Graphics Programs Reference
In-Depth Information
Figure 7.40
The PSD network for
the Lambert shader
in the Hypershade
shows the con-
nections to Color,
Bump, and
Transparency.
this case, Lambert2 ). If you graph the connections to the Lambert shader in the
Hypershade window's work panel, you see that the PSD file you generated is already
connected to the Color, Bump, and Transparency attributes of the shader, with the
proper layering set for you as shown in Figure 7.40.
6. Open the file nodes for the shader, and replace the PSD file with your new painted
PSD file. If you saved your PSD file with the
same name, all you need to do is click the
Reload button to update the psdFilenode.
If you decide that you need another attribute added
to the PSD file's layering, or if you need to remove an
attribute, you can edit the PSD network. Select the
shader in the Hypershade, and choose Edit Edit PSD
Network. In the Options window, you can select new
attributes to assign to the PSD file, or you can remove
existing attributes and their corresponding Photoshop
layer groups. When you click Apply or Edit, Maya
saves over the PSD file with the new layout.
3D and Environment Textures
As you saw earlier with the axe, 3D textures are pro-
jected within a 3D space. These textures are great
for objects that need to reflect an environment, for
example.
Instead of simply applying the texture to the plane of the surface as 2D textures do,
3D textures create an area in which the shader is affected. As an object moves through
a scene with a 3D placement node, its shader looks as if it swims, unless that placement
node is parented or constrained to that object, as you saw with the wooden handle of the
axe. (For more on constraints, see Chapter 9, “More Animation!”)
Figure 7.41
Right-clicking a
shader's attribute
allows you to dis-
connect a texture
node from the
shader.
Disconnecting a Texture
Sometimes, the texture you've applied to an object isn't what you want,
and you need to remove it from the shader. To do so, double-click the
shader in the Hypershade to open its Attribute Editor.
You can then disconnect an image file or any other texture node
from the shader's attribute by right-clicking the attribute's name in
the Attribute Editor and choosing Break Connection from the context
menu, as shown in Figure 7.41.
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