From the course: Maya: Rendering in Arnold 6
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Rendering vertex color with aiUserDataColor - Maya Tutorial
From the course: Maya: Rendering in Arnold 6
Rendering vertex color with aiUserDataColor
- [Instructor] The user data nodes allow you to plug various forms of data into the Arnold shading network. In this case, we'll use the AI User Data Color Node to map the vertex colors in this terrain. And we'll map those onto the base color of an Arnold standard surface. I've got a material assigned to the terrain, but there are no maps connected to it currently. However, the terrain object does have vertex color embedded in its shape node. Each point on the mesh has an RGB value, stored in a color set. If I select the terrain I can go up into the modeling menu set, to the mesh display menu, and open up the Color Set Editor. Just to see just that I indeed have a color set saved to this mesh. And it just got the default name, colorSet1. We're going to need that later, so remember that, or write it down. colorSet1, with a capital S. Now we can close the Color Set Editor. Now let's display the vertex color in the view…
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Contents
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Creating an aiStandardSurface material6m 23s
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(Locked)
Base color and specular roughness6m 19s
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(Locked)
Texture mapping with bitmap files8m 4s
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(Locked)
Rendering metallic surfaces with Metalness5m 50s
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(Locked)
Masking geometry with an opacity map3m 47s
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(Locked)
Transparency and refraction with transmission4m 15s
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(Locked)
Tinting transparency with transmission depth4m 49s
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(Locked)
Shading with ambient occlusion4m 12s
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(Locked)
Building an Arnold shading network3m 35s
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(Locked)
Rendering vertex color with aiUserDataColor4m 3s
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