Create double-sided shaded surfaces
 
 
 

For more information about double-sided surfaces, see Double-sided shaded surfaces.

To create a double-sided shaded surface

  1. In the Hypershade, create one of each of the following:
    • Material (this procedure uses a Phong material).
    • A Sampler Info utility. The Sampler Info utility provides access to camera and surface information that you can pipe into your shading networks during rendering.
    • A Condition utility. The Condition utility lets you specify which texture is mapped to each side of the surface.
    • Checker texture.
    • Crater texture.
  2. Assign the Phong material to the surface.
  3. In the Hypershade, middle-drag the Checker texture onto the Condition utility to open the Connection Editor.
  4. In the Connection Editor, connect the Checker’s Out Color attribute to the condition utility’s Color If True attribute (click the Out Color attribute in the Checker column, then click Color If True in the Condition column).
  5. In the Hypershade, middle-drag the Crater texture onto the Condition swatch, and in the Connection Editor, connect the Crater’s Out Color to the Condition’s Color if False attribute.
  6. Middle-drag the SamplerInfo swatch over the Condition swatch to open the Connection Editor.
  7. In the Connection Editor, click the Flipped Normal attribute then click the Condition’s First Term or Second Term attribute.
  8. In the Hypershade, middle-drag the Condition swatch onto the Phong material swatch and select color to connect it to the Phong’s Color attribute.
  9. Perform a test render.

    Maya shades each side of the surface with a different texture.

Note

You must set the Second Term to 0 and the Operation to Equal or Not Equal if you are using the mental ray for Maya renderer.

Swapping the textures on the surfaces

For more information about double-sided surfaces, see Double-sided shaded surfaces.

You can use the Condition utility to specify which texture is applied to the front and back sides of the surface. For more information about the condition utility, see Condition.

To swap texture mapping for double-sided shading

  1. Double-click the Condition swatch in Hypershade to open its Attribute Editor.
  2. In the Condition Attributes section, change the Operation attribute to Not Equal (or if it is set to Not Equal, change it to Equal).
  3. Perform a test render. The following shows the result.
    Note

    You can apply more than one material to polygonal models at the face level.