From the course: Maya: Shader Networks
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Mapping Substance outputs
- Picking up from the previous movie, we've created a Substance node and assigned a Substance definition file. Now, we're ready to create the various outputs to feed into the attribute ports of this Standard Surface. In the Hypershade I'll select the Substance node. In the Attribute Editor, in the output section, let's enable some of these channels starting with the base color, that's the most obvious, click on the circle on the left of that channel name, and that will create some new nodes in the Hypershade. We can try to rearrange the graph, but that may not necessarily work. It looks like it didn't work this time, so I'll just rearrange the graph manually. These four nodes constitute the current substance network. It starts with a place 2D texture node, and then there's the substance node, we can get in closer with Alt + Right mouse button, here's the substance node. And we've got one output, which is the base color,…
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Contents
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Duplicating networks6m 51s
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(Locked)
Exporting and importing networks4m 9s
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(Locked)
Distance-based mapping with Ai Ambient Occlusion5m
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(Locked)
Shape-based mapping with Ai Curvature3m 13s
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(Locked)
Creating a Substance node for parametric mapping4m 37s
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(Locked)
Mapping Substance outputs6m 7s
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(Locked)
Adjusting Substance attributes3m 1s
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