Game Development Reference
In-Depth Information
Step 13: Open the Hypershade and graph the EntryWay_DockCement_
Mat material. Open the Hypershade with Window>Rendering
Editors>Hypershade. In the Hypershader choose the Materials tab, and
then select the EntryWay_DockCement_Mat swatch. Select Graph>Input
and Output Connections. This should appear like Figure 4.7 .
Figure 4.7 Graphing the EntryWay_
DockCement_Mat material.
Why?
What you're seeing here is how the nodes are connecting to create the
material. The far left node indicates how the texture is placed within the
UV space (by default 1:1), the second is actually the checkerboard texture,
the third is the material, and the far right is the shading group. Once the
material is graphed like this, it's easy to see how the material is assembled
and how to make the desired changes.
Step 14: Rename the texture node. Still in the Hypershade, double-
click the texture node (the one with pink at the bottom). This will open
the node in the Attributes Editor. There in the file: input field enter
EntryWay_DockCement_Color.
Why?
This is a bit of housecleaning that could have been done earlier. When a
file node is created while creating a material, Maya automatically names
it file##. In my case it was at file12. The problem is that this makes it hard
to keep track of what nodes are where. Especially when there are so many
checkerboards, it can become very difficult to see them visually. By taking
a moment to rename, it becomes clear (especially to any other artists who
may access this file later) what is going on.
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