to use 2d texture projects since the objects position in space is not important, this means you can animate the mesh and your textures remain constant which is great for obvious reasons. The main thing to keep in mind about 2d textures is that they are dependant on your objects UV's for placement meaning if your uvs are bad, the texture will be bad, it also means that seams in your uv are visible (So keep them uv's clean!). The first of which is the 'place2Dtexture' node which comes pre attached when you create any 2D effect such as 'fractal', 'noise', 'cloth' and so on. Within Maya there are two methods to place textures on your material that come built into the program.
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