Hi there,
After weeks of stress, trials, errors, frustrating, and crashing, I finished first version of my staff, her staff actually. I cannot get the layer shader, mib_color_mix, mix20layers to work with alpha mia_materials. So, I kinda gave up :(. Well, I have to produce something or I don’t have anything before deadline.
In this model I use only one architectural material, the crystal head. It’s the separate piece of geometry. The staff itself is one mesh! Then, how can I assign multiple materials on a single mesh? Well, layer shader, mix20layer, mib_color_mix, mix8layers, or dj_mix_color all has capability. I carefully generate maps of alpha, color, specular and reflection. Then, assign onto the mesh one (material) by one. Next I pluged them into a layer shader, and voila! the complete staff.
Surely, the process wasn’t that simple, there were combinations of not rendering, stack overflows, freezing, and crashing. Seriously, if I got a buck each time a program crashed on me during my thesis, I could buy 3D connexion.
Well, as I said, I was forced to finish this, so I have to us Blinn and Phong for entire mesh. It was not as accurate as architectural materials. Well, different calculation. However, the out come wasn’t that bad, is it?
Princess Xivira’s Crystal Staff: The Light Bringer
Maya 2011/2012 OS X
Zbrush / PS
Rendered in Mental Ray 13 min a frame on 2.66 C2D MBP
Hmm, a bit too dark, actually.
Anyway, his is my nasty shading network. It not the greatest thing, but I just like the crazy look of it hahaha.