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Is there a way to use diferent value for a parameters with different geometries??

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Message 1 of 17
tiagori
549 Views, 16 Replies

Is there a way to use diferent value for a parameters with different geometries??

Hi there! Is there a way to use diferent value for a parameters with different geometries in the SAME UV sheet and only 1 material??

for example:

I want to a piece on the armor to has a specific gloss value, and other piece another value using a diferent range node. Do I need to create a new material for this?? Is there a way to only use a range node and change the new value??

ps: I know that I can tweek the gloss map in the photoshop to have different values, but Im wondering if I can do this on the shader network,

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16 REPLIES 16
Message 2 of 17
xebajac
in reply to: tiagori

Explain what you mean

Message 3 of 17
tiagori
in reply to: tiagori

For example. I have this UV sheet. I want the red to has a XX roughness/range node and the blue a different roughness/range node aswell. However I want to do this in the shader network. Is this possible to do with only 1 material??

Message 4 of 17
xebajac
in reply to: tiagori

except if you duplicate the material(in the same shader network) then connect red(the second range node) to that one then use a mix node to mix them back.....is that what you mean?

Message 5 of 17
tiagori
in reply to: tiagori

actually I can do that. However Im wondering if I can do that more "economic" like using just 1 material (since its different meshes in the same uv layout) and using material ID/user ID/user atribbutes/aov...something like that.

Message 6 of 17
Sachin_Shrestha
in reply to: tiagori

@Tiago Rios You could add a custom float user attribute for roughness to each geometry and then connect user_data_float node to roughness in your shader and specify the custom user attribute name. This should use the value defined for each geometry at rendertime. Alternately, if you’ve already got the UVs laid out as UDIMS you can simply paint different roughness maps for each UDIM tile.

Message 7 of 17
tiagori
in reply to: tiagori

@Answer by Sachin Shrestha exactly what I need! please, how can I do that?? yours first option

Message 8 of 17
tiagori
in reply to: Sachin_Shrestha

exactly what I need! please, how can I do that?? yours first option

Message 9 of 17
tiagori
in reply to: tiagori

I tried this but nothing happened.

3099-ddddda.jpg

Message 10 of 17
tiagori
in reply to: tiagori

please, someone has any solution?? im trying without sucess so far

Message 11 of 17
madsd
in reply to: tiagori

This is easy to do my friend.

Let me put a video together for you.

https://youtu.be/aL31hcFcu9Q

Also:

3129-qweqweqwe.png

Note you can source any controller.
- Element ID
- Object ID
- Material ID
- Pseudo construct ID

Message 12 of 17
tiagori
in reply to: madsd

thats perfect Mads! Exactly what I needed! Thank you so much. I didn't know that the "mtlID" would link the ids...how can I link the others attributes?? Is there a list with those "codes" where I can find??

Message 13 of 17
madsd
in reply to: tiagori

Material ID = mtlID
Object ID = gBufID

Element ID is not setup pr default. But you can use a Data Channel modifier and differentiate Color elements to uv_0 and use a user data node to source this "uv_0" You can further expand with a jitter node and increase Max to 1.0 or whatever you like and use that, as the driver for the index, this returns a situation where you can sign different textures to random leafs inside a single model for example ( grass and vegetation in general )

Constuct ID can't be defined as that is a pr case "what you need"

Message 14 of 17
michiel.van.gasse
in reply to: madsd

Nice, definitely something they could add to the documentation. Thx Mads! 😉

Message 15 of 17
tiagori
in reply to: madsd

Thanks a lot again Mad! really really helpful! I would never figured out how to do this because those mtlID / gBufID "codes" aren't on the documentation. If you dont mind, may I ask you how do you know those commands?? Is this common stuff on shading in arnold?? Im really new to arnold.

Message 16 of 17
madsd
in reply to: tiagori

No list, but using script docs can help identify usable attributes, all the hair stuff for example, root, tip thickness and so on can be called and controlled the same way.
See here: under properties, you must be able to identify which part is parsable, it's not trivial if you are new.

https://help.autodesk.com/view/3DSMAX/2016/ENU/?guid=__files_GUID_9C06B975_2AD5_4C69_9987_1FC9CBEA45...

Message 17 of 17
tiagori
in reply to: madsd

Thanks a lot again Mad!!

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