[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / asp / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / qst / sci / soc / sp / tg / toy / trv / tv / vp / wsg / wsr / x] [Settings] [Search] [Home]
Board
Settings Home
/3/ - 3DCG



Thread archived.
You cannot reply anymore.



File: nodeGroups.png (339 KB, 2442x858)
339 KB
339 KB PNG
can you create custom materials/node groups in Maya or is that one thing that Blender actually does better
>>
>>618193
read the fucking manual
>>
>>618195

if you linked the relevant manual page for this I would happily read it, because I can't find anything like this in Maya
>>
you do it in vray senpai
>>
>>618222

what if you dont use vray tho
>>
>>618193
You mean like with the maya node and node attributes editor?
>>
>>618228
Same as you use raytrace render instead of blender render senpai
>>
>>618193
You sort of can using hypershade and utility nodes, but it's kinda shitty. Samplerinfo node is the best maya has to offer, next to remapHSV or remapValue.
>>
>>618193
I have to agree with you, as Hypershade seems to be very unoptimized most of the time, and the meme software somehow does it better. 3ds max seems to do it right from what i've tried.




Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.