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shader network optimisation | multiply materials fed from single attribute

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GodToldMeToDoIt
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shader network optimisation | multiply materials fed from single attribute

(noob)  what's the best approach when it comes to feeding values into multiply materials.

 

for example:  say you've got 20 standard surfaces, and you want the same noise value feeding their spec rouch channels... is it ok to use one noise node to feed all 20 channels, or better for each surfaces to have its own noise node?

 

if the latter's the way forwards, is there a way to globally feed the same value in to all 20 noise nodes from a single pane?

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Message 2 of 3

Can't you connect the same texture to several shaders?

If objects are static, you can use 3D noise, which will bring more randomness.

Otherwise it is fine to have one master node, like a Locator, with some custom attrs, that drive several textures - use ConnectionEditor to make connections.


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Maya2019.1 @ Windows10 & GeForce GTX1080Ti

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Message 3 of 3
mspeer
in reply to: GodToldMeToDoIt

Hi!

 

"...is it ok to use one noise node to feed all 20 channels..."

- Yes. Just use the Node Editor to make the right connections.

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