Using Parameter Maps and Vertex Colors
 
 
 

Specifying Parameter Maps or Vertex Colors in Property Editors

Many shaders and other property editors require that you specify a texture map, weight map, or vertex color property. You can specify an existing one or create a new one to use.

A

If multiple objects use the same material or property, you can select the one(s) to affect: All or a specific object.

This box does not appear if a material or property is not used by multiple objects, nor if a single object is selected. It updates automatically as you select objects in the scene, as long as the property editor is not locked.

B

Select an existing texture map or vertex color property.

If multiple objects with the same material or property use different parameter maps or CAV properties, (multiple properties) appears instead of a specific name. You can select a property by name only if all objects have a property with the same name. However if you are using a naming convention for properties on different objects, you can enter a string with a * wildcard pattern.

If an object has custom ICE attributes defined, you can also select them depending on their context and data type.

C

Click to modify the properties of the selected property.

D

Click to create a new property.

Using Parameter Maps or Vertex Colors in the Render Tree

You can use parameter maps to drive parameter values in a render tree. The different map-lookup shaders convert the map values into different data types.

  1. Do one of the following:

    • Drag a node from the Map Lookups category of the preset manager into the render tree.

      or

    • In the Render Tree view, choose one of the items on the Nodes Map Lookups menu.

  2. In the shader's property editor, specify a map.

  3. Connect the output from the shader to drive the desired parameter.