Texture Color and Diffuse
Maya 2012 Tutorial
How to Control Texture Color and Diffuse in Maya
The color and diffuse channels are available with all the Maya textures. As the name implies, color sets the texture, color or pattern. It can be a solid color specified by the color wheel or an image from Photoshop. In this example we will use a Lambert surface material. Color and diffuse channels also apply to Anisotropic, Blinn or Phong textures.
Open a scene with an object. Right click the object and choose Assign New Material > Lambert.
The new Lambert texture panel opens in the Attribute Editor. To change the color, click the color rectangle and pick a color using the color wheel.
To assign an image to the color channel, first create an image with your digital camera or in Photoshop. Save the image as a jpg or tif and save it in your project's sourceimages folder. To assign the image click the checker-box next to the color slider.
In the Create Render Node - 2D section, right-click the File icon and choose Create Texture. This creates a file texture that is UV mapped to the object.
Click the folder icon in the Attribute Editor and go to the sourceimages folder and choose your texture.
The diffuse section controls how sensitive the material is to light. If you assign a grayscale image, white makes the texture color lighter and black makes it darker.