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Procedural Texturing & Utility Node Networks.
Procedural Texturing & Utility Node Networks.
• To start create two aiStandards Surfaces for the TV screens > call one cycle_ai
and the other sequence_ai.
• Then on the sequence_ai add in a file node to the colour channel > in the fikla node select the folder named sequence >
open and select the first image in the sequence and load in.
• Then below check the ‘use image sequence’ this then brings in the rest of the images series in to the timeline for maya
to then cycle through.
• For the other TV with
the cycle_ai texture >
repeat file node process
but instead of going to
the sequence folder go
to the cycled_sequence
folder and select the
first image in the series.
• From there you want to check ‘use image sequence’ again, but this time you’re going to want to break/delete the
connection in the image number.
• Here you need to go to frame 51 and set key for sequence, then you will need to go to frame one and set key again >
make sure you also have the correct image to correspond with the timeline position.
• From there to get the cycled_sequence to repeat continuously you will then need to click the box with the arrow to the
side of the image number.
• From there you will need to change the auto to linear in the in/out tangent columns and make sure to the set the
pre/post infinity menus to cycle > this will allow the sequence to repeat continuously depending on the amount of
frames you have in the timeline.
Adding Emission.
• In the hyper shade you can drag the file node for either surface shader to the emission colour
channel by middle mouse dragging to then paly with the weight and get glow/cast of light
from the TV screen.
Animated Texture Maps. - Outcome.
Flipped Normal
Setup: Double Sided
Shader.
• To create nodes, hit Tab on the
keyboard and search for
Getting two different images on the samplerinfo and condition. >
same plane: once created click the white
• To do this we can use the hyper
circle on the sampler node and
shade to create a condition and a
select flipped normal > drag
samplerinfo node.
•
connection up to first term
Condition meaning a conditional
question answer system based
channel in the hyper shade.
off an if/else statement (executes
• From there select the checker
two different codes depending next to the ‘colour if true’
upon whether the test channel and create a file node >
expression is true or false.) input image from source
• Samplerinfo meaning the images.> then repeat creating
information of the world in maya the file process for the ‘colour if
(the maya scenes assets – lights, false’ making sure to used a
objects etc). different image.
• From there connect the condition node to the page colour node by middling mouse dragging from the hyper shade.
• In the viewport you wont initially see the two images, it’s only when you open the render view that the two images become visible. The
reason we don’t see it in the viewport is due to the plane and the which way the normals face; meaning we will only see the positive
image(image on the normal side.)
Flipped Normal Setup:
Double Sided Shader –
Outcome.