Textures and Utilities / Attributes of Utilities
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Utilities are based within these little networks are right here, this is a place 3D texture utility, and this is a place 2D texture utility. I am going to talk about these two textures and also talk about a bump utility and a projection utility. Again these are nodes just like anything else, and they collect sensible arrangements of data - determine certain things about textures. The place 2D texture node, what it does is it determines the manner and way that the 2D swatch applies to the surface, and we are going to work with some of these attributes in the next section. Just understand that the place 2D texture node determines the way that the ramp occurs within the box that applies it to the material, or applies it to the surface. This 3D texture does a very similar thing here with the leather; it allows you to position and orient the texture on the surface. So those are two types of utilities that are very much related, but they are different because you have different kinds of textures - a 2D procedural and 3D procedural. So you need different utilities to control the way that the textures are incident with the surface to which they are applied. Ok, if I take a blinn material and I map a bump, double clicked on it, went to the attribute editor, and I will bump map a ramp on to it and let's take a look at it's upstream and downstream connections there. What you see here is another utility right, and this doesn't necessarily sit upstream, it in fact sits downstream of the ramp. And what it's telling or what it's doing is saying hey take this channel, take the ramp here and determine in fact that it is mapping the bump attribute of the material node. So that the blinn knows that its bump attribute is mapped using the ramp texture. So the utility can often sit between a texture and the material and determine that the texture is mapping to a certain attribute of that material. Now, let's see if I can map - I am going to map the transparency of this surface using a cloth texture. I am going to select this here, the blinn material which is now, has a transparency map on it. It's not really that visible. And when I do this, I am going to click on as projection – I just backtracked one little step. I am going to do this as a projection, and this is going to bring up a different kind of utility. So I will select cloth here, and let's show upstream connections. And what you can see here is it’s in utility node that's really quite similar to a bump node. But what it's saying is that the cloth texture here should map to the transparency channel of the blinn material, and it should do so as a projection. Now projections are certain types of utilities that allow textures to map on using a different model, than either than normal parametric model or the 3D volumetric model. Projections are these other devices that allow you to sort of project, as a slide might project on a wall texture onto a surface. So these are four different types of utilities, there are more but I wanted to explain what they were.
Tutorial Information
| Course: | Maya Fundamentals |
| Author: | Chuck Grieb |
| SKU: | 33402 |
| ISBN: | 1932072136 |
| Release Date: | 2002-12-05 |
| Duration: | 7 hrs / 106 lessons |
| Captions: | For Online University members only |
| Compatibility: |
Vista/XP/2000, OS X, Linux QuickTime 7, Flash 8 |
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