Multiple Textures...not shaders...with Vray?

 
 
 
Posted by:johnN
Data created:27 April 2017

I am trying to set up a feather system that uses both multiple per-strand textures and ALSO pull color from the base mesh below. I would like the color of the feathers to come from the base mesh which has a gradient of color across the surface. I would then like each feather to have one of 5 randomly applied opacity maps applied per-strand to clip the feather out. Ideally I need some sort of texture switch node, but vray does not have one.

Using shader scattering almost works, as I am able to use 5 different shaders with the 5 different opacity maps and have them scatter randomly across the feathers...the problem then is that I am unable to get those feathers to pull color from the base mesh...since each shader is using per-strand coordinates. 

I have achieved this same effect in modo using a texture switch node but I cannot figure out how to do this with Ornatrix and Vray in maya...

Hi John,

I think you can do this by using several UV sets for the feathers or hair. This tutorial might help you:

 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Hi and thanks for the reply. I'm familiar with that tutorial and it is a good general start, but doesn't quite cover the extent of what I am trying to do. If you go to the 7:40 mark in the video he uses a feather alpha to mask the feathers out on a per-strand level. Since feathers do not all have one shape I think most artists might want to randomly seed several different alpha textures on a per-strand basis so that the feather shape varies all over the character...yet still pulls color from the larger underlying color. This is what I am trying to accomplish.

 

I was able to do this exact thing in modo by using what they call a texture switch node...but I am not sure how I would approach this in maya / ornatirx / vray and unfortunately that is what I am tasked with doing. It would involve mixing uv maps but also scattering multpile textures...not shaders...

 

 

 

 


Attached Files:

>modoExample.JPG (70201 bytes),

Umm... I will have to think about this, let me investigate, I'll get back to you soon. I think this can be done using the vrayhairsampler but this does not work if you convert the hair/feathers to mesh. 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Is there a reason why you don't want to scatter shaders like in the tutorial?

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

I'd be happy to scatter the shaders like the tutorial (I assume you mean this one: https://www.youtube.com/watch?v=uzNdLYhyygI) except then I am unable to have the color of those shaders come from the base mesh from which they are growing from. If I set up my 4 or 5 different shaders, each with their own unique feather alpha for variation...how do I then get the colors of those feathers to come from the uvs of the base mesh like in the above video? If I mix UV maps with mapping channels (as per the OTHER video) my problem goes back to the fact that with that method I can't use 4 or 5 different alpha maps to clip the feathers...I can only use one because vray does not seem to have a texture switch. 

If you take a look at the image I have attached you can imagine the scenario. I've set up 4 shaders with unique feather opacity maps...but then I want those shaders colors to come from the gradient on the model that they are growing from...

So there must be a way to not only mix UV maps like in the above video...but to then have the per-strand textures be mixed or scattered as well.


Attached Files:

>mayaShaders.JPG (607490 bytes),

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Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Here is a better example of what I am trying to accomplish. I set this example up quickly in modo (only because I know this program best) but I have to use maya / ornatrix / vray for work. There has to be a way to do this in maya / ornatrix / vray...I already tried mapping a bunch of alpha maps into a ramp in the hypershade to see if it would feed them randomly into the vraymaterial opacity channel. It didn't work. I can't mix shaders becasuse I can't get the color to come from the base mesh then unless there is a way to do so that I have not thought of.


Attached Files:
Image 1

Disregard my last post and thanks for your patience with me. I will test out pointing the multiple shaders to the different uv sets soon and that should do the trick. I was overthinking this. Thanks!

Cool! Let me know if this works for you.

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Hey John,

We have ported the Gegerate Guide Data node to Ox for Maya, this can help you to achieve this effect. It most be in the latest build, give it a try.

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Hi there! Just wanted to report that I got this effect working perfectly with mixed shaders and multiple uv channels and I was indeed overthinking things. Thanks so much for the help. I have yet to try the new generate guide data node but we are going to update Ornatrix here at work shortly and I will take a look at that as well. Ornatrix is really great, thanks again.