Blending Shaders in Maya Arnold, Workflow help/advice.
AnsweredHello,
I am in a little confusion - Using multiple Mega-scan materials on a single mesh in Maya and rendering with Arnold. The shaders will be visible in a specific location. What would be the right approach?
I am aware there is something like this in Unreal Vertex Painting I suppose. What would be a similar intended approach for Maya?
Is it Ai mixer shader blending two materials with a black and white map ? or is there something else that would make it simpler.
Any help is greatly appreciated.
Thanks
Ankit Sharma
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Ok! Thank you for your comment. It's easier to guide 🙂
- Vertex painting for manual mouse/tablet painting in specific areas
OR - Mixer / any painting softwares
- Procedural node setup. It's more expensive to render but fully procedural means you can modify it at any time, can tweak and replace any node path (a texture or blending shape)
Hope it helps!
- Vertex painting for manual mouse/tablet painting in specific areas
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Materie blending is the biggest downside in traditional 3D Software. I'm working with Maya and vray and there are not tools to do proper and easy materialn blending with displacement Maps. It's a pain in the a... still in 2020. Autodesk have totally ignore this fact. Would be more than awesome if quixel good offers at the solution like in unreal. But Material blending is one of the biggest argument for Unreal Engine and to leave traditional 3d Software behind
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