From the course: Maya: Shader Networks
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Compositing maps with layered texture
From the course: Maya: Shader Networks
Compositing maps with layered texture
- [Narrator] There are many ways to combine textures. We can use different math nodes, for example, we can multiply or add two textures together. The most versatile method is using the layered texture in which we can have numerous texture superimposed over one another, and we can easily change up the options such as the transparency or the blending mode. Let's create a layered texture from the hyper shade menu. We can choose, create layered texture, and let's see what we're going to combine here. We've got an ambient occlusion bitmap, and also a convex curvature bitmap. Let's see what they look like independently. I'll connect the out color of the occlusion file to the base color of my standard surface. Here's the ambient occlusion texture. Let's try the convex curvature connecting out color of that conduct's file node to the base color of the standard surface. And we see the conduct's areas are displaying in a lighter color.…
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Contents
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Color adjustment with Color Correct4m 40s
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(Locked)
Adjusting a floating-point attribute with remap value5m 23s
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(Locked)
Mapping luminance to a color palette with ramp6m 40s
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(Locked)
RGB curves with remap color2m 29s
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(Locked)
Extracting hue, saturation, and value with RGBToHSV4m 31s
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(Locked)
Building a network to remap saturation and luminance4m 34s
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(Locked)
Compositing maps with layered texture5m 57s
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(Locked)
Compositing materials with layered shader5m 36s
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