Yes hello, I'm doing some research on creating textures that break specular highlights within geometry
This is what I know at the moment: (I could be wrong)
("Flow maps" or "Direction maps" or "Position maps") are attached to the RGB channels
Red = X Green = Y and Blue = Z
These channels control vector direction information
Painting these maps will redirect the way light interacts with your object
They are used for hair, water and other turbulent forces
here is a viewing of a standard flow map
And the final outcome.
My question is to you how do you go about connecting this file into Arnold using aiStandardSurface nodes?
As well as any tips in generating this type of information within maya's viewport?
-Thanks
Solved! Go to Solution.