In the mean time, one of the things that I was playing around with on my own time. Nothing ground breaking, but I like the look of it. A WIP SEM type texture for Maya. It's not quite as hard as I would have feared, thank goodness, although not as easy as I remember Max being.
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Shading network |
This is the shading network that I worked out, with some google-fu and intuition. I have two SampleInfo nodes connected to the V-coordinates and U-coordinates of a RampTexture that has a black to white ramp. This is then fed into the transparency setting of a lambert shader. I have another SampleInfo, connected similarly to another RampTexture. This one has the color that I want reflected in my model (just a test here) as part of the ramp - as you might expect, this is fed into the color connection of the lambert.
To round it all off, and give a hint of style, I have a brownian bump map on the texture.
I also deleted all the lights in the scene, and amped the Ambient setting to the max, as SEM and Xrays don't have light sources...
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This is what it looks like in the scene window... :( |
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But this is what it looks like once rendered! Fun. |
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Started playing with the settings a bit more - adding in some iridescence to give a flatter look, etc. Having fun! |
So, nothing super spectacular, but at least I have the beginnings of how to simulate a neat looking render in Maya. I'm going to save this Shader, and try out a few more permutations... and maybe see how it looks in Unity as well!
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