Join Ellery Connell for an in-depth discussion in this video Layering texture basics, part of Light and Texture for Product Visualization in MODO.
Layers are a method for creating complex textures inside a Modo. With the basic material, you can easily create shaders that have the appearance of opaque, or transparent, or translucent objects. You can control specularity, reflectivity, and all of that sort of thing. Now, with layers, you can actually go in and take any individual component of your material and break it out, and get precise control of it using either an image-based texture or a procedural texture. If you'd like to follow along with me, you can choose the texture start LXO file from the chapter three folder.
And in there you will see a simple cube Sitting on a ground plane. The cube has a basic material applied, and that is a sort of semi reflective dull glossy black finish. And there are also some hidden layers up here which we'll look at. In order to create a, a nice deep texture for this and add some detail and Control over individual areas of the surface, layers are used to do that. You can see that I have a diffuse color, a specular color, a bump map, specular amount, specular fresnel and roughness.
Now, notice that there is that thing under the reflective channel. And that's because in my base material, I have matched specular turned on. And that means that anything that goes into the specular channel be it a mount, color fresnel, all of those things will route back to the reflective channels as well. So, let's have a look at how this texture builds up when we add on the individual pieces. So, here's the diffused color, and with that added on, you can see that we get the video2brain logo popping up on all three visible sides of this cube. It's also on the other three sides, we just don't see them at the moment.
And then if we add on the specular color, you'll notice that the reflections in the specularity get a much deeper sends to them. This adds a lot of crispness to the texture overall, and makes the colors pop and appear more vibrant by making those reflected areas reflect something more in line with the basic color. If you look at the base material, the specular color is just white. So, that's why with that off, we get kind of a dull white sheen over everything. With that on you can get much more richness of your colors. Then there's also a bump map, which if we look at the image is essentially the video2brain logo with the individual triangles have been broken out into medium, light gray, and then white colors so that we get a stair-stepping effect. So, if we close that you can see a real light stair-stepping up of those colors there.
There's also a specular amount which is going to control the actual amount of specularity and reflectivity. You can see that it didn't cause much change in the base black here, but it gives me a little bit more pop in my reflections here on the triangles and also on the video2brain text. And that just gives the appearance of something like a gloss coat that's been applied to the material if you were going to actually have this printed. We also have a specular fresnel, which is going to further increase that at the incidence angles. So, at the angles where the box is facing more perpendicular to our view, we're going to get an increase.
And that texture layer just has the values boosted so that as the faces approach perpendicular to our viewpoint, they will increase the amount of specularity and reflectivity, and give us a bit more of a realistic look at our material. And then the last one here is roughness. And what that roughness does is modulates the amount of blur that is contained in this material. Since the base material has blurry reflections turned on, that roughness will control not only the specular roughness. So, how broad the sheen is off of the main light source, but also how dull and how blurred out the reflections are over the surface of the object. Now, you could take these two images and create a really a great number of textures.
See, all that I have here is a color image, which is the one that you see here on the box, both as the diffuse color and the speculative color. And then the grayscale one that is applied to the bump, specular amount, specular fresnel and roughness. Now, I could also take this bump map and change it to a displacement map. If you have clean geometry or if you're modeling in Sub-D, you can pretty easily use a displacement map. And since the background is all back, it's not effecting any of this box around the corners. Its only displacing where I have the text and then the three step part of the triangles in the logo. So, all together those pieces will come together to create a good, deep and vibrant texture.
And those are the basics that you'll use to create any complex texture inside of Modo.
- UV mapping
- Working with texture layers
- Texture layer blending
- Instancing layers
- Using multilayered materials
- Polygonal lighting
- Creating painted environments
- Rendering and render settings