Maya Materials

Parent Previous Next

FurryBall has almost full support for these common Maya material shaders:



Furthermore, FurryBall has basic support for following materials:


Mental ray materials


Arnold materials


VRay materials


Furthermore, FurryBall supports the following materials:




The rest of the section will discuss the common Maya material shaders.


Common Maya Material Shader Attributes


All Common Shaders


All attributes from Common Material Attributes section are supported (some of them need special effect techniques enabled, eg. transparency or translucency). File textures and procedural textures can be attached to any of these attributes except Diffuse and Translucence Focus.


Hardware accelerated Layered Textures (max three layers) can be attached to the following attributes:




Blinn

All attributes from Specular Shading section are supported. File textures can be attached to all these attributes except Reflectivity and Reflected Color.


Phong

All attributes from Specular Shading section are supported. File texture can be attached to Specular Color attribute only.


PhongE

All attributes from Specular Shading section are supported. File texture can be attached to Specular Color attribute only.


Anisotropic

All attributes from Specular Shading section except for "Anisotropic Reflecivity" are supported. File texture can be attached to Specular Color attribute only.


Displacement

File texture or limited layered texture support. Mesh settings node with subdivision enabled must be attached to displaced mesh.



Maya Ramp Shader

FurryBall provides limited hardware support for the Maya Ramp Shader material. This shader is useful for creation of cartoon silhouette shading effects. The main limitation is that you cannot use textures in the individual ramps, you must use just colors. You can use textures only in the non-ramp attributes:



The rest of the attributes (Color, Transparency, Incandescence, Specular Color, Specular Roll Off, Reflectivity) support only color ramps (with arbitrary number of color-only inputs and interpolations). The specular part of the Ramp Shader in FurryBall is based on Blinn specular shading.


Special Attributes


There are several special attributes added by FurryBall plugin, see Material Node section for more details.


There is however one extra attribute used in case the texture is used as a transparency map and one if it is connected Material Node:


Transparency Tex Alpha

If this texture is used as a transparency map then FurryBall tries to recognize if this texture has an alpha channel (auto check from texture). The "yes" and "no" options override this detection manually.


FurryBall Settings Node

Name and direct link to FurryBall Material Node.

Created with the Personal Edition of HelpNDoc: Produce Kindle eBooks easily