From the course: Maya: Advanced Materials
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Mapping floating-point attributes such as base weight - Maya Tutorial
From the course: Maya: Advanced Materials
Mapping floating-point attributes such as base weight
- [Narrator] Let's look at mapping certain attributes of a shading node which will only accept a floating point input instead of a color. For example, in the standard surface material, you'll see you've got a base color, which is an RGB input, and the base weight, which is a floating point input, it can only accept a single value, not three values. I want to map the base weight in this case so that I can have independent control over the base color and the base weight. The effect I want to achieve here is to apply a base color with an RGB value, and also to modulate the weight of that base color so that it will be darker in the recessed areas of the model. I've already got an ambient occlusion map prepared for that purpose. And with the Arnold render view open and interactive production rendering mode, we can go ahead and make some changes to our shading network in the hypershade, clicking that hypershade and let's…
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Contents
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Rendering the standard surface material7m 36s
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Balancing reflections with Specular Roughness3m 2s
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Using IOR to control reflectivity4m 5s
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Adjusting metalness2m 56s
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Stretching highlights with Anisotropy3m 47s
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Mapping floating-point attributes such as base weight4m 58s
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Adding another specular layer with coat2m 42s
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