From the course: Maya: Shader Networks

Applying multiple map coordinates with UV sets

From the course: Maya: Shader Networks

Start my 1-month free trial

Applying multiple map coordinates with UV sets

- [Instructor] In this chapter we'll examine some advanced techniques for UV Mapping or Texture Coordinates. I'm going to assume that you have some experience with UV layout, at least in projecting UV onto a surface. The first thing I want to look at here is assigning multiple UV sets per object. And that gives us the ability to interactively adjust the position of individual textures on a surface. If you only have one UV set, then all the textures are going to share the same UV coordinates. With multiple UV sets you can control those textures independently of one another. A precondition of multiple UV sets is multiple place to detect your nodes. We'll see that here in my graph, I've got one place to detect your node providing UVs for these three file textures, and another place to detect your node providing UVs for this other texture. My goal here is to leave this noise pattern as it is. It's going to represent a wear pattern on the floor, but I want to resize and reposition the parquet flooring independently of that noise. So let's add a new UV set to make that happen. Select the floor model and in the modeling menu set, go to the UV menu and open up the UV set editor. The first thing we'll want to do is to change the name of the existing UV set. It's called map 1 by default, just for clarity I'm going to rename that, select it and click rename, and I'll rename it UV set 1, then click okay. Now let's create a new one. Click the new button, select the new UV set and rename it as well we'll call it UV set 2, and click okay. To make a UV set active, select it and it's highlighted. And then we can close the UV set editor. Now currently UV set 1 is active and we can verify that by right clicking in the viewport. And we can go in the marking menu and choose UV sets. And we'll see UV set 1 has a checkbox next to it. Our next step is to associate those UV sets with individual maps. With the object still selected, go into the windows menu and choose relationship editors, UV linking, UV centric on the left side of the relationship editor is a list of all of the UV sets on the currently selected object. And on the right is a list of all of the bitmaps that are currently found connected to the material. If we select a UV set 1 over here on the left, then the base color and the normal bitmaps light up. If we choose UV set 2, then nothing lights up. But notice that we're missing some stuff here. The noise texture is connected to the base weight, and we're not seeing that over here. We need to reveal it in the display. So right click on the right hand pane and go to display, and turn off connected. Once that's disabled. Now we can see all of the bitmaps. And if we choose UV set 1, we'll see that it is currently connected to all of those bitmaps. And we can scroll around here and we can see the base weight listed as simply base. And parquet noise bitmap is connected to UV set 1. If we choose UV set 2, nothing's connected to it. To connect you UV set 2 to parquet noise bitmap. We'll just click on parquet noise bitmap. And now that connection's been made. And having done that, we lose the display of that noise in our viewport, and that's because there's no UV information in that set yet, and it kind of wipes out the bitmap. So it's not actually placed onto that surface. Okay, we've done the assignment Next we want to do the projection. so we can close this relationship editor, with that model still selected, let's go to UV set 2, right click and go to UV sets and we'll see UV set 2 is active that's because we were working with it in the relationship editor. Now we can go ahead and do a projection. That's going to be a very simple planar projection along the Y axis or the elevation axis of the world. With the model still selected, go back into the UV menu and choose planer, go to the options and switch that projection axis to the Y axis and click project. And now we're back where we were. We've placed that texture covering the entire model. We want to exit out of this texture placement mode, right click and go to object mode. Now we want to switch back to UV set 1, once again, right click go to UV sets and activate UV set 1. And just to verify, you might want to right click again and go back in and make sure, okay UV set 1 is currently active. Now we're ready to apply another projection with UV set 1 active, go back into the UV menu, once again, apply a planar map and we can now play around with the manipulator, or maybe just change the values here in the channel box. We can set projection with, let's say 200 press tab and set projection height also to 200 and we can minimize the hypershade. We don't need that right now. And we can click in the middle of that manipulator and move it around. And we see we're able to manipulate the parquet flooring, but we're not that noise map, once again right click, go back to object mode. All right, now we've got two different UV sets associated with different bitmap file nodes, and we can manipulate those independently of one another.

Contents