11/22/2023 0 Comments AistandardsurfaceThe channel controlling the diffuse roughness effect of the shaded Toggles the influence of channels connected to the shader without disconnecting them from the shader input.ĭisplacement Map is toggled off by default. This page is based on the Arnold Standard Surface shader documentation, for more information, see. You might also consider asking this in as there will be a ton of Maya-to-Unity workflow folks there.Note:The non-active inputs (highlighted in gray) help drive the shaders but have no effects on the canvas. In modo one can create a new empty image file and target it in the renderer, setting it as a bake target, and you can tell modo to bake all current visible render items and output to that file - this will give you local colour, direct illumination / shading and indirect / global illumination and occlusion all in one map - the render engine then fires up, does a render to that file, and then saves - you now have a single texture file which captures all that info - when you export out your FBX to Unity, you should get a perfect texture map for an unlit shader to look exactly as you expect. I can tell you how I'd do that in modo, and hopefully there's enough which is at least concept transferrable that it will give you a direction to investigate in Maya's documentation - though to be honest I strongly suspect this is both so basic and so common a need that there are hundreds of tutorials out there on this. I've not used Maya since about version 5, having moved over to modo years ago for most of my heavy 3D work, but I am 100% certain you can bake textures there without trouble.
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