Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
I must be losing it, as I can't figure this out. What kind of shading type or shader do you need for nParticles to respect the attributes in the shading tab? I tried with cloud (s/w) and nothing I changed in the shading tab affected the render (mental ray) and then I tried with spheres and a surface shader applied to the particles and again, nothing I change affects them.
Put another way, what is the proper way to render per particle attributes with mental ray? And ideally without being influenced by lights. (Use lighting is unchecked, but it's greyed out anyway).
Yep... the ramps such as opacity and color don't seem to do anything. I tried point, and I can't remember if they worked with points, but I don't want points.
If you're trying to use a shader and control the attributes on that using pp data then you'll have to use the particleSamplerInfo utility node. In this case, I plugged it into the mia_material diffuse color. I'm using blobby surface type particles.
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