Convert vertex color to a diffuse map.
- [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 mesh…into the base color of an Arnold standard surface.…I've got a material already assigned to the terrain,…but there's nothing plugged into its diffuse…or base color channel currently.…It does, however, have vertex color.…If I select the terrain, I can go up…into the Modeling menu set to Mesh Display…and open up the Color Set Editor,…just to see that I indeed have a color set…embedded in this mesh.…
And it's just got the default name colorSet1.…And we're going to need that later,…so remember that or write it down,…colorSet1 with a capital S.…We're going to close the color set editor…and display the vertex color in the view port.…With the terrain object still selected,…open up the attribute editor with CTRL + A…and in the mesh shape node, open up Mesh Component Display.…And near the bottom, you'll see some color attributes.…
AuthorAaron F. Ross
- Arnold rendering concepts
- Lighting with Maya and Arnold lights
- Controlling exposure
- Filtering light with Gobo
- Light attenuation with Decay
- Image-based lighting with Skydome
- Exterior daylight with Physical Sky
- Arnold Standard Surface material attributes
- Mapping material attributes
- Rendering refractions
- Mesh subdivision and displacement at render time
- Shading effects such as ambient occlusion and vertex color
- Camera effects such as fisheye and depth of field
- Animation image sequence rendering
Skill Level Intermediate
2. Studio Lighting
3. Natural and Environmental Lighting
4. Materials and Mapping
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