From the course: Maya: Advanced Texturing

Light bulb: Texture channels - Maya Tutorial

From the course: Maya: Advanced Texturing

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Light bulb: Texture channels

- [Instructor] Here in Substance Painter in our start file, let's say you wanted to add a channel that by default Substance Painter didn't give you. So let's open up our light bulb here and take a look. So we would like maybe these light bulbs to look like they're on. They won't have a glowing effect, but I really want them not to look three-dimensional. I want them to look like they're self-illuminated. Now, with a PBR shader, that's actually called an emissive channel, and if we were to go into our light bulb and take a look at its layer, emissive just isn't there. So what we need to do is be able to create one. So let's start by going into our texture set settings with the light bulb selected, and I'm gonna come over here and you can see these are the channels that we have. We have base color, height, roughness, metallic, and normal. But if I come over to the plus button, I can add more. There's ambient occlusion, there's diffused, displacement. Ah, emissive, that's the one that we're looking for to add to this particular material set. So I'm gonna choose that and come back over to my layers. You'll now see that we have an emissive option down here in the bottom. So let's go over and create a new fill layer for our light bulb, and this is just gonna be called light bulb. So with that, what we wanna do is turn off color and height and rough and metal and normal and keep just the emissive. Now, the emissive color right now is black, which means it's not doing anything, so I'm gonna go over here and just make it white. Now, the big problem with this is also the metal piece that is connecting the light bulb to the actual light socket is also emissive, so we do need to make some selections here, so I am going to just leave the light bulb alone, and I'm gonna right click and choose add mask with color selection, choose red, and now that is being applied just to that particular material. So what we can do now is come over and grab a couple of smart materials. Let's go and grab a, actually, we're not even gonna use a smart material. Let's just go straight to the materials themselves, and we will use the silver steel rough. So we'll drag that one over, and everything will be applied with steel and look a little rougher than it really should. And we wanna manipulate that, as well. Now, I don't want it on this piece of geometry out here. This is actually kinda more of the cardboard piece that goes between the light bulb and the light socket, so I'm also going to come in and choose a add color mask by selection and choose just the blue so that that steel goes only on the area right there, and we can change the texture resoltuion here to 2048 to get a better idea of what that looks like. Now, the last one we will use the smart material and come in and look at the fabric burlap, and go back to our layers and drag this in, and I will go over everything, and I'm going to then right click, add mask with color selection, and again, choose the green. Now, once we start bringing our other object in, you'll see how all of that kinda blends together, and our light bulb will look like it's actually turned on. Now, there are ways in Substance Painter to actually get the render to make it look like it's glowing, but honestly, it's just a render fake here in the workspace that we have with Substance Painter, but we will wanna be able to kick out an emissive texture map when we are done and exporting all of our textures out to take back into Maya. So I just wanted to show you there are more texture channels than the ones that you get just by default, and knowing where you can get those can make your life a little bit easier by going in and adding those channels as you see fit.

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