Adverti horiz upsell
Texture Map NURBS Dragon
Texture Map NURBS Dragon
sdb1987, added 2005-09-07 20:13:48 UTC 139,717 views  Rating:
(1 rating)
Page 3 of 5

Using Triple Shading Switch to Shade the Creature

This is the time to see how our textures go with the surfaces. As u can see, I will assign colour, bump and specular map to Blinn material. I'm going to use Switch node to enable me to specify a shading group for many objects to have different characteristic within the shaded members.

1.Open Hypershade window and locate the early created Blinn. Rename it to Skin. Double click on it to bring up it's Attribute Editor.

2.Click on the colour's map button (Figure52)



and you will bring up Create Render Node window.

3.As for colour maps; the Triple Shading Switch will allow the switching of three-channel values (RGB). With this switch you can have a single shader control the general surface attribute of many objects but different texture of each object. Click on Utilities tab ->Switch Utilities->Triple Shading Switch. )



4. Open Outliner window, put it beside Triple Shading Switch1 Attribute Editor window, select the renamed surface, MMB drag to inshape's column.

click for larger version

5.Click on Lt_head's inTriple column, then click on Map Item on the above will bring up Create Render Node window. Click on File under Texture's tab

click for larger version

and will bring you to this window.

load the texture from your textures directory and change the "File #" to" Lt_Head colour".



6.Go to your perspective window's press 6 to turn on Hardware Texturing.



7.Repeat step 5 for the rest of inTriple's column. (Figure 58)

click for larger version

8.I will use the same way to map specular maps to the surfaces. Now, double click on the Skin (Blinn) from the Hypershade window's working space to bring up its attribute window.

9.This time, I will click on Specular Colour's map button to add in Triple Shading Switch to allow the Skin (Blinn)'s shader to control the general surface attribute of many objects but different specular map of each object.



You may want to take a look at Hypershader's workspace to view the connection between them. Right click and hold on the Skin (Blinn) to bring up a pop-up menu, select Graph Shader Network to view their render connection.



To see how's the specular maps placed on the model, go to the Skin's Attribute Editor, expend Hardware Texturing, select specular color.