Monday 16 May 2011

HyperShade

I was asked by my director on 'The Deep' if it was possible to create a shader network within Maya and then be able to export and import it into a completely different scene. I thought about this for a moment, then realised it should work, as the nodes will be saved and stored for the shader even though the scene will be completely blank. I carried out a quick test to ensure it would work, and encountered no problems. This is going to save the group a lot of time because it means one scene is created with the final shaders and settings in place, then they can simply be exported into the other shots and just require the textures to be relinked. Fast, efficient and easy.

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