Complex Texture (Color, Bump and Reflection)
Maya 2012 Tutorial
How to Build a Complex Texture in Maya
As you look at textures in the real world you quickly discover that there is more to a surface than just color. By utilizing the Color, Bump and Reflection channels you can start building some very interesting textures.
As you build your shaders, you are not just limited to Color, Bump and Reflection. You can also add grayscale maps for Specular, Transparency, Incandescence, Diffuse and Translucence. Depending on the shader, your choices are endless.
In this example we will start with an texture that will work for the Color of a Blinn shader. Once we convert the image to two grayscale versions, they can be added to the Bump and Reflection nodes. When the grayscale map is connected to the shader's bump input, the light portions of the map are interpreted as high and the dark areas are low.
Open a new Maya document and start a new project. Be sure to set your project and save your new scene. For more information, see topic, Starting a Project.
Add a NURBS sphere to the workspace by choosing Create > NURBS Primitives > Sphere.
In Photoshop, open a color RGB texture image that will work for your Color channel.
Duplicate the image twice by choosing Image > Duplicate. You should now have three images.
Select the first image and choose File > Save As. Name your image texColor.jpg and save it in your project's sourceimages folder. Close the first image.
Select the next image and choose Image > Adjustments > Desaturate. Save this image as texGray.jpg in the sourceimages folder and close the image.
Select the final image and choose Image > Adjustments > Desaturate, then Image > Adjustments > Invert. Save this image as texInvert.jpg in the sourceimages folder and close the image.
You should now have three images in your sourceimages folder, one in color and the other two grayscale that have identical registration.
Returning to Maya, select the sphere, then right-click the sphere and choose Assign New Material. In the Create Render Node panel click the Blinn button.
Select the sphere and open the Attribute Editor, blinn tab. Click the checkerbox next to the Color slider.
In the Create Render Node, 2D Textures section, right-click the File button and choose Create Texture.
In the Attribute Editor, file1 tab, click the folder icon in the File Attributes section to connect to the texColor.jpg file.
Repeat Steps Ten thru Twelve for the Bump Mapping checkerbox and the Reflectivity checkerbox. Connect texGray.jpg to the Bump and texInvert.jpg to Reflectivity.
Click the Reflected Color checkerbox. In the Create Render Node, Env Textures section, click the Env Chrome button. This will give the sphere something to reflect.
Click the Render Settings icon and choose Render Using: Maya Software. Click the Maya Software tab and open the Raytracing Quality section.
Click the Raytracing checkbox to enable Raytracing.
In the Anti-Aliasing Quality section, set the Quality to Production Quality.
Click the Render Current Frame icon to view your new texture.