![]() ![]() Create a new UV set for your object that doesn’t replace your existing UVs-it’s an additional set.Bake an ambient occlusion texture for your object using a good set of UVs that don’t overlap and don’t tile (in my example video, I’m using a basic Automatic UV Projection for all faces – this often works fine).So here is a quick rundown of the process to multiply a dirt (AO) pass over a tiled texture to be plugged into your diffuse colour slot: While you could potentially do this with a very high res texture, handling it with Maya gives you more control over the final result, especially as you add complexity, and it also saves memory. The need for this comes up when you consider the following problem: you need a very detailed tile, like asphalt, but you want to add dirt or other elements that aren’t tiled over the diffuse colour, to give it randomness or painted details over top Or maybe you want to have a camera-based illustration projection but you want localized dirt over top. It applies to all rendering programs that recognize the Multiply/Divide utility (Maya’s software renderer, mental ray, V-Ray being ones I know that do and Maxwell is one I know that doesn’t). This workflow tutorial has been sitting on my desk since I finished the last illustration project and shows how to use a Multiply/Divide texture utility to composite textures. ![]()
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